diff --git a/main.js b/main.js index 05fc26b..aeeb552 100644 --- a/main.js +++ b/main.js @@ -10,33 +10,33 @@ /******/ "use strict"; /******/ var __webpack_modules__ = ({ -/***/ "./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.module.js": -/*!***********************************************************************************!*\ - !*** ./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.module.js ***! - \***********************************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { +/***/ "./src/index.ts": +/*!**********************!*\ + !*** ./src/index.ts ***! + \**********************/ +/***/ ((__unused_webpack_module, exports, __webpack_require__) => { -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ VRMAnimation: () => (/* binding */ VRMAnimation),\n/* harmony export */ VRMAnimationLoaderPlugin: () => (/* binding */ VRMAnimationLoaderPlugin),\n/* harmony export */ VRMLookAtQuaternionProxy: () => (/* binding */ VRMLookAtQuaternionProxy),\n/* harmony export */ createVRMAnimationClip: () => (/* binding */ createVRMAnimationClip),\n/* harmony export */ createVRMAnimationExpressionTracks: () => (/* binding */ createVRMAnimationExpressionTracks),\n/* harmony export */ createVRMAnimationHumanoidTracks: () => (/* binding */ createVRMAnimationHumanoidTracks),\n/* harmony export */ createVRMAnimationLookAtTrack: () => (/* binding */ createVRMAnimationLookAtTrack)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/*!\n * @pixiv/three-vrm-animation v2.1.1\n * The implementation of VRM Animation\n *\n * Copyright (c) 2023-2024 pixiv Inc.\n * @pixiv/three-vrm-animation is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\n\n/*!\n * @pixiv/three-vrm-core v2.1.1\n * The implementation of core features of VRM, for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-core is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionPresetName = {\n Aa: 'aa',\n Ih: 'ih',\n Ou: 'ou',\n Ee: 'ee',\n Oh: 'oh',\n Blink: 'blink',\n Happy: 'happy',\n Angry: 'angry',\n Sad: 'sad',\n Relaxed: 'relaxed',\n LookUp: 'lookUp',\n Surprised: 'surprised',\n LookDown: 'lookDown',\n LookLeft: 'lookLeft',\n LookRight: 'lookRight',\n BlinkLeft: 'blinkLeft',\n BlinkRight: 'blinkRight',\n Neutral: 'neutral',\n};\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Color();\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneParentMap = {\n hips: null,\n spine: 'hips',\n chest: 'spine',\n upperChest: 'chest',\n neck: 'upperChest',\n head: 'neck',\n leftEye: 'head',\n rightEye: 'head',\n jaw: 'head',\n leftUpperLeg: 'hips',\n leftLowerLeg: 'leftUpperLeg',\n leftFoot: 'leftLowerLeg',\n leftToes: 'leftFoot',\n rightUpperLeg: 'hips',\n rightLowerLeg: 'rightUpperLeg',\n rightFoot: 'rightLowerLeg',\n rightToes: 'rightFoot',\n leftShoulder: 'upperChest',\n leftUpperArm: 'leftShoulder',\n leftLowerArm: 'leftUpperArm',\n leftHand: 'leftLowerArm',\n rightShoulder: 'upperChest',\n rightUpperArm: 'rightShoulder',\n rightLowerArm: 'rightUpperArm',\n rightHand: 'rightLowerArm',\n leftThumbMetacarpal: 'leftHand',\n leftThumbProximal: 'leftThumbMetacarpal',\n leftThumbDistal: 'leftThumbProximal',\n leftIndexProximal: 'leftHand',\n leftIndexIntermediate: 'leftIndexProximal',\n leftIndexDistal: 'leftIndexIntermediate',\n leftMiddleProximal: 'leftHand',\n leftMiddleIntermediate: 'leftMiddleProximal',\n leftMiddleDistal: 'leftMiddleIntermediate',\n leftRingProximal: 'leftHand',\n leftRingIntermediate: 'leftRingProximal',\n leftRingDistal: 'leftRingIntermediate',\n leftLittleProximal: 'leftHand',\n leftLittleIntermediate: 'leftLittleProximal',\n leftLittleDistal: 'leftLittleIntermediate',\n rightThumbMetacarpal: 'rightHand',\n rightThumbProximal: 'rightThumbMetacarpal',\n rightThumbDistal: 'rightThumbProximal',\n rightIndexProximal: 'rightHand',\n rightIndexIntermediate: 'rightIndexProximal',\n rightIndexDistal: 'rightIndexIntermediate',\n rightMiddleProximal: 'rightHand',\n rightMiddleIntermediate: 'rightMiddleProximal',\n rightMiddleDistal: 'rightMiddleIntermediate',\n rightRingProximal: 'rightHand',\n rightRingIntermediate: 'rightRingProximal',\n rightRingDistal: 'rightRingIntermediate',\n rightLittleProximal: 'rightHand',\n rightLittleIntermediate: 'rightLittleProximal',\n rightLittleDistal: 'rightLittleIntermediate',\n};\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nfunction quatInvertCompat(target) {\n if (target.invert) {\n target.invert();\n }\n else {\n target.inverse();\n }\n return target;\n}\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst SQRT_2_OVER_2 = Math.sqrt(2.0) / 2.0;\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 1.0, 0.0);\n\nconst _position = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _scale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nfunction getWorldQuaternionLite(object, out) {\n object.matrixWorld.decompose(_position, out, _scale);\n return out;\n}\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nfunction calcAzimuthAltitude(vector) {\n return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n\n/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nfunction sanitizeAngle(angle) {\n const roundTurn = Math.round(angle / 2.0 / Math.PI);\n return angle - 2.0 * Math.PI * roundTurn;\n}\n\nconst VEC3_POSITIVE_Z$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\nconst _v3A$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3C = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatC$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatD = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _eulerA$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Euler();\n/**\n * A class controls eye gaze movements of a VRM.\n */\nclass VRMLookAt {\n /**\n * Its current angle around Y axis, in degree.\n */\n get yaw() {\n return this._yaw;\n }\n /**\n * Its current angle around Y axis, in degree.\n */\n set yaw(value) {\n this._yaw = value;\n this._needsUpdate = true;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n get pitch() {\n return this._pitch;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n set pitch(value) {\n this._pitch = value;\n this._needsUpdate = true;\n }\n /**\n * @deprecated Use {@link getEuler} instead.\n */\n get euler() {\n console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n return this.getEuler(new three__WEBPACK_IMPORTED_MODULE_0__.Euler());\n }\n /**\n * Create a new {@link VRMLookAt}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param applier A {@link VRMLookAtApplier}\n */\n constructor(humanoid, applier) {\n /**\n * The origin of LookAt. Position offset from the head bone.\n */\n this.offsetFromHeadBone = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n /**\n * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n * `true` by default.\n *\n * See also: {@link target}\n */\n this.autoUpdate = true;\n /**\n * The front direction of the face.\n * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n * You usually don't want to touch this.\n */\n this.faceFront = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\n this.humanoid = humanoid;\n this.applier = applier;\n this._yaw = 0.0;\n this._pitch = 0.0;\n this._needsUpdate = true;\n this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion());\n }\n /**\n * Get its yaw-pitch angles as an `Euler`.\n * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n *\n * @param target The target euler\n */\n getEuler(target) {\n return target.set(three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this._pitch, three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n }\n /**\n * Copy the given {@link VRMLookAt} into this one.\n * {@link humanoid} must be same as the source one.\n * {@link applier} will reference the same instance as the source one.\n * @param source The {@link VRMLookAt} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error('VRMLookAt: humanoid must be same in order to copy');\n }\n this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n this.applier = source.applier;\n this.autoUpdate = source.autoUpdate;\n this.target = source.target;\n this.faceFront.copy(source.faceFront);\n return this;\n }\n /**\n * Returns a clone of this {@link VRMLookAt}.\n * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n * @returns Copied {@link VRMLookAt}\n */\n clone() {\n return new VRMLookAt(this.humanoid, this.applier).copy(this);\n }\n /**\n * Reset the lookAt direction (yaw and pitch) to the initial direction.\n */\n reset() {\n this._yaw = 0.0;\n this._pitch = 0.0;\n this._needsUpdate = true;\n }\n /**\n * Get its lookAt position in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldPosition(target) {\n const head = this.humanoid.getRawBoneNode('head');\n return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n }\n /**\n * Get its lookAt rotation in world coordinate.\n * Does NOT consider {@link faceFront}.\n *\n * @param target A target `THREE.Quaternion`\n */\n getLookAtWorldQuaternion(target) {\n const head = this.humanoid.getRawBoneNode('head');\n return getWorldQuaternionLite(head, target);\n }\n /**\n * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n getFaceFrontQuaternion(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z$1) < 0.01) {\n return target.copy(this._restHeadWorldQuaternion).invert();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA$1.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n return target.setFromEuler(_eulerA$1).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n }\n /**\n * Get its LookAt direction in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldDirection(target) {\n this.getLookAtWorldQuaternion(_quatB$1);\n this.getFaceFrontQuaternion(_quatC$1);\n return target\n .copy(VEC3_POSITIVE_Z$1)\n .applyQuaternion(_quatB$1)\n .applyQuaternion(_quatC$1)\n .applyEuler(this.getEuler(_eulerA$1));\n }\n /**\n * Set its lookAt target position.\n *\n * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n *\n * If you want to track an object continuously, you might want to use {@link target} instead.\n *\n * @param position A target position, in world space\n */\n lookAt(position) {\n // Look at direction in local coordinate\n const headRotDiffInv = _quatA$1\n .copy(this._restHeadWorldQuaternion)\n .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB$1)));\n const headPos = this.getLookAtWorldPosition(_v3B);\n const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n // calculate angles\n const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n // apply angles\n this._yaw = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * yaw;\n this._pitch = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * pitch;\n this._needsUpdate = true;\n }\n /**\n * Update the VRMLookAtHead.\n * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n *\n * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n */\n update(delta) {\n if (this.target != null && this.autoUpdate) {\n this.lookAt(this.target.getWorldPosition(_v3A$1));\n }\n if (this._needsUpdate) {\n this._needsUpdate = false;\n this.applier.applyYawPitch(this._yaw, this._pitch);\n }\n }\n}\nVRMLookAt.EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\nnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nnew three__WEBPACK_IMPORTED_MODULE_0__.Euler(0.0, 0.0, 0.0, 'YXZ');\n\nconst RAD2DEG = 180 / Math.PI;\nconst _eulerA = /*@__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_0__.Euler();\nclass VRMLookAtQuaternionProxy extends three__WEBPACK_IMPORTED_MODULE_0__.Object3D {\n constructor(lookAt) {\n super();\n this.vrmLookAt = lookAt;\n this.type = 'VRMLookAtQuaternionProxy';\n // See: https://github.com/mrdoob/three.js/blob/r158/src/core/Object3D.js#L65\n const prevRotationOnChangeCallback = this.rotation._onChangeCallback;\n this.rotation._onChange(() => {\n prevRotationOnChangeCallback();\n this._applyToLookAt();\n });\n const prevQuaternionOnChangeCallback = this.quaternion._onChangeCallback;\n this.quaternion._onChange(() => {\n prevQuaternionOnChangeCallback();\n this._applyToLookAt();\n });\n }\n _applyToLookAt() {\n _eulerA.setFromQuaternion(this.quaternion, VRMLookAt.EULER_ORDER);\n this.vrmLookAt.yaw = RAD2DEG * _eulerA.y;\n this.vrmLookAt.pitch = RAD2DEG * _eulerA.x;\n }\n}\n\nfunction createVRMAnimationHumanoidTracks(vrmAnimation, humanoid, metaVersion) {\n var _a, _b;\n const translation = new Map();\n const rotation = new Map();\n for (const [name, origTrack] of vrmAnimation.humanoidTracks.rotation.entries()) {\n const nodeName = (_a = humanoid.getNormalizedBoneNode(name)) === null || _a === void 0 ? void 0 : _a.name;\n if (nodeName != null) {\n const track = new three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack(`${nodeName}.quaternion`, origTrack.times, origTrack.values.map((v, i) => (metaVersion === '0' && i % 2 === 0 ? -v : v)));\n rotation.set(name, track);\n }\n }\n for (const [name, origTrack] of vrmAnimation.humanoidTracks.translation.entries()) {\n const nodeName = (_b = humanoid.getNormalizedBoneNode(name)) === null || _b === void 0 ? void 0 : _b.name;\n if (nodeName != null) {\n const animationY = vrmAnimation.restHipsPosition.y;\n const humanoidY = humanoid.normalizedRestPose.hips.position[1];\n const scale = humanoidY / animationY;\n const track = origTrack.clone();\n track.values = track.values.map((v, i) => (metaVersion === '0' && i % 3 !== 1 ? -v : v) * scale);\n track.name = `${nodeName}.position`;\n translation.set(name, track);\n }\n }\n return { translation, rotation };\n}\nfunction createVRMAnimationExpressionTracks(vrmAnimation, expressionManager) {\n const preset = new Map();\n const custom = new Map();\n for (const [name, origTrack] of vrmAnimation.expressionTracks.preset.entries()) {\n const trackName = expressionManager.getExpressionTrackName(name);\n if (trackName != null) {\n const track = origTrack.clone();\n track.name = trackName;\n preset.set(name, track);\n }\n }\n for (const [name, origTrack] of vrmAnimation.expressionTracks.custom.entries()) {\n const trackName = expressionManager.getExpressionTrackName(name);\n if (trackName != null) {\n const track = origTrack.clone();\n track.name = trackName;\n custom.set(name, track);\n }\n }\n return { preset, custom };\n}\nfunction createVRMAnimationLookAtTrack(vrmAnimation, trackName) {\n if (vrmAnimation.lookAtTrack == null) {\n return null;\n }\n const track = vrmAnimation.lookAtTrack.clone();\n track.name = trackName;\n return track;\n}\n/**\n * Create an AnimationClip out of the given VRMAnimation and the VRM.\n *\n * @param vrmAnimation A {@link VRMAnimation}.\n * @param vrm A {@link VRMCore}.\n * @returns An AnimationClip\n */\nfunction createVRMAnimationClip(vrmAnimation, vrm) {\n const tracks = [];\n const humanoidTracks = createVRMAnimationHumanoidTracks(vrmAnimation, vrm.humanoid, vrm.meta.metaVersion);\n tracks.push(...humanoidTracks.translation.values());\n tracks.push(...humanoidTracks.rotation.values());\n if (vrm.expressionManager != null) {\n const expressionTracks = createVRMAnimationExpressionTracks(vrmAnimation, vrm.expressionManager);\n tracks.push(...expressionTracks.preset.values());\n tracks.push(...expressionTracks.custom.values());\n }\n if (vrm.lookAt != null) {\n // search VRMLookAtQuaternionProxy\n let proxy = vrm.scene.children.find((obj) => obj instanceof VRMLookAtQuaternionProxy);\n if (proxy == null) {\n // if not found, create a new one\n console.warn('createVRMAnimationClip: VRMLookAtQuaternionProxy is not found. Creating a new one automatically. To suppress this warning, create a VRMLookAtQuaternionProxy manually');\n proxy = new VRMLookAtQuaternionProxy(vrm.lookAt);\n proxy.name = 'VRMLookAtQuaternionProxy';\n vrm.scene.add(proxy);\n }\n else if (proxy.name == null) {\n // if found but name is not set, set the name automatically\n console.warn('createVRMAnimationClip: VRMLookAtQuaternionProxy is found but its name is not set. Setting the name automatically. To suppress this warning, set the name manually');\n proxy.name = 'VRMLookAtQuaternionProxy';\n }\n // create a track\n const track = createVRMAnimationLookAtTrack(vrmAnimation, `${proxy.name}.quaternion`);\n if (track != null) {\n tracks.push(track);\n }\n }\n return new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip('Clip', vrmAnimation.duration, tracks);\n}\n\n/**\n * Represents a single VRM Animation.\n * You probably want to create an AnimationClip using {@link createVRMAnimationClip}.\n */\nclass VRMAnimation {\n constructor() {\n this.duration = 0.0;\n this.restHipsPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this.humanoidTracks = {\n translation: new Map(),\n rotation: new Map(),\n };\n this.expressionTracks = {\n preset: new Map(),\n custom: new Map(),\n };\n this.lookAtTrack = null;\n }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\n/**\n * ```js\n * arrayChunk( [ 1, 2, 3, 4, 5, 6 ], 2 )\n * // will be\n * [ [ 1, 2 ], [ 3, 4 ], [ 5, 6 ] ]\n * ```\n */\nfunction arrayChunk(array, every) {\n const N = array.length;\n const ret = [];\n let current = [];\n let remaining = 0;\n for (let i = 0; i < N; i++) {\n const el = array[i];\n if (remaining <= 0) {\n remaining = every;\n current = [];\n ret.push(current);\n }\n current.push(el);\n remaining--;\n }\n return ret;\n}\n\nconst MAT4_IDENTITY = /*@__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\nconst _v3A = /*@__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA = /*@__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB = /*@__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatC = /*@__PURE__*/ new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = /*@__PURE__*/ new Set(['1.0', '1.0-draft']);\nconst vrmExpressionPresetNameSet = /*@__PURE__*/ new Set(Object.values(VRMExpressionPresetName));\n/**\n * A plugin of GLTFLoader that imports {@link VRMAnimation}s from a `VRMC_vrm_animation` extension and gltf animations.\n */\nclass VRMAnimationLoaderPlugin {\n constructor(parser) {\n this.parser = parser;\n }\n get name() {\n return 'VRMC_vrm_animation';\n }\n afterRoot(gltf) {\n var _a, _b, _c;\n return __awaiter(this, void 0, void 0, function* () {\n const defGltf = gltf.parser.json;\n const defExtensionsUsed = defGltf.extensionsUsed;\n if (defExtensionsUsed == null || defExtensionsUsed.indexOf(this.name) == -1) {\n return;\n }\n const defExtension = (_a = defGltf.extensions) === null || _a === void 0 ? void 0 : _a[this.name];\n if (defExtension == null) {\n return;\n }\n const specVersion = defExtension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n console.warn(`VRMAnimationLoaderPlugin: Unknown VRMC_vrm_animation spec version: ${specVersion}`);\n return;\n }\n if (specVersion === '1.0-draft') {\n console.warn('VRMAnimationLoaderPlugin: Using a draft spec version: 1.0-draft. Some behaviors may be different. Consider updating the animation file.');\n }\n const nodeMap = this._createNodeMap(defExtension);\n const worldMatrixMap = yield this._createBoneWorldMatrixMap(gltf, defExtension);\n const hipsNode = (_c = (_b = defExtension.humanoid) === null || _b === void 0 ? void 0 : _b.humanBones['hips']) === null || _c === void 0 ? void 0 : _c.node;\n const hips = hipsNode != null ? (yield gltf.parser.getDependency('node', hipsNode)) : null;\n const restHipsPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n hips === null || hips === void 0 ? void 0 : hips.getWorldPosition(restHipsPosition);\n const clips = gltf.animations;\n const animations = clips.map((clip, iAnimation) => {\n const defAnimation = defGltf.animations[iAnimation];\n const animation = this._parseAnimation(clip, defAnimation, nodeMap, worldMatrixMap);\n animation.restHipsPosition = restHipsPosition;\n return animation;\n });\n gltf.userData.vrmAnimations = animations;\n });\n }\n _createNodeMap(defExtension) {\n var _a, _b, _c, _d, _e;\n const humanoidIndexToName = new Map();\n const expressionsIndexToName = new Map();\n // humanoid\n const humanBones = (_a = defExtension.humanoid) === null || _a === void 0 ? void 0 : _a.humanBones;\n if (humanBones) {\n Object.entries(humanBones).forEach(([name, bone]) => {\n const node = bone === null || bone === void 0 ? void 0 : bone.node;\n if (node != null) {\n humanoidIndexToName.set(node, name);\n }\n });\n }\n // expressions\n const preset = (_b = defExtension.expressions) === null || _b === void 0 ? void 0 : _b.preset;\n if (preset) {\n Object.entries(preset).forEach(([name, expression]) => {\n const node = expression === null || expression === void 0 ? void 0 : expression.node;\n if (node != null) {\n expressionsIndexToName.set(node, name);\n }\n });\n }\n const custom = (_c = defExtension.expressions) === null || _c === void 0 ? void 0 : _c.custom;\n if (custom) {\n Object.entries(custom).forEach(([name, expression]) => {\n const { node } = expression;\n expressionsIndexToName.set(node, name);\n });\n }\n // lookAt\n const lookAtIndex = (_e = (_d = defExtension.lookAt) === null || _d === void 0 ? void 0 : _d.node) !== null && _e !== void 0 ? _e : null;\n return { humanoidIndexToName, expressionsIndexToName, lookAtIndex };\n }\n _createBoneWorldMatrixMap(gltf, defExtension) {\n var _a, _b;\n return __awaiter(this, void 0, void 0, function* () {\n // update the entire hierarchy first\n gltf.scene.updateWorldMatrix(false, true);\n const threeNodes = (yield gltf.parser.getDependencies('node'));\n const worldMatrixMap = new Map();\n if (defExtension.humanoid == null) {\n return worldMatrixMap;\n }\n for (const [boneName, humanBone] of Object.entries(defExtension.humanoid.humanBones)) {\n const node = humanBone === null || humanBone === void 0 ? void 0 : humanBone.node;\n if (node != null) {\n const threeNode = threeNodes[node];\n worldMatrixMap.set(boneName, threeNode.matrixWorld);\n if (boneName === 'hips') {\n worldMatrixMap.set('hipsParent', (_b = (_a = threeNode.parent) === null || _a === void 0 ? void 0 : _a.matrixWorld) !== null && _b !== void 0 ? _b : MAT4_IDENTITY);\n }\n }\n }\n return worldMatrixMap;\n });\n }\n _parseAnimation(animationClip, defAnimation, nodeMap, worldMatrixMap) {\n const tracks = animationClip.tracks;\n const defChannels = defAnimation.channels;\n const result = new VRMAnimation();\n result.duration = animationClip.duration;\n defChannels.forEach((channel, iChannel) => {\n const { node, path } = channel.target;\n const origTrack = tracks[iChannel];\n if (node == null) {\n return;\n }\n // humanoid\n const boneName = nodeMap.humanoidIndexToName.get(node);\n if (boneName != null) {\n let parentBoneName = VRMHumanBoneParentMap[boneName];\n while (parentBoneName != null && worldMatrixMap.get(parentBoneName) == null) {\n parentBoneName = VRMHumanBoneParentMap[parentBoneName];\n }\n parentBoneName !== null && parentBoneName !== void 0 ? parentBoneName : (parentBoneName = 'hipsParent');\n if (path === 'translation') {\n if (boneName !== 'hips') {\n console.warn(`The loading animation contains a translation track for ${boneName}, which is not permitted in the VRMC_vrm_animation spec. ignoring the track`);\n }\n else {\n const hipsParentWorldMatrix = worldMatrixMap.get('hipsParent');\n const trackValues = arrayChunk(origTrack.values, 3).flatMap((v) => _v3A.fromArray(v).applyMatrix4(hipsParentWorldMatrix).toArray());\n const track = origTrack.clone();\n track.values = new Float32Array(trackValues);\n result.humanoidTracks.translation.set(boneName, track);\n }\n }\n else if (path === 'rotation') {\n // a = p^-1 * a' * p * c\n // a' = p * p^-1 * a' * p * c * c^-1 * p^-1\n // = p * a * c^-1 * p^-1\n const worldMatrix = worldMatrixMap.get(boneName);\n const parentWorldMatrix = worldMatrixMap.get(parentBoneName);\n worldMatrix.decompose(_v3A, _quatA, _v3A);\n _quatA.invert();\n parentWorldMatrix.decompose(_v3A, _quatB, _v3A);\n const trackValues = arrayChunk(origTrack.values, 4).flatMap((q) => _quatC.fromArray(q).premultiply(_quatB).multiply(_quatA).toArray());\n const track = origTrack.clone();\n track.values = new Float32Array(trackValues);\n result.humanoidTracks.rotation.set(boneName, track);\n }\n else {\n throw new Error(`Invalid path \"${path}\"`);\n }\n return;\n }\n // expressions\n const expressionName = nodeMap.expressionsIndexToName.get(node);\n if (expressionName != null) {\n if (path === 'translation') {\n const times = origTrack.times;\n const values = new Float32Array(origTrack.values.length / 3);\n for (let i = 0; i < values.length; i++) {\n values[i] = origTrack.values[3 * i];\n }\n const newTrack = new three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack(`${expressionName}.weight`, times, values);\n if (vrmExpressionPresetNameSet.has(expressionName)) {\n result.expressionTracks.preset.set(expressionName, newTrack);\n }\n else {\n result.expressionTracks.custom.set(expressionName, newTrack);\n }\n }\n else {\n throw new Error(`Invalid path \"${path}\"`);\n }\n return;\n }\n // lookAt\n if (node === nodeMap.lookAtIndex) {\n if (path === 'rotation') {\n result.lookAtTrack = origTrack;\n }\n else {\n throw new Error(`Invalid path \"${path}\"`);\n }\n }\n });\n return result;\n }\n}\n\n\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"three-vrm-animation.module.js","sources":["../../three-vrm-core/lib/three-vrm-core.module.js","../src/VRMLookAtQuaternionProxy.ts","../src/createVRMAnimationClip.ts","../src/VRMAnimation.ts","../../../node_modules/tslib/tslib.es6.js","../src/utils/arrayChunk.ts","../src/VRMAnimationLoaderPlugin.ts"],"sourcesContent":["/*!\n * @pixiv/three-vrm-core v2.1.1\n * The implementation of core features of VRM, for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-core is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\nimport * as THREE from 'three';\n\n// animationMixer の監視対象は、Scene の中に入っている必要がある。\n// そのため、表示オブジェクトではないけれど、Object3D を継承して Scene に投入できるようにする。\nclass VRMExpression extends THREE.Object3D {\n    /**\n     * A value represents how much it should override blink expressions.\n     * `0.0` == no override at all, `1.0` == completely block the expressions.\n     */\n    get overrideBlinkAmount() {\n        if (this.overrideBlink === 'block') {\n            return 0.0 < this.weight ? 1.0 : 0.0;\n        }\n        else if (this.overrideBlink === 'blend') {\n            return this.weight;\n        }\n        else {\n            return 0.0;\n        }\n    }\n    /**\n     * A value represents how much it should override lookAt expressions.\n     * `0.0` == no override at all, `1.0` == completely block the expressions.\n     */\n    get overrideLookAtAmount() {\n        if (this.overrideLookAt === 'block') {\n            return 0.0 < this.weight ? 1.0 : 0.0;\n        }\n        else if (this.overrideLookAt === 'blend') {\n            return this.weight;\n        }\n        else {\n            return 0.0;\n        }\n    }\n    /**\n     * A value represents how much it should override mouth expressions.\n     * `0.0` == no override at all, `1.0` == completely block the expressions.\n     */\n    get overrideMouthAmount() {\n        if (this.overrideMouth === 'block') {\n            return 0.0 < this.weight ? 1.0 : 0.0;\n        }\n        else if (this.overrideMouth === 'blend') {\n            return this.weight;\n        }\n        else {\n            return 0.0;\n        }\n    }\n    constructor(expressionName) {\n        super();\n        /**\n         * The current weight of the expression.\n         */\n        this.weight = 0.0;\n        /**\n         * Interpret values greater than 0.5 as 1.0, ortherwise 0.0.\n         */\n        this.isBinary = false;\n        /**\n         * Specify how the expression overrides blink expressions.\n         */\n        this.overrideBlink = 'none';\n        /**\n         * Specify how the expression overrides lookAt expressions.\n         */\n        this.overrideLookAt = 'none';\n        /**\n         * Specify how the expression overrides mouth expressions.\n         */\n        this.overrideMouth = 'none';\n        this._binds = [];\n        this.name = `VRMExpression_${expressionName}`;\n        this.expressionName = expressionName;\n        // traverse 時の救済手段として Object3D ではないことを明示しておく\n        this.type = 'VRMExpression';\n        // 表示目的のオブジェクトではないので、負荷軽減のために visible を false にしておく。\n        // これにより、このインスタンスに対する毎フレームの matrix 自動計算を省略できる。\n        this.visible = false;\n    }\n    addBind(bind) {\n        this._binds.push(bind);\n    }\n    /**\n     * Apply weight to every assigned blend shapes.\n     * Should be called every frame.\n     */\n    applyWeight(options) {\n        var _a;\n        let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n        actualWeight *= (_a = options === null || options === void 0 ? void 0 : options.multiplier) !== null && _a !== void 0 ? _a : 1.0;\n        this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n    }\n    /**\n     * Clear previously assigned blend shapes.\n     */\n    clearAppliedWeight() {\n        this._binds.forEach((bind) => bind.clearAppliedWeight());\n    }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction extractPrimitivesInternal(gltf, nodeIndex, node) {\n    var _a, _b;\n    const json = gltf.parser.json;\n    /**\n     * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n     *\n     * \"*\" indicates that those meshes should be listed up using this function\n     *\n     * ### A node with a (mesh, a signle primitive)\n     *\n     * - `THREE.Mesh`: The only primitive of the mesh *\n     *\n     * ### A node with a (mesh, multiple primitives)\n     *\n     * - `THREE.Group`: The root of the mesh\n     *   - `THREE.Mesh`: A primitive of the mesh *\n     *   - `THREE.Mesh`: A primitive of the mesh (2) *\n     *\n     * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n     *\n     * - `THREE.Group`: The root of the mesh\n     *   - `THREE.Mesh`: A primitive of the mesh *\n     *   - `THREE.Mesh`: A primitive of the mesh (2) *\n     *   - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n     *\n     * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n     *\n     * - `THREE.Group`: The root of the mesh\n     *   - `THREE.Mesh`: A primitive of the mesh *\n     *   - `THREE.Mesh`: A primitive of the mesh (2) *\n     *   - `THREE.Group`: The root of a MESH OF THE CHILD\n     *     - `THREE.Mesh`: A primitive of the mesh of the child\n     *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n     *\n     * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n     *\n     * - `THREE.Bone`: The root of the node, as a bone\n     *   - `THREE.Group`: The root of the mesh\n     *     - `THREE.Mesh`: A primitive of the mesh *\n     *     - `THREE.Mesh`: A primitive of the mesh (2) *\n     *\n     * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n     *\n     * - `THREE.Bone`: The root of the node, as a bone\n     *   - `THREE.Group`: The root of the mesh\n     *     - `THREE.Mesh`: A primitive of the mesh *\n     *     - `THREE.Mesh`: A primitive of the mesh (2) *\n     *   - `THREE.Group`: The root of a MESH OF THE CHILD\n     *     - `THREE.Mesh`: A primitive of the mesh of the child\n     *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n     *\n     * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n     */\n    // Make sure that the node has a mesh\n    const schemaNode = (_a = json.nodes) === null || _a === void 0 ? void 0 : _a[nodeIndex];\n    if (schemaNode == null) {\n        console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n        return null;\n    }\n    const meshIndex = schemaNode.mesh;\n    if (meshIndex == null) {\n        return null;\n    }\n    // How many primitives the mesh has?\n    const schemaMesh = (_b = json.meshes) === null || _b === void 0 ? void 0 : _b[meshIndex];\n    if (schemaMesh == null) {\n        console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n        return null;\n    }\n    const primitiveCount = schemaMesh.primitives.length;\n    // Traverse the node and take first (primitiveCount) meshes\n    const primitives = [];\n    node.traverse((object) => {\n        if (primitives.length < primitiveCount) {\n            if (object.isMesh) {\n                primitives.push(object);\n            }\n        }\n    });\n    return primitives;\n}\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nfunction gltfExtractPrimitivesFromNode(gltf, nodeIndex) {\n    return __awaiter(this, void 0, void 0, function* () {\n        const node = yield gltf.parser.getDependency('node', nodeIndex);\n        return extractPrimitivesInternal(gltf, nodeIndex, node);\n    });\n}\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nfunction gltfExtractPrimitivesFromNodes(gltf) {\n    return __awaiter(this, void 0, void 0, function* () {\n        const nodes = yield gltf.parser.getDependencies('node');\n        const map = new Map();\n        nodes.forEach((node, index) => {\n            const result = extractPrimitivesInternal(gltf, index, node);\n            if (result != null) {\n                map.set(index, result);\n            }\n        });\n        return map;\n    });\n}\n\n/**\n * Get a material definition index of glTF from associated material.\n * It's basically a comat code between Three.js r133 or above and previous versions.\n * @param parser GLTFParser\n * @param material A material of gltf\n * @returns Material definition index of glTF\n */\nfunction gltfGetAssociatedMaterialIndex(parser, material) {\n    var _a, _b;\n    const threeRevision = parseInt(THREE.REVISION, 10);\n    let index = null;\n    if (threeRevision >= 133) {\n        index = (_b = (_a = parser.associations.get(material)) === null || _a === void 0 ? void 0 : _a.materials) !== null && _b !== void 0 ? _b : null;\n    }\n    else {\n        const associations = parser.associations;\n        const reference = associations.get(material);\n        if ((reference === null || reference === void 0 ? void 0 : reference.type) === 'materials') {\n            index = reference.index;\n        }\n    }\n    return index;\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionPresetName = {\n    Aa: 'aa',\n    Ih: 'ih',\n    Ou: 'ou',\n    Ee: 'ee',\n    Oh: 'oh',\n    Blink: 'blink',\n    Happy: 'happy',\n    Angry: 'angry',\n    Sad: 'sad',\n    Relaxed: 'relaxed',\n    LookUp: 'lookUp',\n    Surprised: 'surprised',\n    LookDown: 'lookDown',\n    LookLeft: 'lookLeft',\n    LookRight: 'lookRight',\n    BlinkLeft: 'blinkLeft',\n    BlinkRight: 'blinkRight',\n    Neutral: 'neutral',\n};\n\n/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nfunction saturate(value) {\n    return Math.max(Math.min(value, 1.0), 0.0);\n}\n\nclass VRMExpressionManager {\n    get expressions() {\n        return this._expressions.concat();\n    }\n    get expressionMap() {\n        return Object.assign({}, this._expressionMap);\n    }\n    /**\n     * A map from name to expression, but excluding custom expressions.\n     */\n    get presetExpressionMap() {\n        const result = {};\n        const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n        Object.entries(this._expressionMap).forEach(([name, expression]) => {\n            if (presetNameSet.has(name)) {\n                result[name] = expression;\n            }\n        });\n        return result;\n    }\n    /**\n     * A map from name to expression, but excluding preset expressions.\n     */\n    get customExpressionMap() {\n        const result = {};\n        const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n        Object.entries(this._expressionMap).forEach(([name, expression]) => {\n            if (!presetNameSet.has(name)) {\n                result[name] = expression;\n            }\n        });\n        return result;\n    }\n    /**\n     * Create a new {@link VRMExpressionManager}.\n     */\n    constructor() {\n        /**\n         * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n         */\n        this.blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n        /**\n         * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n         */\n        this.lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n        /**\n         * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n         */\n        this.mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n        /**\n         * A set of {@link VRMExpression}.\n         * When you want to register expressions, use {@link registerExpression}\n         */\n        this._expressions = [];\n        /**\n         * A map from name to expression.\n         */\n        this._expressionMap = {};\n        // do nothing\n    }\n    /**\n     * Copy the given {@link VRMExpressionManager} into this one.\n     * @param source The {@link VRMExpressionManager} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        // first unregister all the expression it has\n        const expressions = this._expressions.concat();\n        expressions.forEach((expression) => {\n            this.unregisterExpression(expression);\n        });\n        // then register all the expression of the source\n        source._expressions.forEach((expression) => {\n            this.registerExpression(expression);\n        });\n        // copy remaining members\n        this.blinkExpressionNames = source.blinkExpressionNames.concat();\n        this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n        this.mouthExpressionNames = source.mouthExpressionNames.concat();\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMExpressionManager}.\n     * @returns Copied {@link VRMExpressionManager}\n     */\n    clone() {\n        return new VRMExpressionManager().copy(this);\n    }\n    /**\n     * Return a registered expression.\n     * If it cannot find an expression, it will return `null` instead.\n     *\n     * @param name Name or preset name of the expression\n     */\n    getExpression(name) {\n        var _a;\n        return (_a = this._expressionMap[name]) !== null && _a !== void 0 ? _a : null;\n    }\n    /**\n     * Register an expression.\n     *\n     * @param expression {@link VRMExpression} that describes the expression\n     */\n    registerExpression(expression) {\n        this._expressions.push(expression);\n        this._expressionMap[expression.expressionName] = expression;\n    }\n    /**\n     * Unregister an expression.\n     *\n     * @param expression The expression you want to unregister\n     */\n    unregisterExpression(expression) {\n        const index = this._expressions.indexOf(expression);\n        if (index === -1) {\n            console.warn('VRMExpressionManager: The specified expressions is not registered');\n        }\n        this._expressions.splice(index, 1);\n        delete this._expressionMap[expression.expressionName];\n    }\n    /**\n     * Get the current weight of the specified expression.\n     * If it doesn't have an expression of given name, it will return `null` instead.\n     *\n     * @param name Name of the expression\n     */\n    getValue(name) {\n        var _a;\n        const expression = this.getExpression(name);\n        return (_a = expression === null || expression === void 0 ? void 0 : expression.weight) !== null && _a !== void 0 ? _a : null;\n    }\n    /**\n     * Set a weight to the specified expression.\n     *\n     * @param name Name of the expression\n     * @param weight Weight\n     */\n    setValue(name, weight) {\n        const expression = this.getExpression(name);\n        if (expression) {\n            expression.weight = saturate(weight);\n        }\n    }\n    /**\n     * Get a track name of specified expression.\n     * This track name is needed to manipulate its expression via keyframe animations.\n     *\n     * @example Manipulate an expression using keyframe animation\n     * ```js\n     * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n     * const track = new THREE.NumberKeyframeTrack(\n     *   name,\n     *   [ 0.0, 0.5, 1.0 ], // times\n     *   [ 0.0, 1.0, 0.0 ] // values\n     * );\n     *\n     * const clip = new THREE.AnimationClip(\n     *   'blink', // name\n     *   1.0, // duration\n     *   [ track ] // tracks\n     * );\n     *\n     * const mixer = new THREE.AnimationMixer( vrm.scene );\n     * const action = mixer.clipAction( clip );\n     * action.play();\n     * ```\n     *\n     * @param name Name of the expression\n     */\n    getExpressionTrackName(name) {\n        const expression = this.getExpression(name);\n        return expression ? `${expression.name}.weight` : null;\n    }\n    /**\n     * Update every expressions.\n     */\n    update() {\n        // see how much we should override certain expressions\n        const weightMultipliers = this._calculateWeightMultipliers();\n        // reset expression binds first\n        this._expressions.forEach((expression) => {\n            expression.clearAppliedWeight();\n        });\n        // then apply binds\n        this._expressions.forEach((expression) => {\n            let multiplier = 1.0;\n            const name = expression.expressionName;\n            if (this.blinkExpressionNames.indexOf(name) !== -1) {\n                multiplier *= weightMultipliers.blink;\n            }\n            if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n                multiplier *= weightMultipliers.lookAt;\n            }\n            if (this.mouthExpressionNames.indexOf(name) !== -1) {\n                multiplier *= weightMultipliers.mouth;\n            }\n            expression.applyWeight({ multiplier });\n        });\n    }\n    /**\n     * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n     */\n    _calculateWeightMultipliers() {\n        let blink = 1.0;\n        let lookAt = 1.0;\n        let mouth = 1.0;\n        this._expressions.forEach((expression) => {\n            blink -= expression.overrideBlinkAmount;\n            lookAt -= expression.overrideLookAtAmount;\n            mouth -= expression.overrideMouthAmount;\n        });\n        blink = Math.max(0.0, blink);\n        lookAt = Math.max(0.0, lookAt);\n        mouth = Math.max(0.0, mouth);\n        return { blink, lookAt, mouth };\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionMaterialColorType = {\n    Color: 'color',\n    EmissionColor: 'emissionColor',\n    ShadeColor: 'shadeColor',\n    MatcapColor: 'matcapColor',\n    RimColor: 'rimColor',\n    OutlineColor: 'outlineColor',\n};\nconst v0ExpressionMaterialColorMap = {\n    _Color: VRMExpressionMaterialColorType.Color,\n    _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n    _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n    _RimColor: VRMExpressionMaterialColorType.RimColor,\n    _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n\nconst _color = new THREE.Color();\n/**\n * A bind of expression influences to a material color.\n */\nclass VRMExpressionMaterialColorBind {\n    constructor({ material, type, targetValue, targetAlpha, }) {\n        this.material = material;\n        this.type = type;\n        this.targetValue = targetValue;\n        this.targetAlpha = targetAlpha !== null && targetAlpha !== void 0 ? targetAlpha : 1.0;\n        // init bind state\n        const color = this._initColorBindState();\n        const alpha = this._initAlphaBindState();\n        this._state = { color, alpha };\n    }\n    applyWeight(weight) {\n        const { color, alpha } = this._state;\n        if (color != null) {\n            const { propertyName, deltaValue } = color;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                target.add(_color.copy(deltaValue).multiplyScalar(weight));\n            }\n        }\n        if (alpha != null) {\n            const { propertyName, deltaValue } = alpha;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                this.material[propertyName] += deltaValue * weight;\n            }\n        }\n    }\n    clearAppliedWeight() {\n        const { color, alpha } = this._state;\n        if (color != null) {\n            const { propertyName, initialValue } = color;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                target.copy(initialValue);\n            }\n        }\n        if (alpha != null) {\n            const { propertyName, initialValue } = alpha;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                this.material[propertyName] = initialValue;\n            }\n        }\n    }\n    _initColorBindState() {\n        var _a, _b, _c;\n        const { material, type, targetValue } = this;\n        const propertyNameMap = this._getPropertyNameMap();\n        const propertyName = (_b = (_a = propertyNameMap === null || propertyNameMap === void 0 ? void 0 : propertyNameMap[type]) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : null;\n        if (propertyName == null) {\n            console.warn(`Tried to add a material color bind to the material ${(_c = material.name) !== null && _c !== void 0 ? _c : '(no name)'}, the type ${type} but the material or the type is not supported.`);\n            return null;\n        }\n        const target = material[propertyName];\n        const initialValue = target.clone();\n        // 負の値を保持するためにColor.subを使わずに差分を計算する\n        const deltaValue = new THREE.Color(targetValue.r - initialValue.r, targetValue.g - initialValue.g, targetValue.b - initialValue.b);\n        return { propertyName, initialValue, deltaValue };\n    }\n    _initAlphaBindState() {\n        var _a, _b, _c;\n        const { material, type, targetAlpha } = this;\n        const propertyNameMap = this._getPropertyNameMap();\n        const propertyName = (_b = (_a = propertyNameMap === null || propertyNameMap === void 0 ? void 0 : propertyNameMap[type]) === null || _a === void 0 ? void 0 : _a[1]) !== null && _b !== void 0 ? _b : null;\n        if (propertyName == null && targetAlpha !== 1.0) {\n            console.warn(`Tried to add a material alpha bind to the material ${(_c = material.name) !== null && _c !== void 0 ? _c : '(no name)'}, the type ${type} but the material or the type does not support alpha.`);\n            return null;\n        }\n        if (propertyName == null) {\n            return null;\n        }\n        const initialValue = material[propertyName];\n        const deltaValue = targetAlpha - initialValue;\n        return { propertyName, initialValue, deltaValue };\n    }\n    _getPropertyNameMap() {\n        var _a, _b;\n        return ((_b = (_a = Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n            return this.material[distinguisher] === true;\n        })) === null || _a === void 0 ? void 0 : _a[1]) !== null && _b !== void 0 ? _b : null);\n    }\n}\n/**\n * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n * The first element stands for color channels, the second element stands for the alpha channel.\n * The second element can be null if the target property doesn't exist.\n */\n// TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n// See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\nVRMExpressionMaterialColorBind._propertyNameMapMap = {\n    isMeshStandardMaterial: {\n        color: ['color', 'opacity'],\n        emissionColor: ['emissive', null],\n    },\n    isMeshBasicMaterial: {\n        color: ['color', 'opacity'],\n    },\n    isMToonMaterial: {\n        color: ['color', 'opacity'],\n        emissionColor: ['emissive', null],\n        outlineColor: ['outlineColorFactor', null],\n        matcapColor: ['matcapFactor', null],\n        rimColor: ['parametricRimColorFactor', null],\n        shadeColor: ['shadeColorFactor', null],\n    },\n};\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nclass VRMExpressionMorphTargetBind {\n    constructor({ primitives, index, weight, }) {\n        this.primitives = primitives;\n        this.index = index;\n        this.weight = weight;\n    }\n    applyWeight(weight) {\n        this.primitives.forEach((mesh) => {\n            var _a;\n            if (((_a = mesh.morphTargetInfluences) === null || _a === void 0 ? void 0 : _a[this.index]) != null) {\n                mesh.morphTargetInfluences[this.index] += this.weight * weight;\n            }\n        });\n    }\n    clearAppliedWeight() {\n        this.primitives.forEach((mesh) => {\n            var _a;\n            if (((_a = mesh.morphTargetInfluences) === null || _a === void 0 ? void 0 : _a[this.index]) != null) {\n                mesh.morphTargetInfluences[this.index] = 0.0;\n            }\n        });\n    }\n}\n\nconst _v2 = new THREE.Vector2();\n/**\n * A bind of expression influences to texture transforms.\n */\nclass VRMExpressionTextureTransformBind {\n    constructor({ material, scale, offset, }) {\n        var _a, _b;\n        this.material = material;\n        this.scale = scale;\n        this.offset = offset;\n        const propertyNames = (_a = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(([distinguisher]) => {\n            return material[distinguisher] === true;\n        })) === null || _a === void 0 ? void 0 : _a[1];\n        if (propertyNames == null) {\n            console.warn(`Tried to add a texture transform bind to the material ${(_b = material.name) !== null && _b !== void 0 ? _b : '(no name)'} but the material is not supported.`);\n            this._properties = [];\n        }\n        else {\n            this._properties = [];\n            propertyNames.forEach((propertyName) => {\n                var _a;\n                const texture = (_a = material[propertyName]) === null || _a === void 0 ? void 0 : _a.clone();\n                if (!texture) {\n                    return null;\n                }\n                material[propertyName] = texture; // because the texture is cloned\n                const initialOffset = texture.offset.clone();\n                const initialScale = texture.repeat.clone();\n                const deltaOffset = offset.clone().sub(initialOffset);\n                const deltaScale = scale.clone().sub(initialScale);\n                this._properties.push({\n                    name: propertyName,\n                    initialOffset,\n                    deltaOffset,\n                    initialScale,\n                    deltaScale,\n                });\n            });\n        }\n    }\n    applyWeight(weight) {\n        this._properties.forEach((property) => {\n            const target = this.material[property.name];\n            if (target === undefined) {\n                return;\n            } // TODO: we should kick this at `addMaterialValue`\n            target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n            target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n        });\n    }\n    clearAppliedWeight() {\n        this._properties.forEach((property) => {\n            const target = this.material[property.name];\n            if (target === undefined) {\n                return;\n            } // TODO: we should kick this at `addMaterialValue`\n            target.offset.copy(property.initialOffset);\n            target.repeat.copy(property.initialScale);\n        });\n    }\n}\nVRMExpressionTextureTransformBind._propertyNamesMap = {\n    isMeshStandardMaterial: [\n        'map',\n        'emissiveMap',\n        'bumpMap',\n        'normalMap',\n        'displacementMap',\n        'roughnessMap',\n        'metalnessMap',\n        'alphaMap',\n    ],\n    isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n    isMToonMaterial: [\n        'map',\n        'normalMap',\n        'emissiveMap',\n        'shadeMultiplyTexture',\n        'rimMultiplyTexture',\n        'outlineWidthMultiplyTexture',\n        'uvAnimationMaskTexture',\n    ],\n};\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$4 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nclass VRMExpressionLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMExpressionLoaderPlugin';\n    }\n    constructor(parser) {\n        this.parser = parser;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmExpressionManager = yield this._import(gltf);\n        });\n    }\n    /**\n     * Import a {@link VRMExpressionManager} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     */\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$4.has(specVersion)) {\n                console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaExpressions = extension.expressions;\n            if (!schemaExpressions) {\n                return null;\n            }\n            // list expressions\n            const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n            const nameSchemaExpressionMap = new Map();\n            if (schemaExpressions.preset != null) {\n                Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n                    if (schemaExpression == null) {\n                        return;\n                    } // typescript\n                    if (!presetNameSet.has(name)) {\n                        console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n                        return;\n                    }\n                    nameSchemaExpressionMap.set(name, schemaExpression);\n                });\n            }\n            if (schemaExpressions.custom != null) {\n                Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n                    if (presetNameSet.has(name)) {\n                        console.warn(`VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`);\n                        return;\n                    }\n                    nameSchemaExpressionMap.set(name, schemaExpression);\n                });\n            }\n            // prepare manager\n            const manager = new VRMExpressionManager();\n            // load expressions\n            yield Promise.all(Array.from(nameSchemaExpressionMap.entries()).map(([name, schemaExpression]) => __awaiter(this, void 0, void 0, function* () {\n                var _c, _d, _e, _f, _g, _h, _j;\n                const expression = new VRMExpression(name);\n                gltf.scene.add(expression);\n                expression.isBinary = (_c = schemaExpression.isBinary) !== null && _c !== void 0 ? _c : false;\n                expression.overrideBlink = (_d = schemaExpression.overrideBlink) !== null && _d !== void 0 ? _d : 'none';\n                expression.overrideLookAt = (_e = schemaExpression.overrideLookAt) !== null && _e !== void 0 ? _e : 'none';\n                expression.overrideMouth = (_f = schemaExpression.overrideMouth) !== null && _f !== void 0 ? _f : 'none';\n                (_g = schemaExpression.morphTargetBinds) === null || _g === void 0 ? void 0 : _g.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                    var _k;\n                    if (bind.node === undefined || bind.index === undefined) {\n                        return;\n                    }\n                    const primitives = (yield gltfExtractPrimitivesFromNode(gltf, bind.node));\n                    const morphTargetIndex = bind.index;\n                    // check if the mesh has the target morph target\n                    if (!primitives.every((primitive) => Array.isArray(primitive.morphTargetInfluences) &&\n                        morphTargetIndex < primitive.morphTargetInfluences.length)) {\n                        console.warn(`VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`);\n                        return;\n                    }\n                    expression.addBind(new VRMExpressionMorphTargetBind({\n                        primitives,\n                        index: morphTargetIndex,\n                        weight: (_k = bind.weight) !== null && _k !== void 0 ? _k : 1.0,\n                    }));\n                }));\n                if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n                    // list up every material in `gltf.scene`\n                    const gltfMaterials = [];\n                    gltf.scene.traverse((object) => {\n                        const material = object.material;\n                        if (material) {\n                            gltfMaterials.push(material);\n                        }\n                    });\n                    (_h = schemaExpression.materialColorBinds) === null || _h === void 0 ? void 0 : _h.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                        const materials = gltfMaterials.filter((material) => {\n                            const materialIndex = gltfGetAssociatedMaterialIndex(this.parser, material);\n                            return bind.material === materialIndex;\n                        });\n                        materials.forEach((material) => {\n                            expression.addBind(new VRMExpressionMaterialColorBind({\n                                material,\n                                type: bind.type,\n                                targetValue: new THREE.Color().fromArray(bind.targetValue),\n                                targetAlpha: bind.targetValue[3],\n                            }));\n                        });\n                    }));\n                    (_j = schemaExpression.textureTransformBinds) === null || _j === void 0 ? void 0 : _j.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                        const materials = gltfMaterials.filter((material) => {\n                            const materialIndex = gltfGetAssociatedMaterialIndex(this.parser, material);\n                            return bind.material === materialIndex;\n                        });\n                        materials.forEach((material) => {\n                            var _a, _b;\n                            expression.addBind(new VRMExpressionTextureTransformBind({\n                                material,\n                                offset: new THREE.Vector2().fromArray((_a = bind.offset) !== null && _a !== void 0 ? _a : [0.0, 0.0]),\n                                scale: new THREE.Vector2().fromArray((_b = bind.scale) !== null && _b !== void 0 ? _b : [1.0, 1.0]),\n                            }));\n                        });\n                    }));\n                }\n                manager.registerExpression(expression);\n            })));\n            return manager;\n        });\n    }\n    _v0Import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaBlendShape = vrmExt.blendShapeMaster;\n            if (!schemaBlendShape) {\n                return null;\n            }\n            const manager = new VRMExpressionManager();\n            const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n            if (!schemaBlendShapeGroups) {\n                return manager;\n            }\n            const blendShapeNameSet = new Set();\n            yield Promise.all(schemaBlendShapeGroups.map((schemaGroup) => __awaiter(this, void 0, void 0, function* () {\n                var _b;\n                const v0PresetName = schemaGroup.presetName;\n                const v1PresetName = (v0PresetName != null && VRMExpressionLoaderPlugin.v0v1PresetNameMap[v0PresetName]) || null;\n                const name = v1PresetName !== null && v1PresetName !== void 0 ? v1PresetName : schemaGroup.name;\n                if (name == null) {\n                    console.warn('VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression');\n                    return;\n                }\n                // duplication check\n                if (blendShapeNameSet.has(name)) {\n                    console.warn(`VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`);\n                    return;\n                }\n                blendShapeNameSet.add(name);\n                const expression = new VRMExpression(name);\n                gltf.scene.add(expression);\n                expression.isBinary = (_b = schemaGroup.isBinary) !== null && _b !== void 0 ? _b : false;\n                // v0 doesn't have ignore properties\n                // Bind morphTarget\n                if (schemaGroup.binds) {\n                    schemaGroup.binds.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                        var _c;\n                        if (bind.mesh === undefined || bind.index === undefined) {\n                            return;\n                        }\n                        const nodesUsingMesh = [];\n                        (_c = json.nodes) === null || _c === void 0 ? void 0 : _c.forEach((node, i) => {\n                            if (node.mesh === bind.mesh) {\n                                nodesUsingMesh.push(i);\n                            }\n                        });\n                        const morphTargetIndex = bind.index;\n                        yield Promise.all(nodesUsingMesh.map((nodeIndex) => __awaiter(this, void 0, void 0, function* () {\n                            var _d;\n                            const primitives = (yield gltfExtractPrimitivesFromNode(gltf, nodeIndex));\n                            // check if the mesh has the target morph target\n                            if (!primitives.every((primitive) => Array.isArray(primitive.morphTargetInfluences) &&\n                                morphTargetIndex < primitive.morphTargetInfluences.length)) {\n                                console.warn(`VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`);\n                                return;\n                            }\n                            expression.addBind(new VRMExpressionMorphTargetBind({\n                                primitives,\n                                index: morphTargetIndex,\n                                weight: 0.01 * ((_d = bind.weight) !== null && _d !== void 0 ? _d : 100), // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n                            }));\n                        })));\n                    }));\n                }\n                // Bind MaterialColor and TextureTransform\n                const materialValues = schemaGroup.materialValues;\n                if (materialValues && materialValues.length !== 0) {\n                    materialValues.forEach((materialValue) => {\n                        if (materialValue.materialName === undefined ||\n                            materialValue.propertyName === undefined ||\n                            materialValue.targetValue === undefined) {\n                            return;\n                        }\n                        /**\n                         * アバターのオブジェクトに設定されているマテリアルの内から\n                         * materialValueで指定されているマテリアルを集める。\n                         *\n                         * 特定には名前を使用する。\n                         * アウトライン描画用のマテリアルも同時に集める。\n                         */\n                        const materials = [];\n                        gltf.scene.traverse((object) => {\n                            if (object.material) {\n                                const material = object.material;\n                                if (Array.isArray(material)) {\n                                    materials.push(...material.filter((mtl) => (mtl.name === materialValue.materialName ||\n                                        mtl.name === materialValue.materialName + ' (Outline)') &&\n                                        materials.indexOf(mtl) === -1));\n                                }\n                                else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n                                    materials.push(material);\n                                }\n                            }\n                        });\n                        const materialPropertyName = materialValue.propertyName;\n                        materials.forEach((material) => {\n                            // TextureTransformBind\n                            if (materialPropertyName === '_MainTex_ST') {\n                                const scale = new THREE.Vector2(materialValue.targetValue[0], materialValue.targetValue[1]);\n                                const offset = new THREE.Vector2(materialValue.targetValue[2], materialValue.targetValue[3]);\n                                offset.y = 1.0 - offset.y - scale.y;\n                                expression.addBind(new VRMExpressionTextureTransformBind({\n                                    material,\n                                    scale,\n                                    offset,\n                                }));\n                                return;\n                            }\n                            // MaterialColorBind\n                            const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n                            if (materialColorType) {\n                                expression.addBind(new VRMExpressionMaterialColorBind({\n                                    material,\n                                    type: materialColorType,\n                                    targetValue: new THREE.Color().fromArray(materialValue.targetValue),\n                                    targetAlpha: materialValue.targetValue[3],\n                                }));\n                                return;\n                            }\n                            console.warn(materialPropertyName + ' is not supported');\n                        });\n                    });\n                }\n                manager.registerExpression(expression);\n            })));\n            return manager;\n        });\n    }\n}\nVRMExpressionLoaderPlugin.v0v1PresetNameMap = {\n    a: 'aa',\n    e: 'ee',\n    i: 'ih',\n    o: 'oh',\n    u: 'ou',\n    blink: 'blink',\n    joy: 'happy',\n    angry: 'angry',\n    sorrow: 'sad',\n    fun: 'relaxed',\n    lookup: 'lookUp',\n    lookdown: 'lookDown',\n    lookleft: 'lookLeft',\n    lookright: 'lookRight',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_l: 'blinkLeft',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_r: 'blinkRight',\n    neutral: 'neutral',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionOverrideType = {\n    None: 'none',\n    Block: 'block',\n    Blend: 'blend',\n};\n\nclass VRMFirstPerson {\n    /**\n     * Create a new VRMFirstPerson object.\n     *\n     * @param humanoid A {@link VRMHumanoid}\n     * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n     */\n    constructor(humanoid, meshAnnotations) {\n        this._firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n        this._thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n        this._initializedLayers = false;\n        this.humanoid = humanoid;\n        this.meshAnnotations = meshAnnotations;\n    }\n    /**\n     * Copy the given {@link VRMFirstPerson} into this one.\n     * {@link humanoid} must be same as the source one.\n     * @param source The {@link VRMFirstPerson} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        if (this.humanoid !== source.humanoid) {\n            throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n        }\n        this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n            meshes: annotation.meshes.concat(),\n            type: annotation.type,\n        }));\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMFirstPerson}.\n     * @returns Copied {@link VRMFirstPerson}\n     */\n    clone() {\n        return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n    }\n    /**\n     * A camera layer represents `FirstPersonOnly` layer.\n     * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n     *\n     * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n     *\n     * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n     * @see https://threejs.org/docs/#api/en/core/Layers\n     */\n    get firstPersonOnlyLayer() {\n        return this._firstPersonOnlyLayer;\n    }\n    /**\n     * A camera layer represents `ThirdPersonOnly` layer.\n     * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n     *\n     * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n     *\n     * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n     * @see https://threejs.org/docs/#api/en/core/Layers\n     */\n    get thirdPersonOnlyLayer() {\n        return this._thirdPersonOnlyLayer;\n    }\n    /**\n     * In this method, it assigns layers for every meshes based on mesh annotations.\n     * You must call this method first before you use the layer feature.\n     *\n     * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n     *\n     * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n     * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n     * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n     *\n     * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n     */\n    setup({ firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER, thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER, } = {}) {\n        if (this._initializedLayers) {\n            return;\n        }\n        this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n        this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n        this.meshAnnotations.forEach((item) => {\n            item.meshes.forEach((mesh) => {\n                if (item.type === 'firstPersonOnly') {\n                    mesh.layers.set(this._firstPersonOnlyLayer);\n                    mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n                }\n                else if (item.type === 'thirdPersonOnly') {\n                    mesh.layers.set(this._thirdPersonOnlyLayer);\n                    mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n                }\n                else if (item.type === 'auto') {\n                    this._createHeadlessModel(mesh);\n                }\n            });\n        });\n        this._initializedLayers = true;\n    }\n    _excludeTriangles(triangles, bws, skinIndex, exclude) {\n        let count = 0;\n        if (bws != null && bws.length > 0) {\n            for (let i = 0; i < triangles.length; i += 3) {\n                const a = triangles[i];\n                const b = triangles[i + 1];\n                const c = triangles[i + 2];\n                const bw0 = bws[a];\n                const skin0 = skinIndex[a];\n                if (bw0[0] > 0 && exclude.includes(skin0[0]))\n                    continue;\n                if (bw0[1] > 0 && exclude.includes(skin0[1]))\n                    continue;\n                if (bw0[2] > 0 && exclude.includes(skin0[2]))\n                    continue;\n                if (bw0[3] > 0 && exclude.includes(skin0[3]))\n                    continue;\n                const bw1 = bws[b];\n                const skin1 = skinIndex[b];\n                if (bw1[0] > 0 && exclude.includes(skin1[0]))\n                    continue;\n                if (bw1[1] > 0 && exclude.includes(skin1[1]))\n                    continue;\n                if (bw1[2] > 0 && exclude.includes(skin1[2]))\n                    continue;\n                if (bw1[3] > 0 && exclude.includes(skin1[3]))\n                    continue;\n                const bw2 = bws[c];\n                const skin2 = skinIndex[c];\n                if (bw2[0] > 0 && exclude.includes(skin2[0]))\n                    continue;\n                if (bw2[1] > 0 && exclude.includes(skin2[1]))\n                    continue;\n                if (bw2[2] > 0 && exclude.includes(skin2[2]))\n                    continue;\n                if (bw2[3] > 0 && exclude.includes(skin2[3]))\n                    continue;\n                triangles[count++] = a;\n                triangles[count++] = b;\n                triangles[count++] = c;\n            }\n        }\n        return count;\n    }\n    _createErasedMesh(src, erasingBonesIndex) {\n        const dst = new THREE.SkinnedMesh(src.geometry.clone(), src.material);\n        dst.name = `${src.name}(erase)`;\n        dst.frustumCulled = src.frustumCulled;\n        dst.layers.set(this._firstPersonOnlyLayer);\n        const geometry = dst.geometry;\n        const skinIndexAttr = geometry.getAttribute('skinIndex');\n        const skinIndexAttrArray = skinIndexAttr instanceof THREE.GLBufferAttribute ? [] : skinIndexAttr.array;\n        const skinIndex = [];\n        for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n            skinIndex.push([\n                skinIndexAttrArray[i],\n                skinIndexAttrArray[i + 1],\n                skinIndexAttrArray[i + 2],\n                skinIndexAttrArray[i + 3],\n            ]);\n        }\n        const skinWeightAttr = geometry.getAttribute('skinWeight');\n        const skinWeightAttrArray = skinWeightAttr instanceof THREE.GLBufferAttribute ? [] : skinWeightAttr.array;\n        const skinWeight = [];\n        for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n            skinWeight.push([\n                skinWeightAttrArray[i],\n                skinWeightAttrArray[i + 1],\n                skinWeightAttrArray[i + 2],\n                skinWeightAttrArray[i + 3],\n            ]);\n        }\n        const index = geometry.getIndex();\n        if (!index) {\n            throw new Error(\"The geometry doesn't have an index buffer\");\n        }\n        const oldTriangles = Array.from(index.array);\n        const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n        const newTriangle = [];\n        for (let i = 0; i < count; i++) {\n            newTriangle[i] = oldTriangles[i];\n        }\n        geometry.setIndex(newTriangle);\n        // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n        if (src.onBeforeRender) {\n            dst.onBeforeRender = src.onBeforeRender;\n        }\n        dst.bind(new THREE.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE.Matrix4());\n        return dst;\n    }\n    _createHeadlessModelForSkinnedMesh(parent, mesh) {\n        const eraseBoneIndexes = [];\n        mesh.skeleton.bones.forEach((bone, index) => {\n            if (this._isEraseTarget(bone))\n                eraseBoneIndexes.push(index);\n        });\n        // Unlike UniVRM we don't copy mesh if no invisible bone was found\n        if (!eraseBoneIndexes.length) {\n            mesh.layers.enable(this._thirdPersonOnlyLayer);\n            mesh.layers.enable(this._firstPersonOnlyLayer);\n            return;\n        }\n        mesh.layers.set(this._thirdPersonOnlyLayer);\n        const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n        parent.add(newMesh);\n    }\n    _createHeadlessModel(node) {\n        if (node.type === 'Group') {\n            node.layers.set(this._thirdPersonOnlyLayer);\n            if (this._isEraseTarget(node)) {\n                node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n            }\n            else {\n                const parent = new THREE.Group();\n                parent.name = `_headless_${node.name}`;\n                parent.layers.set(this._firstPersonOnlyLayer);\n                node.parent.add(parent);\n                node.children\n                    .filter((child) => child.type === 'SkinnedMesh')\n                    .forEach((child) => {\n                    const skinnedMesh = child;\n                    this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n                });\n            }\n        }\n        else if (node.type === 'SkinnedMesh') {\n            const skinnedMesh = node;\n            this._createHeadlessModelForSkinnedMesh(node.parent, skinnedMesh);\n        }\n        else {\n            if (this._isEraseTarget(node)) {\n                node.layers.set(this._thirdPersonOnlyLayer);\n                node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n            }\n        }\n    }\n    _isEraseTarget(bone) {\n        if (bone === this.humanoid.getRawBoneNode('head')) {\n            return true;\n        }\n        else if (!bone.parent) {\n            return false;\n        }\n        else {\n            return this._isEraseTarget(bone.parent);\n        }\n    }\n}\n/**\n * A default camera layer for `FirstPersonOnly` layer.\n *\n * @see [[getFirstPersonOnlyLayer]]\n */\nVRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n/**\n * A default camera layer for `ThirdPersonOnly` layer.\n *\n * @see [[getThirdPersonOnlyLayer]]\n */\nVRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$3 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nclass VRMFirstPersonLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMFirstPersonLoaderPlugin';\n    }\n    constructor(parser) {\n        this.parser = parser;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const vrmHumanoid = gltf.userData.vrmHumanoid;\n            // explicitly distinguish null and undefined\n            // since vrmHumanoid might be null as a result\n            if (vrmHumanoid === null) {\n                return;\n            }\n            else if (vrmHumanoid === undefined) {\n                throw new Error('VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n            }\n            gltf.userData.vrmFirstPerson = yield this._import(gltf, vrmHumanoid);\n        });\n    }\n    /**\n     * Import a {@link VRMFirstPerson} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n     */\n    _import(gltf, humanoid) {\n        return __awaiter(this, void 0, void 0, function* () {\n            if (humanoid == null) {\n                return null;\n            }\n            const v1Result = yield this._v1Import(gltf, humanoid);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf, humanoid);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf, humanoid) {\n        var _a, _b;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$3.has(specVersion)) {\n                console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaFirstPerson = extension.firstPerson;\n            if (!schemaFirstPerson) {\n                return null;\n            }\n            const meshAnnotations = [];\n            const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n            Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n                var _a;\n                const annotation = schemaFirstPerson.meshAnnotations\n                    ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n                    : undefined;\n                meshAnnotations.push({\n                    meshes: primitives,\n                    type: (_a = annotation === null || annotation === void 0 ? void 0 : annotation.type) !== null && _a !== void 0 ? _a : 'both',\n                });\n            });\n            return new VRMFirstPerson(humanoid, meshAnnotations);\n        });\n    }\n    _v0Import(gltf, humanoid) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaFirstPerson = vrmExt.firstPerson;\n            if (!schemaFirstPerson) {\n                return null;\n            }\n            const meshAnnotations = [];\n            const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n            Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n                const schemaNode = json.nodes[nodeIndex];\n                const flag = schemaFirstPerson.meshAnnotations\n                    ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n                    : undefined;\n                meshAnnotations.push({\n                    meshes: primitives,\n                    type: this._convertV0FlagToV1Type(flag === null || flag === void 0 ? void 0 : flag.firstPersonFlag),\n                });\n            });\n            return new VRMFirstPerson(humanoid, meshAnnotations);\n        });\n    }\n    _convertV0FlagToV1Type(flag) {\n        if (flag === 'FirstPersonOnly') {\n            return 'firstPersonOnly';\n        }\n        else if (flag === 'ThirdPersonOnly') {\n            return 'thirdPersonOnly';\n        }\n        else if (flag === 'Auto') {\n            return 'auto';\n        }\n        else {\n            return 'both';\n        }\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMFirstPersonMeshAnnotationType = {\n    Auto: 'auto',\n    Both: 'both',\n    ThirdPersonOnly: 'thirdPersonOnly',\n    FirstPersonOnly: 'firstPersonOnly',\n};\n\nconst _v3A$4 = new THREE.Vector3();\nconst _v3B$2 = new THREE.Vector3();\nconst _quatA$5 = new THREE.Quaternion();\nclass VRMHumanoidHelper extends THREE.Group {\n    constructor(humanoid) {\n        super();\n        this.vrmHumanoid = humanoid;\n        this._boneAxesMap = new Map();\n        Object.values(humanoid.humanBones).forEach((bone) => {\n            const helper = new THREE.AxesHelper(1.0);\n            helper.matrixAutoUpdate = false;\n            helper.material.depthTest = false;\n            helper.material.depthWrite = false;\n            this.add(helper);\n            this._boneAxesMap.set(bone, helper);\n        });\n    }\n    dispose() {\n        Array.from(this._boneAxesMap.values()).forEach((axes) => {\n            axes.geometry.dispose();\n            axes.material.dispose();\n        });\n    }\n    updateMatrixWorld(force) {\n        Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n            bone.node.updateWorldMatrix(true, false);\n            bone.node.matrixWorld.decompose(_v3A$4, _quatA$5, _v3B$2);\n            const scale = _v3A$4.set(0.1, 0.1, 0.1).divide(_v3B$2);\n            axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n        });\n        super.updateMatrixWorld(force);\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nconst VRMHumanBoneList = [\n    'hips',\n    'spine',\n    'chest',\n    'upperChest',\n    'neck',\n    'head',\n    'leftEye',\n    'rightEye',\n    'jaw',\n    'leftUpperLeg',\n    'leftLowerLeg',\n    'leftFoot',\n    'leftToes',\n    'rightUpperLeg',\n    'rightLowerLeg',\n    'rightFoot',\n    'rightToes',\n    'leftShoulder',\n    'leftUpperArm',\n    'leftLowerArm',\n    'leftHand',\n    'rightShoulder',\n    'rightUpperArm',\n    'rightLowerArm',\n    'rightHand',\n    'leftThumbMetacarpal',\n    'leftThumbProximal',\n    'leftThumbDistal',\n    'leftIndexProximal',\n    'leftIndexIntermediate',\n    'leftIndexDistal',\n    'leftMiddleProximal',\n    'leftMiddleIntermediate',\n    'leftMiddleDistal',\n    'leftRingProximal',\n    'leftRingIntermediate',\n    'leftRingDistal',\n    'leftLittleProximal',\n    'leftLittleIntermediate',\n    'leftLittleDistal',\n    'rightThumbMetacarpal',\n    'rightThumbProximal',\n    'rightThumbDistal',\n    'rightIndexProximal',\n    'rightIndexIntermediate',\n    'rightIndexDistal',\n    'rightMiddleProximal',\n    'rightMiddleIntermediate',\n    'rightMiddleDistal',\n    'rightRingProximal',\n    'rightRingIntermediate',\n    'rightRingDistal',\n    'rightLittleProximal',\n    'rightLittleIntermediate',\n    'rightLittleDistal',\n];\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneName = {\n    Hips: 'hips',\n    Spine: 'spine',\n    Chest: 'chest',\n    UpperChest: 'upperChest',\n    Neck: 'neck',\n    Head: 'head',\n    LeftEye: 'leftEye',\n    RightEye: 'rightEye',\n    Jaw: 'jaw',\n    LeftUpperLeg: 'leftUpperLeg',\n    LeftLowerLeg: 'leftLowerLeg',\n    LeftFoot: 'leftFoot',\n    LeftToes: 'leftToes',\n    RightUpperLeg: 'rightUpperLeg',\n    RightLowerLeg: 'rightLowerLeg',\n    RightFoot: 'rightFoot',\n    RightToes: 'rightToes',\n    LeftShoulder: 'leftShoulder',\n    LeftUpperArm: 'leftUpperArm',\n    LeftLowerArm: 'leftLowerArm',\n    LeftHand: 'leftHand',\n    RightShoulder: 'rightShoulder',\n    RightUpperArm: 'rightUpperArm',\n    RightLowerArm: 'rightLowerArm',\n    RightHand: 'rightHand',\n    LeftThumbMetacarpal: 'leftThumbMetacarpal',\n    LeftThumbProximal: 'leftThumbProximal',\n    LeftThumbDistal: 'leftThumbDistal',\n    LeftIndexProximal: 'leftIndexProximal',\n    LeftIndexIntermediate: 'leftIndexIntermediate',\n    LeftIndexDistal: 'leftIndexDistal',\n    LeftMiddleProximal: 'leftMiddleProximal',\n    LeftMiddleIntermediate: 'leftMiddleIntermediate',\n    LeftMiddleDistal: 'leftMiddleDistal',\n    LeftRingProximal: 'leftRingProximal',\n    LeftRingIntermediate: 'leftRingIntermediate',\n    LeftRingDistal: 'leftRingDistal',\n    LeftLittleProximal: 'leftLittleProximal',\n    LeftLittleIntermediate: 'leftLittleIntermediate',\n    LeftLittleDistal: 'leftLittleDistal',\n    RightThumbMetacarpal: 'rightThumbMetacarpal',\n    RightThumbProximal: 'rightThumbProximal',\n    RightThumbDistal: 'rightThumbDistal',\n    RightIndexProximal: 'rightIndexProximal',\n    RightIndexIntermediate: 'rightIndexIntermediate',\n    RightIndexDistal: 'rightIndexDistal',\n    RightMiddleProximal: 'rightMiddleProximal',\n    RightMiddleIntermediate: 'rightMiddleIntermediate',\n    RightMiddleDistal: 'rightMiddleDistal',\n    RightRingProximal: 'rightRingProximal',\n    RightRingIntermediate: 'rightRingIntermediate',\n    RightRingDistal: 'rightRingDistal',\n    RightLittleProximal: 'rightLittleProximal',\n    RightLittleIntermediate: 'rightLittleIntermediate',\n    RightLittleDistal: 'rightLittleDistal',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneParentMap = {\n    hips: null,\n    spine: 'hips',\n    chest: 'spine',\n    upperChest: 'chest',\n    neck: 'upperChest',\n    head: 'neck',\n    leftEye: 'head',\n    rightEye: 'head',\n    jaw: 'head',\n    leftUpperLeg: 'hips',\n    leftLowerLeg: 'leftUpperLeg',\n    leftFoot: 'leftLowerLeg',\n    leftToes: 'leftFoot',\n    rightUpperLeg: 'hips',\n    rightLowerLeg: 'rightUpperLeg',\n    rightFoot: 'rightLowerLeg',\n    rightToes: 'rightFoot',\n    leftShoulder: 'upperChest',\n    leftUpperArm: 'leftShoulder',\n    leftLowerArm: 'leftUpperArm',\n    leftHand: 'leftLowerArm',\n    rightShoulder: 'upperChest',\n    rightUpperArm: 'rightShoulder',\n    rightLowerArm: 'rightUpperArm',\n    rightHand: 'rightLowerArm',\n    leftThumbMetacarpal: 'leftHand',\n    leftThumbProximal: 'leftThumbMetacarpal',\n    leftThumbDistal: 'leftThumbProximal',\n    leftIndexProximal: 'leftHand',\n    leftIndexIntermediate: 'leftIndexProximal',\n    leftIndexDistal: 'leftIndexIntermediate',\n    leftMiddleProximal: 'leftHand',\n    leftMiddleIntermediate: 'leftMiddleProximal',\n    leftMiddleDistal: 'leftMiddleIntermediate',\n    leftRingProximal: 'leftHand',\n    leftRingIntermediate: 'leftRingProximal',\n    leftRingDistal: 'leftRingIntermediate',\n    leftLittleProximal: 'leftHand',\n    leftLittleIntermediate: 'leftLittleProximal',\n    leftLittleDistal: 'leftLittleIntermediate',\n    rightThumbMetacarpal: 'rightHand',\n    rightThumbProximal: 'rightThumbMetacarpal',\n    rightThumbDistal: 'rightThumbProximal',\n    rightIndexProximal: 'rightHand',\n    rightIndexIntermediate: 'rightIndexProximal',\n    rightIndexDistal: 'rightIndexIntermediate',\n    rightMiddleProximal: 'rightHand',\n    rightMiddleIntermediate: 'rightMiddleProximal',\n    rightMiddleDistal: 'rightMiddleIntermediate',\n    rightRingProximal: 'rightHand',\n    rightRingIntermediate: 'rightRingProximal',\n    rightRingDistal: 'rightRingIntermediate',\n    rightLittleProximal: 'rightHand',\n    rightLittleIntermediate: 'rightLittleProximal',\n    rightLittleDistal: 'rightLittleIntermediate',\n};\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nfunction quatInvertCompat(target) {\n    if (target.invert) {\n        target.invert();\n    }\n    else {\n        target.inverse();\n    }\n    return target;\n}\n\nconst _v3A$3 = new THREE.Vector3();\nconst _quatA$4 = new THREE.Quaternion();\n/**\n * A class represents the Rig of a VRM.\n */\nclass VRMRig {\n    /**\n     * Create a new {@link VRMHumanoid}.\n     * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n     */\n    constructor(humanBones) {\n        this.humanBones = humanBones;\n        this.restPose = this.getAbsolutePose();\n    }\n    /**\n     * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n     * Note that the output result will contain initial state of the VRM and not compatible between different models.\n     * You might want to use {@link getPose} instead.\n     */\n    getAbsolutePose() {\n        const pose = {};\n        Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n            const vrmBoneName = vrmBoneNameString;\n            const node = this.getBoneNode(vrmBoneName);\n            // Ignore when there are no bone on the VRMHumanoid\n            if (!node) {\n                return;\n            }\n            // Get the position / rotation from the node\n            _v3A$3.copy(node.position);\n            _quatA$4.copy(node.quaternion);\n            // Convert to raw arrays\n            pose[vrmBoneName] = {\n                position: _v3A$3.toArray(),\n                rotation: _quatA$4.toArray(),\n            };\n        });\n        return pose;\n    }\n    /**\n     * Return the current pose of this humanoid as a {@link VRMPose}.\n     *\n     * Each transform is a local transform relative from rest pose (T-pose).\n     */\n    getPose() {\n        const pose = {};\n        Object.keys(this.humanBones).forEach((boneNameString) => {\n            const boneName = boneNameString;\n            const node = this.getBoneNode(boneName);\n            // Ignore when there are no bone on the VRMHumanoid\n            if (!node) {\n                return;\n            }\n            // Take a diff from restPose\n            _v3A$3.set(0, 0, 0);\n            _quatA$4.identity();\n            const restState = this.restPose[boneName];\n            if (restState === null || restState === void 0 ? void 0 : restState.position) {\n                _v3A$3.fromArray(restState.position).negate();\n            }\n            if (restState === null || restState === void 0 ? void 0 : restState.rotation) {\n                quatInvertCompat(_quatA$4.fromArray(restState.rotation));\n            }\n            // Get the position / rotation from the node\n            _v3A$3.add(node.position);\n            _quatA$4.premultiply(node.quaternion);\n            // Convert to raw arrays\n            pose[boneName] = {\n                position: _v3A$3.toArray(),\n                rotation: _quatA$4.toArray(),\n            };\n        });\n        return pose;\n    }\n    /**\n     * Let the humanoid do a specified pose.\n     *\n     * Each transform have to be a local transform relative from rest pose (T-pose).\n     * You can pass what you got from {@link getPose}.\n     *\n     * @param poseObject A [[VRMPose]] that represents a single pose\n     */\n    setPose(poseObject) {\n        Object.entries(poseObject).forEach(([boneNameString, state]) => {\n            const boneName = boneNameString;\n            const node = this.getBoneNode(boneName);\n            // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n            if (!node) {\n                return;\n            }\n            const restState = this.restPose[boneName];\n            if (!restState) {\n                // It's very unlikely. Possibly a bug\n                return;\n            }\n            // Apply the state to the actual bone\n            if (state === null || state === void 0 ? void 0 : state.position) {\n                node.position.fromArray(state.position);\n                if (restState.position) {\n                    node.position.add(_v3A$3.fromArray(restState.position));\n                }\n            }\n            if (state === null || state === void 0 ? void 0 : state.rotation) {\n                node.quaternion.fromArray(state.rotation);\n                if (restState.rotation) {\n                    node.quaternion.multiply(_quatA$4.fromArray(restState.rotation));\n                }\n            }\n        });\n    }\n    /**\n     * Reset the humanoid to its rest pose.\n     */\n    resetPose() {\n        Object.entries(this.restPose).forEach(([boneName, rest]) => {\n            const node = this.getBoneNode(boneName);\n            if (!node) {\n                return;\n            }\n            if (rest === null || rest === void 0 ? void 0 : rest.position) {\n                node.position.fromArray(rest.position);\n            }\n            if (rest === null || rest === void 0 ? void 0 : rest.rotation) {\n                node.quaternion.fromArray(rest.rotation);\n            }\n        });\n    }\n    /**\n     * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n     *\n     * @param name Name of the bone you want\n     */\n    getBone(name) {\n        var _a;\n        return (_a = this.humanBones[name]) !== null && _a !== void 0 ? _a : undefined;\n    }\n    /**\n     * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n     *\n     * @param name Name of the bone you want\n     */\n    getBoneNode(name) {\n        var _a, _b;\n        return (_b = (_a = this.humanBones[name]) === null || _a === void 0 ? void 0 : _a.node) !== null && _b !== void 0 ? _b : null;\n    }\n}\n\nconst _v3A$2 = new THREE.Vector3();\nconst _quatA$3 = new THREE.Quaternion();\nconst _boneWorldPos = new THREE.Vector3();\n/**\n * A class represents the normalized Rig of a VRM.\n */\nclass VRMHumanoidRig extends VRMRig {\n    static _setupTransforms(modelRig) {\n        const root = new THREE.Object3D();\n        root.name = 'VRMHumanoidRig';\n        // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n        const boneWorldPositions = {};\n        const boneRotations = {};\n        const parentWorldRotations = {};\n        VRMHumanBoneList.forEach((boneName) => {\n            var _a;\n            const boneNode = modelRig.getBoneNode(boneName);\n            if (boneNode) {\n                const boneWorldPosition = new THREE.Vector3();\n                const boneWorldRotation = new THREE.Quaternion();\n                boneNode.updateWorldMatrix(true, false);\n                boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A$2);\n                boneWorldPositions[boneName] = boneWorldPosition;\n                boneRotations[boneName] = boneNode.quaternion.clone();\n                const parentWorldRotation = new THREE.Quaternion();\n                (_a = boneNode.parent) === null || _a === void 0 ? void 0 : _a.matrixWorld.decompose(_v3A$2, parentWorldRotation, _v3A$2);\n                parentWorldRotations[boneName] = parentWorldRotation;\n            }\n        });\n        // build rig hierarchy + store parentWorldRotations\n        const rigBones = {};\n        VRMHumanBoneList.forEach((boneName) => {\n            var _a;\n            const boneNode = modelRig.getBoneNode(boneName);\n            if (boneNode) {\n                const boneWorldPosition = boneWorldPositions[boneName];\n                // see the nearest parent position\n                let currentBoneName = boneName;\n                let parentBoneWorldPosition;\n                while (parentBoneWorldPosition == null) {\n                    currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n                    if (currentBoneName == null) {\n                        break;\n                    }\n                    parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n                }\n                // add to hierarchy\n                const rigBoneNode = new THREE.Object3D();\n                rigBoneNode.name = 'Normalized_' + boneNode.name;\n                const parentRigBoneNode = (currentBoneName ? (_a = rigBones[currentBoneName]) === null || _a === void 0 ? void 0 : _a.node : root);\n                parentRigBoneNode.add(rigBoneNode);\n                rigBoneNode.position.copy(boneWorldPosition);\n                if (parentBoneWorldPosition) {\n                    rigBoneNode.position.sub(parentBoneWorldPosition);\n                }\n                rigBones[boneName] = { node: rigBoneNode };\n            }\n        });\n        return {\n            rigBones: rigBones,\n            root,\n            parentWorldRotations,\n            boneRotations,\n        };\n    }\n    constructor(humanoid) {\n        const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n        super(rigBones);\n        this.original = humanoid;\n        this.root = root;\n        this._parentWorldRotations = parentWorldRotations;\n        this._boneRotations = boneRotations;\n    }\n    /**\n     * Update this humanoid rig.\n     */\n    update() {\n        VRMHumanBoneList.forEach((boneName) => {\n            const boneNode = this.original.getBoneNode(boneName);\n            if (boneNode != null) {\n                const rigBoneNode = this.getBoneNode(boneName);\n                const parentWorldRotation = this._parentWorldRotations[boneName];\n                const invParentWorldRotation = _quatA$3.copy(parentWorldRotation).invert();\n                const boneRotation = this._boneRotations[boneName];\n                boneNode.quaternion\n                    .copy(rigBoneNode.quaternion)\n                    .multiply(parentWorldRotation)\n                    .premultiply(invParentWorldRotation)\n                    .multiply(boneRotation);\n                // Move the mass center of the VRM\n                if (boneName === 'hips') {\n                    const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n                    boneNode.parent.updateWorldMatrix(true, false);\n                    const parentWorldMatrix = boneNode.parent.matrixWorld;\n                    const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n                    boneNode.position.copy(localPosition);\n                }\n            }\n        });\n    }\n}\n\n/**\n * A class represents a humanoid of a VRM.\n */\nclass VRMHumanoid {\n    /**\n     * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n     */\n    get restPose() {\n        console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n        return this.rawRestPose;\n    }\n    /**\n     * A {@link VRMPose} of its raw human bones that is its default state.\n     * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n     */\n    get rawRestPose() {\n        return this._rawHumanBones.restPose;\n    }\n    /**\n     * A {@link VRMPose} of its normalized human bones that is its default state.\n     * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n     */\n    get normalizedRestPose() {\n        return this._normalizedHumanBones.restPose;\n    }\n    /**\n     * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n     */\n    get humanBones() {\n        // an alias of `rawHumanBones`\n        return this._rawHumanBones.humanBones;\n    }\n    /**\n     * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n     */\n    get rawHumanBones() {\n        return this._rawHumanBones.humanBones;\n    }\n    /**\n     * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n     */\n    get normalizedHumanBones() {\n        return this._normalizedHumanBones.humanBones;\n    }\n    /**\n     * The root of normalized {@link VRMHumanBone}s.\n     */\n    get normalizedHumanBonesRoot() {\n        return this._normalizedHumanBones.root;\n    }\n    /**\n     * Create a new {@link VRMHumanoid}.\n     * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n     * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n     */\n    constructor(humanBones, options) {\n        var _a;\n        this.autoUpdateHumanBones = (_a = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones) !== null && _a !== void 0 ? _a : true;\n        this._rawHumanBones = new VRMRig(humanBones);\n        this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n    }\n    /**\n     * Copy the given {@link VRMHumanoid} into this one.\n     * @param source The {@link VRMHumanoid} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n        this._rawHumanBones = new VRMRig(source.humanBones);\n        this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMHumanoid}.\n     * @returns Copied {@link VRMHumanoid}\n     */\n    clone() {\n        return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n     */\n    getAbsolutePose() {\n        console.warn('VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.');\n        return this.getRawAbsolutePose();\n    }\n    /**\n     * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n     * Note that the output result will contain initial state of the VRM and not compatible between different models.\n     * You might want to use {@link getRawPose} instead.\n     */\n    getRawAbsolutePose() {\n        return this._rawHumanBones.getAbsolutePose();\n    }\n    /**\n     * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n     * Note that the output result will contain initial state of the VRM and not compatible between different models.\n     * You might want to use {@link getNormalizedPose} instead.\n     */\n    getNormalizedAbsolutePose() {\n        return this._normalizedHumanBones.getAbsolutePose();\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n     */\n    getPose() {\n        console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n        return this.getRawPose();\n    }\n    /**\n     * Return the current pose of raw human bones as a {@link VRMPose}.\n     *\n     * Each transform is a local transform relative from rest pose (T-pose).\n     */\n    getRawPose() {\n        return this._rawHumanBones.getPose();\n    }\n    /**\n     * Return the current pose of normalized human bones as a {@link VRMPose}.\n     *\n     * Each transform is a local transform relative from rest pose (T-pose).\n     */\n    getNormalizedPose() {\n        return this._normalizedHumanBones.getPose();\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n     */\n    setPose(poseObject) {\n        console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n        return this.setRawPose(poseObject);\n    }\n    /**\n     * Let the raw human bones do a specified pose.\n     *\n     * Each transform have to be a local transform relative from rest pose (T-pose).\n     * You can pass what you got from {@link getRawPose}.\n     *\n     * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n     *\n     * @param poseObject A {@link VRMPose} that represents a single pose\n     */\n    setRawPose(poseObject) {\n        return this._rawHumanBones.setPose(poseObject);\n    }\n    /**\n     * Let the normalized human bones do a specified pose.\n     *\n     * Each transform have to be a local transform relative from rest pose (T-pose).\n     * You can pass what you got from {@link getNormalizedPose}.\n     *\n     * @param poseObject A {@link VRMPose} that represents a single pose\n     */\n    setNormalizedPose(poseObject) {\n        return this._normalizedHumanBones.setPose(poseObject);\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n     */\n    resetPose() {\n        console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n        return this.resetRawPose();\n    }\n    /**\n     * Reset the raw humanoid to its rest pose.\n     *\n     * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n     */\n    resetRawPose() {\n        return this._rawHumanBones.resetPose();\n    }\n    /**\n     * Reset the normalized humanoid to its rest pose.\n     */\n    resetNormalizedPose() {\n        return this._normalizedHumanBones.resetPose();\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n     */\n    getBone(name) {\n        console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n        return this.getRawBone(name);\n    }\n    /**\n     * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getRawBone(name) {\n        return this._rawHumanBones.getBone(name);\n    }\n    /**\n     * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getNormalizedBone(name) {\n        return this._normalizedHumanBones.getBone(name);\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n     */\n    getBoneNode(name) {\n        console.warn('VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.');\n        return this.getRawBoneNode(name);\n    }\n    /**\n     * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getRawBoneNode(name) {\n        return this._rawHumanBones.getBoneNode(name);\n    }\n    /**\n     * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getNormalizedBoneNode(name) {\n        return this._normalizedHumanBones.getBoneNode(name);\n    }\n    /**\n     * Update the humanoid component.\n     *\n     * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n     */\n    update() {\n        if (this.autoUpdateHumanBones) {\n            this._normalizedHumanBones.update();\n        }\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMRequiredHumanBoneName = {\n    Hips: 'hips',\n    Spine: 'spine',\n    Head: 'head',\n    LeftUpperLeg: 'leftUpperLeg',\n    LeftLowerLeg: 'leftLowerLeg',\n    LeftFoot: 'leftFoot',\n    RightUpperLeg: 'rightUpperLeg',\n    RightLowerLeg: 'rightLowerLeg',\n    RightFoot: 'rightFoot',\n    LeftUpperArm: 'leftUpperArm',\n    LeftLowerArm: 'leftLowerArm',\n    LeftHand: 'leftHand',\n    RightUpperArm: 'rightUpperArm',\n    RightLowerArm: 'rightLowerArm',\n    RightHand: 'rightHand',\n};\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$2 = new Set(['1.0', '1.0-beta']);\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap = {\n    leftThumbProximal: 'leftThumbMetacarpal',\n    leftThumbIntermediate: 'leftThumbProximal',\n    rightThumbProximal: 'rightThumbMetacarpal',\n    rightThumbIntermediate: 'rightThumbProximal',\n};\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nclass VRMHumanoidLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMHumanoidLoaderPlugin';\n    }\n    constructor(parser, options) {\n        this.parser = parser;\n        this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n        this.autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmHumanoid = yield this._import(gltf);\n        });\n    }\n    /**\n     * Import a {@link VRMHumanoid} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     */\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$2.has(specVersion)) {\n                console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaHumanoid = extension.humanoid;\n            if (!schemaHumanoid) {\n                return null;\n            }\n            /**\n             * compat: 1.0-beta thumb bone names\n             *\n             * `true` if `leftThumbIntermediate` or `rightThumbIntermediate` exists\n             */\n            const existsPreviousThumbName = schemaHumanoid.humanBones.leftThumbIntermediate != null ||\n                schemaHumanoid.humanBones.rightThumbIntermediate != null;\n            const humanBones = {};\n            if (schemaHumanoid.humanBones != null) {\n                yield Promise.all(Object.entries(schemaHumanoid.humanBones).map(([boneNameString, schemaHumanBone]) => __awaiter(this, void 0, void 0, function* () {\n                    let boneName = boneNameString;\n                    const index = schemaHumanBone.node;\n                    // compat: 1.0-beta previous thumb bone names\n                    if (existsPreviousThumbName) {\n                        const thumbBoneName = thumbBoneNameMap[boneName];\n                        if (thumbBoneName != null) {\n                            boneName = thumbBoneName;\n                        }\n                    }\n                    const node = yield this.parser.getDependency('node', index);\n                    // if the specified node does not exist, emit a warning\n                    if (node == null) {\n                        console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n                        return;\n                    }\n                    // set to the `humanBones`\n                    humanBones[boneName] = { node };\n                })));\n            }\n            const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n                autoUpdateHumanBones: this.autoUpdateHumanBones,\n            });\n            gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n            if (this.helperRoot) {\n                const helper = new VRMHumanoidHelper(humanoid);\n                this.helperRoot.add(helper);\n                helper.renderOrder = this.helperRoot.renderOrder;\n            }\n            return humanoid;\n        });\n    }\n    _v0Import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaHumanoid = vrmExt.humanoid;\n            if (!schemaHumanoid) {\n                return null;\n            }\n            const humanBones = {};\n            if (schemaHumanoid.humanBones != null) {\n                yield Promise.all(schemaHumanoid.humanBones.map((bone) => __awaiter(this, void 0, void 0, function* () {\n                    const boneName = bone.bone;\n                    const index = bone.node;\n                    if (boneName == null || index == null) {\n                        return;\n                    }\n                    const node = yield this.parser.getDependency('node', index);\n                    // if the specified node does not exist, emit a warning\n                    if (node == null) {\n                        console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n                        return;\n                    }\n                    // map to new bone name\n                    const thumbBoneName = thumbBoneNameMap[boneName];\n                    const newBoneName = (thumbBoneName !== null && thumbBoneName !== void 0 ? thumbBoneName : boneName);\n                    // v0 VRMs might have a multiple nodes attached to a single bone...\n                    // so if there already is an entry in the `humanBones`, show a warning and ignore it\n                    if (humanBones[newBoneName] != null) {\n                        console.warn(`Multiple bone entries for ${newBoneName} detected (index = ${index}), ignoring duplicated entries.`);\n                        return;\n                    }\n                    // set to the `humanBones`\n                    humanBones[newBoneName] = { node };\n                })));\n            }\n            const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n                autoUpdateHumanBones: this.autoUpdateHumanBones,\n            });\n            gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n            if (this.helperRoot) {\n                const helper = new VRMHumanoidHelper(humanoid);\n                this.helperRoot.add(helper);\n                helper.renderOrder = this.helperRoot.renderOrder;\n            }\n            return humanoid;\n        });\n    }\n    /**\n     * Ensure required bones exist in given human bones.\n     * @param humanBones Human bones\n     * @returns Human bones, no longer partial!\n     */\n    _ensureRequiredBonesExist(humanBones) {\n        // ensure required bones exist\n        const missingRequiredBones = Object.values(VRMRequiredHumanBoneName).filter((requiredBoneName) => humanBones[requiredBoneName] == null);\n        // throw an error if there are missing bones\n        if (missingRequiredBones.length > 0) {\n            throw new Error(`VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${missingRequiredBones.join(', ')}`);\n        }\n        return humanBones;\n    }\n}\n\nclass FanBufferGeometry extends THREE.BufferGeometry {\n    constructor() {\n        super();\n        this._currentTheta = 0;\n        this._currentRadius = 0;\n        this.theta = 0.0;\n        this.radius = 0.0;\n        this._currentTheta = 0.0;\n        this._currentRadius = 0.0;\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(65 * 3), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(3 * 63), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        if (this._currentTheta !== this.theta) {\n            this._currentTheta = this.theta;\n            shouldUpdateGeometry = true;\n        }\n        if (this._currentRadius !== this.radius) {\n            this._currentRadius = this.radius;\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        this._attrPos.setXYZ(0, 0.0, 0.0, 0.0);\n        for (let i = 0; i < 64; i++) {\n            const t = (i / 63.0) * this._currentTheta;\n            this._attrPos.setXYZ(i + 1, this._currentRadius * Math.sin(t), 0.0, this._currentRadius * Math.cos(t));\n        }\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 63; i++) {\n            this._attrIndex.setXYZ(i * 3, 0, i + 1, i + 2);\n        }\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nclass LineAndSphereBufferGeometry extends THREE.BufferGeometry {\n    constructor() {\n        super();\n        this.radius = 0.0;\n        this._currentRadius = 0.0;\n        this.tail = new THREE.Vector3();\n        this._currentTail = new THREE.Vector3();\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        if (this._currentRadius !== this.radius) {\n            this._currentRadius = this.radius;\n            shouldUpdateGeometry = true;\n        }\n        if (!this._currentTail.equals(this.tail)) {\n            this._currentTail.copy(this.tail);\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        for (let i = 0; i < 32; i++) {\n            const t = (i / 16.0) * Math.PI;\n            this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n            this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n            this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n        }\n        this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n        this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n        this._attrPos.setXYZ(96, 0, 0, 0);\n        this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 32; i++) {\n            const i1 = (i + 1) % 32;\n            this._attrIndex.setXY(i * 2, i, i1);\n            this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n            this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n        }\n        this._attrIndex.setXY(192, 96, 97);\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nconst _quatA$2 = new THREE.Quaternion();\nconst _quatB$2 = new THREE.Quaternion();\nconst _v3A$1 = new THREE.Vector3();\nconst _v3B$1 = new THREE.Vector3();\nconst SQRT_2_OVER_2 = Math.sqrt(2.0) / 2.0;\nconst QUAT_XY_CW90 = new THREE.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nconst VEC3_POSITIVE_Y = new THREE.Vector3(0.0, 1.0, 0.0);\nclass VRMLookAtHelper extends THREE.Group {\n    constructor(lookAt) {\n        super();\n        this.matrixAutoUpdate = false;\n        this.vrmLookAt = lookAt;\n        {\n            const geometry = new FanBufferGeometry();\n            geometry.radius = 0.5;\n            const material = new THREE.MeshBasicMaterial({\n                color: 0x00ff00,\n                transparent: true,\n                opacity: 0.5,\n                side: THREE.DoubleSide,\n                depthTest: false,\n                depthWrite: false,\n            });\n            this._meshPitch = new THREE.Mesh(geometry, material);\n            this.add(this._meshPitch);\n        }\n        {\n            const geometry = new FanBufferGeometry();\n            geometry.radius = 0.5;\n            const material = new THREE.MeshBasicMaterial({\n                color: 0xff0000,\n                transparent: true,\n                opacity: 0.5,\n                side: THREE.DoubleSide,\n                depthTest: false,\n                depthWrite: false,\n            });\n            this._meshYaw = new THREE.Mesh(geometry, material);\n            this.add(this._meshYaw);\n        }\n        {\n            const geometry = new LineAndSphereBufferGeometry();\n            geometry.radius = 0.1;\n            const material = new THREE.LineBasicMaterial({\n                color: 0xffffff,\n                depthTest: false,\n                depthWrite: false,\n            });\n            this._lineTarget = new THREE.LineSegments(geometry, material);\n            this._lineTarget.frustumCulled = false;\n            this.add(this._lineTarget);\n        }\n    }\n    dispose() {\n        this._meshYaw.geometry.dispose();\n        this._meshYaw.material.dispose();\n        this._meshPitch.geometry.dispose();\n        this._meshPitch.material.dispose();\n        this._lineTarget.geometry.dispose();\n        this._lineTarget.material.dispose();\n    }\n    updateMatrixWorld(force) {\n        // update geometries\n        const yaw = THREE.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n        this._meshYaw.geometry.theta = yaw;\n        this._meshYaw.geometry.update();\n        const pitch = THREE.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n        this._meshPitch.geometry.theta = pitch;\n        this._meshPitch.geometry.update();\n        // get world position and quaternion\n        this.vrmLookAt.getLookAtWorldPosition(_v3A$1);\n        this.vrmLookAt.getLookAtWorldQuaternion(_quatA$2);\n        // calculate rotation using faceFront\n        _quatA$2.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB$2));\n        // set transform to meshes\n        this._meshYaw.position.copy(_v3A$1);\n        this._meshYaw.quaternion.copy(_quatA$2);\n        this._meshPitch.position.copy(_v3A$1);\n        this._meshPitch.quaternion.copy(_quatA$2);\n        this._meshPitch.quaternion.multiply(_quatB$2.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n        this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n        // update target line and sphere\n        const { target, autoUpdate } = this.vrmLookAt;\n        if (target != null && autoUpdate) {\n            target.getWorldPosition(_v3B$1).sub(_v3A$1);\n            this._lineTarget.geometry.tail.copy(_v3B$1);\n            this._lineTarget.geometry.update();\n            this._lineTarget.position.copy(_v3A$1);\n        }\n        // apply transform to meshes\n        super.updateMatrixWorld(force);\n    }\n}\n\nconst _position = new THREE.Vector3();\nconst _scale = new THREE.Vector3();\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nfunction getWorldQuaternionLite(object, out) {\n    object.matrixWorld.decompose(_position, out, _scale);\n    return out;\n}\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nfunction calcAzimuthAltitude(vector) {\n    return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n\n/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nfunction sanitizeAngle(angle) {\n    const roundTurn = Math.round(angle / 2.0 / Math.PI);\n    return angle - 2.0 * Math.PI * roundTurn;\n}\n\nconst VEC3_POSITIVE_Z$1 = new THREE.Vector3(0.0, 0.0, 1.0);\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA$1 = new THREE.Quaternion();\nconst _quatB$1 = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\nconst _quatD = new THREE.Quaternion();\nconst _eulerA$1 = new THREE.Euler();\n/**\n * A class controls eye gaze movements of a VRM.\n */\nclass VRMLookAt {\n    /**\n     * Its current angle around Y axis, in degree.\n     */\n    get yaw() {\n        return this._yaw;\n    }\n    /**\n     * Its current angle around Y axis, in degree.\n     */\n    set yaw(value) {\n        this._yaw = value;\n        this._needsUpdate = true;\n    }\n    /**\n     * Its current angle around X axis, in degree.\n     */\n    get pitch() {\n        return this._pitch;\n    }\n    /**\n     * Its current angle around X axis, in degree.\n     */\n    set pitch(value) {\n        this._pitch = value;\n        this._needsUpdate = true;\n    }\n    /**\n     * @deprecated Use {@link getEuler} instead.\n     */\n    get euler() {\n        console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n        return this.getEuler(new THREE.Euler());\n    }\n    /**\n     * Create a new {@link VRMLookAt}.\n     *\n     * @param humanoid A {@link VRMHumanoid}\n     * @param applier A {@link VRMLookAtApplier}\n     */\n    constructor(humanoid, applier) {\n        /**\n         * The origin of LookAt. Position offset from the head bone.\n         */\n        this.offsetFromHeadBone = new THREE.Vector3();\n        /**\n         * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n         * `true` by default.\n         *\n         * See also: {@link target}\n         */\n        this.autoUpdate = true;\n        /**\n         * The front direction of the face.\n         * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n         * You usually don't want to touch this.\n         */\n        this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n        this.humanoid = humanoid;\n        this.applier = applier;\n        this._yaw = 0.0;\n        this._pitch = 0.0;\n        this._needsUpdate = true;\n        this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE.Quaternion());\n    }\n    /**\n     * Get its yaw-pitch angles as an `Euler`.\n     * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n     *\n     * @param target The target euler\n     */\n    getEuler(target) {\n        return target.set(THREE.MathUtils.DEG2RAD * this._pitch, THREE.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n    }\n    /**\n     * Copy the given {@link VRMLookAt} into this one.\n     * {@link humanoid} must be same as the source one.\n     * {@link applier} will reference the same instance as the source one.\n     * @param source The {@link VRMLookAt} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        if (this.humanoid !== source.humanoid) {\n            throw new Error('VRMLookAt: humanoid must be same in order to copy');\n        }\n        this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n        this.applier = source.applier;\n        this.autoUpdate = source.autoUpdate;\n        this.target = source.target;\n        this.faceFront.copy(source.faceFront);\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMLookAt}.\n     * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n     * @returns Copied {@link VRMLookAt}\n     */\n    clone() {\n        return new VRMLookAt(this.humanoid, this.applier).copy(this);\n    }\n    /**\n     * Reset the lookAt direction (yaw and pitch) to the initial direction.\n     */\n    reset() {\n        this._yaw = 0.0;\n        this._pitch = 0.0;\n        this._needsUpdate = true;\n    }\n    /**\n     * Get its lookAt position in world coordinate.\n     *\n     * @param target A target `THREE.Vector3`\n     */\n    getLookAtWorldPosition(target) {\n        const head = this.humanoid.getRawBoneNode('head');\n        return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n    }\n    /**\n     * Get its lookAt rotation in world coordinate.\n     * Does NOT consider {@link faceFront}.\n     *\n     * @param target A target `THREE.Quaternion`\n     */\n    getLookAtWorldQuaternion(target) {\n        const head = this.humanoid.getRawBoneNode('head');\n        return getWorldQuaternionLite(head, target);\n    }\n    /**\n     * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n     *\n     * @param target A target `THREE.Quaternion`\n     */\n    getFaceFrontQuaternion(target) {\n        if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z$1) < 0.01) {\n            return target.copy(this._restHeadWorldQuaternion).invert();\n        }\n        const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n        _eulerA$1.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n        return target.setFromEuler(_eulerA$1).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n    }\n    /**\n     * Get its LookAt direction in world coordinate.\n     *\n     * @param target A target `THREE.Vector3`\n     */\n    getLookAtWorldDirection(target) {\n        this.getLookAtWorldQuaternion(_quatB$1);\n        this.getFaceFrontQuaternion(_quatC);\n        return target\n            .copy(VEC3_POSITIVE_Z$1)\n            .applyQuaternion(_quatB$1)\n            .applyQuaternion(_quatC)\n            .applyEuler(this.getEuler(_eulerA$1));\n    }\n    /**\n     * Set its lookAt target position.\n     *\n     * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n     *\n     * If you want to track an object continuously, you might want to use {@link target} instead.\n     *\n     * @param position A target position, in world space\n     */\n    lookAt(position) {\n        // Look at direction in local coordinate\n        const headRotDiffInv = _quatA$1\n            .copy(this._restHeadWorldQuaternion)\n            .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB$1)));\n        const headPos = this.getLookAtWorldPosition(_v3B);\n        const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n        // calculate angles\n        const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n        const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n        const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n        const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n        // apply angles\n        this._yaw = THREE.MathUtils.RAD2DEG * yaw;\n        this._pitch = THREE.MathUtils.RAD2DEG * pitch;\n        this._needsUpdate = true;\n    }\n    /**\n     * Update the VRMLookAtHead.\n     * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n     *\n     * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n     */\n    update(delta) {\n        if (this.target != null && this.autoUpdate) {\n            this.lookAt(this.target.getWorldPosition(_v3A));\n        }\n        if (this._needsUpdate) {\n            this._needsUpdate = false;\n            this.applier.applyYawPitch(this._yaw, this._pitch);\n        }\n    }\n}\nVRMLookAt.EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler(0.0, 0.0, 0.0, 'YXZ');\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nclass VRMLookAtBoneApplier {\n    /**\n     * Create a new {@link VRMLookAtBoneApplier}.\n     *\n     * @param humanoid A {@link VRMHumanoid}\n     * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n     * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n     * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n     * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n     */\n    constructor(humanoid, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n        this.humanoid = humanoid;\n        this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n        this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n        this.rangeMapVerticalDown = rangeMapVerticalDown;\n        this.rangeMapVerticalUp = rangeMapVerticalUp;\n        this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n        // set rest quaternions\n        this._restQuatLeftEye = new THREE.Quaternion();\n        this._restQuatRightEye = new THREE.Quaternion();\n        this._restLeftEyeParentWorldQuat = new THREE.Quaternion();\n        this._restRightEyeParentWorldQuat = new THREE.Quaternion();\n        const leftEye = this.humanoid.getRawBoneNode('leftEye');\n        const rightEye = this.humanoid.getRawBoneNode('rightEye');\n        if (leftEye) {\n            this._restQuatLeftEye.copy(leftEye.quaternion);\n            getWorldQuaternionLite(leftEye.parent, this._restLeftEyeParentWorldQuat);\n        }\n        if (rightEye) {\n            this._restQuatRightEye.copy(rightEye.quaternion);\n            getWorldQuaternionLite(rightEye.parent, this._restRightEyeParentWorldQuat);\n        }\n    }\n    /**\n     * Apply the input angle to its associated VRM model.\n     *\n     * @param yaw Rotation around Y axis, in degree\n     * @param pitch Rotation around X axis, in degree\n     */\n    applyYawPitch(yaw, pitch) {\n        const leftEye = this.humanoid.getRawBoneNode('leftEye');\n        const rightEye = this.humanoid.getRawBoneNode('rightEye');\n        const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n        const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n        // left\n        if (leftEye) {\n            if (pitch < 0.0) {\n                _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n            }\n            else {\n                _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n            }\n            if (yaw < 0.0) {\n                _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n            }\n            else {\n                _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n            }\n            _quatA.setFromEuler(_eulerA);\n            this._getWorldFaceFrontQuat(_quatB);\n            // _quatB * _quatA * _quatB^-1\n            // where _quatA is LookAt rotation\n            // and _quatB is worldFaceFrontQuat\n            leftEyeNormalized.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n            _quatA.copy(this._restLeftEyeParentWorldQuat);\n            // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n            // where _quatA is restLeftEyeParentWorldQuat\n            leftEye.quaternion\n                .copy(leftEyeNormalized.quaternion)\n                .multiply(_quatA)\n                .premultiply(_quatA.invert())\n                .multiply(this._restQuatLeftEye);\n        }\n        // right\n        if (rightEye) {\n            if (pitch < 0.0) {\n                _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n            }\n            else {\n                _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n            }\n            if (yaw < 0.0) {\n                _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n            }\n            else {\n                _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n            }\n            _quatA.setFromEuler(_eulerA);\n            this._getWorldFaceFrontQuat(_quatB);\n            // _quatB * _quatA * _quatB^-1\n            // where _quatA is LookAt rotation\n            // and _quatB is worldFaceFrontQuat\n            rightEyeNormalized.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n            _quatA.copy(this._restRightEyeParentWorldQuat);\n            // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n            // where _quatA is restRightEyeParentWorldQuat\n            rightEye.quaternion\n                .copy(rightEyeNormalized.quaternion)\n                .multiply(_quatA)\n                .premultiply(_quatA.invert())\n                .multiply(this._restQuatRightEye);\n        }\n    }\n    /**\n     * @deprecated Use {@link applyYawPitch} instead.\n     */\n    lookAt(euler) {\n        console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n        const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n        const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n        this.applyYawPitch(yaw, pitch);\n    }\n    /**\n     * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n     *\n     * @param target A target `THREE.Quaternion`\n     */\n    _getWorldFaceFrontQuat(target) {\n        if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n            return target.identity();\n        }\n        const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n        _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n        return target.setFromEuler(_eulerA);\n    }\n}\n/**\n * Represent its type of applier.\n */\nVRMLookAtBoneApplier.type = 'bone';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nclass VRMLookAtExpressionApplier {\n    /**\n     * Create a new {@link VRMLookAtExpressionApplier}.\n     *\n     * @param expressions A {@link VRMExpressionManager}\n     * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n     * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n     * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n     * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n     */\n    constructor(expressions, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n        this.expressions = expressions;\n        this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n        this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n        this.rangeMapVerticalDown = rangeMapVerticalDown;\n        this.rangeMapVerticalUp = rangeMapVerticalUp;\n    }\n    /**\n     * Apply the input angle to its associated VRM model.\n     *\n     * @param yaw Rotation around Y axis, in degree\n     * @param pitch Rotation around X axis, in degree\n     */\n    applyYawPitch(yaw, pitch) {\n        if (pitch < 0.0) {\n            this.expressions.setValue('lookDown', 0.0);\n            this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n        }\n        else {\n            this.expressions.setValue('lookUp', 0.0);\n            this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n        }\n        if (yaw < 0.0) {\n            this.expressions.setValue('lookLeft', 0.0);\n            this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n        }\n        else {\n            this.expressions.setValue('lookRight', 0.0);\n            this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n        }\n    }\n    /**\n     * @deprecated Use {@link applyYawPitch} instead.\n     */\n    lookAt(euler) {\n        console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n        const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n        const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n        this.applyYawPitch(yaw, pitch);\n    }\n}\n/**\n * Represent its type of applier.\n */\nVRMLookAtExpressionApplier.type = 'expression';\n\nclass VRMLookAtRangeMap {\n    /**\n     * Create a new {@link VRMLookAtRangeMap}.\n     *\n     * @param inputMaxValue The {@link inputMaxValue} of the map\n     * @param outputScale The {@link outputScale} of the map\n     */\n    constructor(inputMaxValue, outputScale) {\n        this.inputMaxValue = inputMaxValue;\n        this.outputScale = outputScale;\n    }\n    /**\n     * Evaluate an input value and output a mapped value.\n     * @param src The input value\n     */\n    map(src) {\n        return this.outputScale * saturate(src / this.inputMaxValue);\n    }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$1 = new Set(['1.0', '1.0-beta']);\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nclass VRMLookAtLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMLookAtLoaderPlugin';\n    }\n    constructor(parser, options) {\n        this.parser = parser;\n        this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const vrmHumanoid = gltf.userData.vrmHumanoid;\n            // explicitly distinguish null and undefined\n            // since vrmHumanoid might be null as a result\n            if (vrmHumanoid === null) {\n                return;\n            }\n            else if (vrmHumanoid === undefined) {\n                throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n            }\n            const vrmExpressionManager = gltf.userData.vrmExpressionManager;\n            if (vrmExpressionManager === null) {\n                return;\n            }\n            else if (vrmExpressionManager === undefined) {\n                throw new Error('VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first');\n            }\n            gltf.userData.vrmLookAt = yield this._import(gltf, vrmHumanoid, vrmExpressionManager);\n        });\n    }\n    /**\n     * Import a {@link VRMLookAt} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n     * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n     */\n    _import(gltf, humanoid, expressions) {\n        return __awaiter(this, void 0, void 0, function* () {\n            if (humanoid == null || expressions == null) {\n                return null;\n            }\n            const v1Result = yield this._v1Import(gltf, humanoid, expressions);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf, humanoid, expressions);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf, humanoid, expressions) {\n        var _a, _b, _c;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$1.has(specVersion)) {\n                console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaLookAt = extension.lookAt;\n            if (!schemaLookAt) {\n                return null;\n            }\n            const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n            const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n            const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n            const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n            const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n            let applier;\n            if (schemaLookAt.type === 'expression') {\n                applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n            }\n            else {\n                applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n            }\n            const lookAt = this._importLookAt(humanoid, applier);\n            lookAt.offsetFromHeadBone.fromArray((_c = schemaLookAt.offsetFromHeadBone) !== null && _c !== void 0 ? _c : [0.0, 0.06, 0.0]);\n            return lookAt;\n        });\n    }\n    _v1ImportRangeMap(schemaRangeMap, defaultOutputScale) {\n        var _a, _b;\n        let inputMaxValue = (_a = schemaRangeMap === null || schemaRangeMap === void 0 ? void 0 : schemaRangeMap.inputMaxValue) !== null && _a !== void 0 ? _a : 90.0;\n        const outputScale = (_b = schemaRangeMap === null || schemaRangeMap === void 0 ? void 0 : schemaRangeMap.outputScale) !== null && _b !== void 0 ? _b : defaultOutputScale;\n        // It might cause NaN when `inputMaxValue` is too small\n        // which makes the mesh of the head disappear\n        // See: https://github.com/pixiv/three-vrm/issues/1201\n        if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n            console.warn('VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!');\n            inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n        }\n        return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n    }\n    _v0Import(gltf, humanoid, expressions) {\n        var _a, _b, _c, _d;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaFirstPerson = vrmExt.firstPerson;\n            if (!schemaFirstPerson) {\n                return null;\n            }\n            const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n            const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n            const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n            const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n            const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n            let applier;\n            if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n                applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n            }\n            else {\n                applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n            }\n            const lookAt = this._importLookAt(humanoid, applier);\n            if (schemaFirstPerson.firstPersonBoneOffset) {\n                lookAt.offsetFromHeadBone.set((_b = schemaFirstPerson.firstPersonBoneOffset.x) !== null && _b !== void 0 ? _b : 0.0, (_c = schemaFirstPerson.firstPersonBoneOffset.y) !== null && _c !== void 0 ? _c : 0.06, -((_d = schemaFirstPerson.firstPersonBoneOffset.z) !== null && _d !== void 0 ? _d : 0.0));\n            }\n            else {\n                lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n            }\n            // VRM 0.0 are facing Z- instead of Z+\n            lookAt.faceFront.set(0.0, 0.0, -1.0);\n            if (applier instanceof VRMLookAtBoneApplier) {\n                applier.faceFront.set(0.0, 0.0, -1.0);\n            }\n            return lookAt;\n        });\n    }\n    _v0ImportDegreeMap(schemaDegreeMap, defaultOutputScale) {\n        var _a, _b;\n        const curve = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.curve;\n        if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n            console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n        }\n        let xRange = (_a = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.xRange) !== null && _a !== void 0 ? _a : 90.0;\n        const yRange = (_b = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.yRange) !== null && _b !== void 0 ? _b : defaultOutputScale;\n        // It might cause NaN when `xRange` is too small\n        // which makes the mesh of the head disappear\n        // See: https://github.com/pixiv/three-vrm/issues/1201\n        if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n            console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n            xRange = INPUT_MAX_VALUE_MINIMUM;\n        }\n        return new VRMLookAtRangeMap(xRange, yRange);\n    }\n    _importLookAt(humanoid, applier) {\n        const lookAt = new VRMLookAt(humanoid, applier);\n        if (this.helperRoot) {\n            const helper = new VRMLookAtHelper(lookAt);\n            this.helperRoot.add(helper);\n            helper.renderOrder = this.helperRoot.renderOrder;\n        }\n        return lookAt;\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Represents a type of applier.\n */\nconst VRMLookAtTypeName = {\n    Bone: 'bone',\n    Expression: 'expression',\n};\n\n/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nfunction resolveURL(url, path) {\n    // Invalid URL\n    if (typeof url !== 'string' || url === '')\n        return '';\n    // Host Relative URL\n    if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n        path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n    }\n    // Absolute URL http://,https://,//\n    if (/^(https?:)?\\/\\//i.test(url))\n        return url;\n    // Data URI\n    if (/^data:.*,.*$/i.test(url))\n        return url;\n    // Blob URL\n    if (/^blob:.*$/i.test(url))\n        return url;\n    // Relative URL\n    return path + url;\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nclass VRMMetaLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMMetaLoaderPlugin';\n    }\n    constructor(parser, options) {\n        var _a, _b, _c;\n        this.parser = parser;\n        this.needThumbnailImage = (_a = options === null || options === void 0 ? void 0 : options.needThumbnailImage) !== null && _a !== void 0 ? _a : true;\n        this.acceptLicenseUrls = (_b = options === null || options === void 0 ? void 0 : options.acceptLicenseUrls) !== null && _b !== void 0 ? _b : ['https://vrm.dev/licenses/1.0/'];\n        this.acceptV0Meta = (_c = options === null || options === void 0 ? void 0 : options.acceptV0Meta) !== null && _c !== void 0 ? _c : true;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmMeta = yield this._import(gltf);\n        });\n    }\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result != null) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result != null) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b, _c;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (extension == null) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n                console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaMeta = extension.meta;\n            if (!schemaMeta) {\n                return null;\n            }\n            // throw an error if acceptV0Meta is false\n            const licenseUrl = schemaMeta.licenseUrl;\n            const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n            if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n                throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n            }\n            let thumbnailImage = undefined;\n            if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n                thumbnailImage = (_c = (yield this._extractGLTFImage(schemaMeta.thumbnailImage))) !== null && _c !== void 0 ? _c : undefined;\n            }\n            return {\n                metaVersion: '1',\n                name: schemaMeta.name,\n                version: schemaMeta.version,\n                authors: schemaMeta.authors,\n                copyrightInformation: schemaMeta.copyrightInformation,\n                contactInformation: schemaMeta.contactInformation,\n                references: schemaMeta.references,\n                thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n                thumbnailImage,\n                licenseUrl: schemaMeta.licenseUrl,\n                avatarPermission: schemaMeta.avatarPermission,\n                allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n                allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n                commercialUsage: schemaMeta.commercialUsage,\n                allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n                allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n                creditNotation: schemaMeta.creditNotation,\n                allowRedistribution: schemaMeta.allowRedistribution,\n                modification: schemaMeta.modification,\n                otherLicenseUrl: schemaMeta.otherLicenseUrl,\n            };\n        });\n    }\n    _v0Import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaMeta = vrmExt.meta;\n            if (!schemaMeta) {\n                return null;\n            }\n            // throw an error if acceptV0Meta is false\n            if (!this.acceptV0Meta) {\n                throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n            }\n            // load thumbnail texture\n            let texture;\n            if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n                texture = yield this.parser.getDependency('texture', schemaMeta.texture);\n            }\n            return {\n                metaVersion: '0',\n                allowedUserName: schemaMeta.allowedUserName,\n                author: schemaMeta.author,\n                commercialUssageName: schemaMeta.commercialUssageName,\n                contactInformation: schemaMeta.contactInformation,\n                licenseName: schemaMeta.licenseName,\n                otherLicenseUrl: schemaMeta.otherLicenseUrl,\n                otherPermissionUrl: schemaMeta.otherPermissionUrl,\n                reference: schemaMeta.reference,\n                sexualUssageName: schemaMeta.sexualUssageName,\n                texture: texture !== null && texture !== void 0 ? texture : undefined,\n                title: schemaMeta.title,\n                version: schemaMeta.version,\n                violentUssageName: schemaMeta.violentUssageName,\n            };\n        });\n    }\n    _extractGLTFImage(index) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            const source = (_a = json.images) === null || _a === void 0 ? void 0 : _a[index];\n            if (source == null) {\n                console.warn(`VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`);\n                return null;\n            }\n            // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n            // `source.uri` might be a reference to a file\n            let sourceURI = source.uri;\n            // Load the binary as a blob\n            if (source.bufferView != null) {\n                const bufferView = yield this.parser.getDependency('bufferView', source.bufferView);\n                const blob = new Blob([bufferView], { type: source.mimeType });\n                sourceURI = URL.createObjectURL(blob);\n            }\n            if (sourceURI == null) {\n                console.warn(`VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`);\n                return null;\n            }\n            const loader = new THREE.ImageLoader();\n            return yield loader.loadAsync(resolveURL(sourceURI, this.parser.options.path)).catch((error) => {\n                console.error(error);\n                console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n                return null;\n            });\n        });\n    }\n}\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nclass VRMCore {\n    /**\n     * Create a new VRM instance.\n     *\n     * @param params [[VRMParameters]] that represents components of the VRM\n     */\n    constructor(params) {\n        this.scene = params.scene;\n        this.meta = params.meta;\n        this.humanoid = params.humanoid;\n        this.expressionManager = params.expressionManager;\n        this.firstPerson = params.firstPerson;\n        this.lookAt = params.lookAt;\n    }\n    /**\n     * **You need to call this on your update loop.**\n     *\n     * This function updates every VRM components.\n     *\n     * @param delta deltaTime\n     */\n    update(delta) {\n        this.humanoid.update();\n        if (this.lookAt) {\n            this.lookAt.update(delta);\n        }\n        if (this.expressionManager) {\n            this.expressionManager.update();\n        }\n    }\n}\n\nclass VRMCoreLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMC_vrm';\n    }\n    constructor(parser, options) {\n        var _a, _b, _c, _d, _e;\n        this.parser = parser;\n        const helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n        const autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n        this.expressionPlugin = (_a = options === null || options === void 0 ? void 0 : options.expressionPlugin) !== null && _a !== void 0 ? _a : new VRMExpressionLoaderPlugin(parser);\n        this.firstPersonPlugin = (_b = options === null || options === void 0 ? void 0 : options.firstPersonPlugin) !== null && _b !== void 0 ? _b : new VRMFirstPersonLoaderPlugin(parser);\n        this.humanoidPlugin =\n            (_c = options === null || options === void 0 ? void 0 : options.humanoidPlugin) !== null && _c !== void 0 ? _c : new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n        this.lookAtPlugin = (_d = options === null || options === void 0 ? void 0 : options.lookAtPlugin) !== null && _d !== void 0 ? _d : new VRMLookAtLoaderPlugin(parser, { helperRoot });\n        this.metaPlugin = (_e = options === null || options === void 0 ? void 0 : options.metaPlugin) !== null && _e !== void 0 ? _e : new VRMMetaLoaderPlugin(parser);\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            yield this.metaPlugin.afterRoot(gltf);\n            yield this.humanoidPlugin.afterRoot(gltf);\n            yield this.expressionPlugin.afterRoot(gltf);\n            yield this.lookAtPlugin.afterRoot(gltf);\n            yield this.firstPersonPlugin.afterRoot(gltf);\n            const meta = gltf.userData.vrmMeta;\n            const humanoid = gltf.userData.vrmHumanoid;\n            // meta and humanoid are required to be a VRM.\n            // Don't create VRM if they are null\n            if (meta && humanoid) {\n                const vrmCore = new VRMCore({\n                    scene: gltf.scene,\n                    expressionManager: gltf.userData.vrmExpressionManager,\n                    firstPerson: gltf.userData.vrmFirstPerson,\n                    humanoid,\n                    lookAt: gltf.userData.vrmLookAt,\n                    meta,\n                });\n                gltf.userData.vrmCore = vrmCore;\n            }\n        });\n    }\n}\n\nexport { VRMCore, VRMCoreLoaderPlugin, VRMExpression, VRMExpressionLoaderPlugin, VRMExpressionManager, VRMExpressionMaterialColorBind, VRMExpressionMaterialColorType, VRMExpressionMorphTargetBind, VRMExpressionOverrideType, VRMExpressionPresetName, VRMExpressionTextureTransformBind, VRMFirstPerson, VRMFirstPersonLoaderPlugin, VRMFirstPersonMeshAnnotationType, VRMHumanBoneList, VRMHumanBoneName, VRMHumanBoneParentMap, VRMHumanoid, VRMHumanoidHelper, VRMHumanoidLoaderPlugin, VRMLookAt, VRMLookAtBoneApplier, VRMLookAtExpressionApplier, VRMLookAtHelper, VRMLookAtLoaderPlugin, VRMLookAtRangeMap, VRMLookAtTypeName, VRMMetaLoaderPlugin, VRMRequiredHumanBoneName };\n//# 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rride at all, `1.0` == completely block the expressions.\n   */\n  public get overrideLookAtAmount(): number {\n    if (this.overrideLookAt === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideLookAt === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  /**\n   * A value represents how much it should override mouth expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideMouthAmount(): number {\n    if (this.overrideMouth === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideMouth === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  constructor(expressionName: string) {\n    super();\n\n    this.name = `VRMExpression_${expressionName}`;\n    this.expressionName = expressionName;\n\n    // traverse 時の救済手段として Object3D ではないことを明示しておく\n    this.type = 'VRMExpression';\n\n    // 表示目的のオブジェクトではないので、負荷軽減のために visible を false にしておく。\n    // これにより、このインスタンスに対する毎フレームの matrix 自動計算を省略できる。\n    this.visible = false;\n  }\n\n  public addBind(bind: VRMExpressionBind): void {\n    this._binds.push(bind);\n  }\n\n  /**\n   * Apply weight to every assigned blend shapes.\n   * Should be called every frame.\n   */\n  public applyWeight(options?: {\n    /**\n     * Multiplies a value to its weight to apply.\n     * Intended to be used for overriding an expression weight by another expression.\n     * See also: {@link overrideBlink}, {@link overrideLookAt}, {@link overrideMouth}\n     */\n    multiplier?: number;\n  }): void {\n    let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n    actualWeight *= options?.multiplier ?? 1.0;\n\n    this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n  }\n\n  /**\n   * Clear previously assigned blend shapes.\n   */\n  public clearAppliedWeight(): void {\n    this._binds.forEach((bind) => bind.clearAppliedWeight());\n  }\n}\n","/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n    __assign = Object.assign || function __assign(t) {\r\n        for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n            s = arguments[i];\r\n            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n        }\r\n        return t;\r\n    }\r\n    return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n    var t = {};\r\n    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n        t[p] = s[p];\r\n    if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n            if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n                t[p[i]] = s[p[i]];\r\n        }\r\n    return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n    if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n    return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n    return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n    function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n    var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","import type * as THREE from 'three';\nimport type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nfunction extractPrimitivesInternal(gltf: GLTF, nodeIndex: number, node: THREE.Object3D): THREE.Mesh[] | null {\n  const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n  /**\n   * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n   *\n   * \"*\" indicates that those meshes should be listed up using this function\n   *\n   * ### A node with a (mesh, a signle primitive)\n   *\n   * - `THREE.Mesh`: The only primitive of the mesh *\n   *\n   * ### A node with a (mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n   */\n\n  // Make sure that the node has a mesh\n  const schemaNode = json.nodes?.[nodeIndex];\n  if (schemaNode == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n    return null;\n  }\n\n  const meshIndex = schemaNode.mesh;\n  if (meshIndex == null) {\n    return null;\n  }\n\n  // How many primitives the mesh has?\n  const schemaMesh = json.meshes?.[meshIndex];\n  if (schemaMesh == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n    return null;\n  }\n\n  const primitiveCount = schemaMesh.primitives.length;\n\n  // Traverse the node and take first (primitiveCount) meshes\n  const primitives: THREE.Mesh[] = [];\n  node.traverse((object) => {\n    if (primitives.length < primitiveCount) {\n      if ((object as any).isMesh) {\n        primitives.push(object as THREE.Mesh);\n      }\n    }\n  });\n\n  return primitives;\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nexport async function gltfExtractPrimitivesFromNode(gltf: GLTF, nodeIndex: number): Promise<THREE.Mesh[] | null> {\n  const node: THREE.Object3D = await gltf.parser.getDependency('node', nodeIndex);\n  return extractPrimitivesInternal(gltf, nodeIndex, node);\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nexport async function gltfExtractPrimitivesFromNodes(gltf: GLTF): Promise<Map<number, THREE.Mesh[]>> {\n  const nodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n  const map = new Map<number, THREE.Mesh[]>();\n\n  nodes.forEach((node, index) => {\n    const result = extractPrimitivesInternal(gltf, index, node);\n    if (result != null) {\n      map.set(index, result);\n    }\n  });\n\n  return map;\n}\n","import * as THREE from 'three';\nimport { GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\n\n/**\n * Get a material definition index of glTF from associated material.\n * It's basically a comat code between Three.js r133 or above and previous versions.\n * @param parser GLTFParser\n * @param material A material of gltf\n * @returns Material definition index of glTF\n */\nexport function gltfGetAssociatedMaterialIndex(parser: GLTFParser, material: THREE.Material): number | null {\n  const threeRevision = parseInt(THREE.REVISION, 10);\n\n  let index: number | null = null;\n\n  if (threeRevision >= 133) {\n    index = parser.associations.get(material)?.materials ?? null;\n  } else {\n    // COMPAT: structure of `parser.associations` has been changed @ r133\n    // See: https://github.com/mrdoob/three.js/pull/21737\n    // Ref: https://github.com/three-types/three-ts-types/commit/5246676e479b61a9ff2db71df4119f6f1462580d\n    type GLTFReferencePre133 = {\n      type: 'materials' | 'nodes' | 'textures' | 'meshes';\n      index: number;\n    };\n\n    type GLTFAssociationsPre133 = Map<THREE.Object3D | THREE.Material | THREE.Texture, GLTFReferencePre133>;\n\n    const associations = parser.associations as GLTFAssociationsPre133;\n\n    const reference = associations.get(material);\n\n    if (reference?.type === 'materials') {\n      index = reference.index;\n    }\n  }\n\n  return index;\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionPresetName = {\n  Aa: 'aa',\n  Ih: 'ih',\n  Ou: 'ou',\n  Ee: 'ee',\n  Oh: 'oh',\n  Blink: 'blink',\n  Happy: 'happy',\n  Angry: 'angry',\n  Sad: 'sad',\n  Relaxed: 'relaxed',\n  LookUp: 'lookUp',\n  Surprised: 'surprised',\n  LookDown: 'lookDown',\n  LookLeft: 'lookLeft',\n  LookRight: 'lookRight',\n  BlinkLeft: 'blinkLeft',\n  BlinkRight: 'blinkRight',\n  Neutral: 'neutral',\n} as const;\n\nexport type VRMExpressionPresetName = typeof VRMExpressionPresetName[keyof typeof VRMExpressionPresetName];\n","/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nexport function saturate(value: number): number {\n  return Math.max(Math.min(value, 1.0), 0.0);\n}\n","import { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { saturate } from '../utils/saturate';\nimport type { VRMExpression } from './VRMExpression';\n\nexport class VRMExpressionManager {\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n   */\n  public blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n   */\n  public lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n   */\n  public mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n\n  /**\n   * A set of {@link VRMExpression}.\n   * When you want to register expressions, use {@link registerExpression}\n   */\n  private _expressions: VRMExpression[] = [];\n  public get expressions(): VRMExpression[] {\n    return this._expressions.concat();\n  }\n\n  /**\n   * A map from name to expression.\n   */\n  private _expressionMap: { [name: string]: VRMExpression } = {};\n  public get expressionMap(): { [name: string]: VRMExpression } {\n    return Object.assign({}, this._expressionMap);\n  }\n\n  /**\n   * A map from name to expression, but excluding custom expressions.\n   */\n  public get presetExpressionMap(): { [name in VRMExpressionPresetName]?: VRMExpression } {\n    const result: { [name in VRMExpressionPresetName]?: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (presetNameSet.has(name)) {\n        result[name as VRMExpressionPresetName] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * A map from name to expression, but excluding preset expressions.\n   */\n  public get customExpressionMap(): { [name: string]: VRMExpression } {\n    const result: { [name: string]: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (!presetNameSet.has(name)) {\n        result[name] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * Create a new {@link VRMExpressionManager}.\n   */\n  public constructor() {\n    // do nothing\n  }\n\n  /**\n   * Copy the given {@link VRMExpressionManager} into this one.\n   * @param source The {@link VRMExpressionManager} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMExpressionManager): this {\n    // first unregister all the expression it has\n    const expressions = this._expressions.concat();\n    expressions.forEach((expression) => {\n      this.unregisterExpression(expression);\n    });\n\n    // then register all the expression of the source\n    source._expressions.forEach((expression) => {\n      this.registerExpression(expression);\n    });\n\n    // copy remaining members\n    this.blinkExpressionNames = source.blinkExpressionNames.concat();\n    this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n    this.mouthExpressionNames = source.mouthExpressionNames.concat();\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMExpressionManager}.\n   * @returns Copied {@link VRMExpressionManager}\n   */\n  public clone(): VRMExpressionManager {\n    return new VRMExpressionManager().copy(this);\n  }\n\n  /**\n   * Return a registered expression.\n   * If it cannot find an expression, it will return `null` instead.\n   *\n   * @param name Name or preset name of the expression\n   */\n  public getExpression(name: VRMExpressionPresetName | string): VRMExpression | null {\n    return this._expressionMap[name] ?? null;\n  }\n\n  /**\n   * Register an expression.\n   *\n   * @param expression {@link VRMExpression} that describes the expression\n   */\n  public registerExpression(expression: VRMExpression): void {\n    this._expressions.push(expression);\n    this._expressionMap[expression.expressionName] = expression;\n  }\n\n  /**\n   * Unregister an expression.\n   *\n   * @param expression The expression you want to unregister\n   */\n  public unregisterExpression(expression: VRMExpression): void {\n    const index = this._expressions.indexOf(expression);\n    if (index === -1) {\n      console.warn('VRMExpressionManager: The specified expressions is not registered');\n    }\n\n    this._expressions.splice(index, 1);\n    delete this._expressionMap[expression.expressionName];\n  }\n\n  /**\n   * Get the current weight of the specified expression.\n   * If it doesn't have an expression of given name, it will return `null` instead.\n   *\n   * @param name Name of the expression\n   */\n  public getValue(name: VRMExpressionPresetName | string): number | null {\n    const expression = this.getExpression(name);\n    return expression?.weight ?? null;\n  }\n\n  /**\n   * Set a weight to the specified expression.\n   *\n   * @param name Name of the expression\n   * @param weight Weight\n   */\n  public setValue(name: VRMExpressionPresetName | string, weight: number): void {\n    const expression = this.getExpression(name);\n    if (expression) {\n      expression.weight = saturate(weight);\n    }\n  }\n\n  /**\n   * Get a track name of specified expression.\n   * This track name is needed to manipulate its expression via keyframe animations.\n   *\n   * @example Manipulate an expression using keyframe animation\n   * ```js\n   * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n   * const track = new THREE.NumberKeyframeTrack(\n   *   name,\n   *   [ 0.0, 0.5, 1.0 ], // times\n   *   [ 0.0, 1.0, 0.0 ] // values\n   * );\n   *\n   * const clip = new THREE.AnimationClip(\n   *   'blink', // name\n   *   1.0, // duration\n   *   [ track ] // tracks\n   * );\n   *\n   * const mixer = new THREE.AnimationMixer( vrm.scene );\n   * const action = mixer.clipAction( clip );\n   * action.play();\n   * ```\n   *\n   * @param name Name of the expression\n   */\n  public getExpressionTrackName(name: VRMExpressionPresetName | string): string | null {\n    const expression = this.getExpression(name);\n    return expression ? `${expression.name}.weight` : null;\n  }\n\n  /**\n   * Update every expressions.\n   */\n  public update(): void {\n    // see how much we should override certain expressions\n    const weightMultipliers = this._calculateWeightMultipliers();\n\n    // reset expression binds first\n    this._expressions.forEach((expression) => {\n      expression.clearAppliedWeight();\n    });\n\n    // then apply binds\n    this._expressions.forEach((expression) => {\n      let multiplier = 1.0;\n      const name = expression.expressionName;\n\n      if (this.blinkExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.blink;\n      }\n\n      if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.lookAt;\n      }\n\n      if (this.mouthExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.mouth;\n      }\n\n      expression.applyWeight({ multiplier });\n    });\n  }\n\n  /**\n   * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n   */\n  private _calculateWeightMultipliers(): {\n    blink: number;\n    lookAt: number;\n    mouth: number;\n  } {\n    let blink = 1.0;\n    let lookAt = 1.0;\n    let mouth = 1.0;\n\n    this._expressions.forEach((expression) => {\n      blink -= expression.overrideBlinkAmount;\n      lookAt -= expression.overrideLookAtAmount;\n      mouth -= expression.overrideMouthAmount;\n    });\n\n    blink = Math.max(0.0, blink);\n    lookAt = Math.max(0.0, lookAt);\n    mouth = Math.max(0.0, mouth);\n\n    return { blink, lookAt, mouth };\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionMaterialColorType = {\n  Color: 'color',\n  EmissionColor: 'emissionColor',\n  ShadeColor: 'shadeColor',\n  MatcapColor: 'matcapColor',\n  RimColor: 'rimColor',\n  OutlineColor: 'outlineColor',\n} as const;\n\nexport type VRMExpressionMaterialColorType =\n  typeof VRMExpressionMaterialColorType[keyof typeof VRMExpressionMaterialColorType];\n\nexport const v0ExpressionMaterialColorMap: { [key: string]: VRMExpressionMaterialColorType | undefined } = {\n  _Color: VRMExpressionMaterialColorType.Color,\n  _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n  _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n  _RimColor: VRMExpressionMaterialColorType.RimColor,\n  _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n","import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\nimport type { VRMExpressionMaterialColorType } from './VRMExpressionMaterialColorType';\n\nconst _color = new THREE.Color();\n\ninterface ColorBindState {\n  propertyName: string;\n  initialValue: THREE.Color;\n  deltaValue: THREE.Color;\n}\n\ninterface AlphaBindState {\n  propertyName: string;\n  initialValue: number;\n  deltaValue: number;\n}\n\ninterface BindState {\n  color: ColorBindState | null;\n  alpha: AlphaBindState | null;\n}\n\n/**\n * A bind of expression influences to a material color.\n */\nexport class VRMExpressionMaterialColorBind implements VRMExpressionBind {\n  /**\n   * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n   * The first element stands for color channels, the second element stands for the alpha channel.\n   * The second element can be null if the target property doesn't exist.\n   */\n  // TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n  // See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\n  private static _propertyNameMapMap: {\n    [distinguisher: string]: { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] };\n  } = {\n    isMeshStandardMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n    },\n    isMeshBasicMaterial: {\n      color: ['color', 'opacity'],\n    },\n    isMToonMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n      outlineColor: ['outlineColorFactor', null],\n      matcapColor: ['matcapFactor', null],\n      rimColor: ['parametricRimColorFactor', null],\n      shadeColor: ['shadeColorFactor', null],\n    },\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The type of the target property of the material.\n   */\n  public readonly type: VRMExpressionMaterialColorType;\n\n  /**\n   * The target color.\n   */\n  public readonly targetValue: THREE.Color;\n\n  /**\n   * The target alpha.\n   */\n  public readonly targetAlpha: number;\n\n  /**\n   * Its binding state.\n   * If it cannot find the target property in the constructor, each property will be null instead.\n   */\n  private _state: BindState;\n\n  public constructor({\n    material,\n    type,\n    targetValue,\n    targetAlpha,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The type of the target property of the material.\n     */\n    type: VRMExpressionMaterialColorType;\n\n    /**\n     * The target color.\n     */\n    targetValue: THREE.Color;\n\n    /**\n     * The target alpha.\n     */\n    targetAlpha?: number;\n  }) {\n    this.material = material;\n    this.type = type;\n    this.targetValue = targetValue;\n    this.targetAlpha = targetAlpha ?? 1.0;\n\n    // init bind state\n    const color = this._initColorBindState();\n    const alpha = this._initAlphaBindState();\n    this._state = { color, alpha };\n  }\n\n  public applyWeight(weight: number): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, deltaValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.add(_color.copy(deltaValue).multiplyScalar(weight));\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, deltaValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) += deltaValue * weight;\n      }\n    }\n  }\n\n  public clearAppliedWeight(): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, initialValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.copy(initialValue);\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, initialValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) = initialValue;\n      }\n    }\n  }\n\n  private _initColorBindState(): ColorBindState | null {\n    const { material, type, targetValue } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[0] ?? null;\n\n    if (propertyName == null) {\n      console.warn(\n        `Tried to add a material color bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type is not supported.`,\n      );\n\n      return null;\n    }\n\n    const target = (material as any)[propertyName] as THREE.Color;\n\n    const initialValue = target.clone();\n\n    // 負の値を保持するためにColor.subを使わずに差分を計算する\n    const deltaValue = new THREE.Color(\n      targetValue.r - initialValue.r,\n      targetValue.g - initialValue.g,\n      targetValue.b - initialValue.b,\n    );\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _initAlphaBindState(): AlphaBindState | null {\n    const { material, type, targetAlpha } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[1] ?? null;\n\n    if (propertyName == null && targetAlpha !== 1.0) {\n      console.warn(\n        `Tried to add a material alpha bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type does not support alpha.`,\n      );\n\n      return null;\n    }\n\n    if (propertyName == null) {\n      return null;\n    }\n\n    const initialValue = (material as any)[propertyName] as number;\n\n    const deltaValue = targetAlpha - initialValue;\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _getPropertyNameMap():\n    | { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] }\n    | null {\n    return (\n      Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n        return (this.material as any)[distinguisher] === true;\n      })?.[1] ?? null\n    );\n  }\n}\n","import type * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nexport class VRMExpressionMorphTargetBind implements VRMExpressionBind {\n  /**\n   * The mesh primitives that attached to target mesh.\n   */\n  public readonly primitives: THREE.Mesh[];\n\n  /**\n   * The index of the morph target in the mesh.\n   */\n  public readonly index: number;\n\n  /**\n   * The weight value of target morph target. Ranging in [0.0 - 1.0].\n   */\n  public readonly weight: number;\n\n  public constructor({\n    primitives,\n    index,\n    weight,\n  }: {\n    /**\n     * The mesh primitives that attached to target mesh.\n     */\n    primitives: THREE.Mesh[];\n\n    /**\n     * The index of the morph target in the mesh.\n     */\n    index: number;\n\n    /**\n     * The weight value of target morph target. Ranging in [0.0 - 1.0].\n     */\n    weight: number;\n  }) {\n    this.primitives = primitives;\n    this.index = index;\n    this.weight = weight;\n  }\n\n  public applyWeight(weight: number): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] += this.weight * weight;\n      }\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] = 0.0;\n      }\n    });\n  }\n}\n","import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\nconst _v2 = new THREE.Vector2();\n\n/**\n * A bind of expression influences to texture transforms.\n */\nexport class VRMExpressionTextureTransformBind implements VRMExpressionBind {\n  private static _propertyNamesMap: { [distinguisher: string]: string[] } = {\n    isMeshStandardMaterial: [\n      'map',\n      'emissiveMap',\n      'bumpMap',\n      'normalMap',\n      'displacementMap',\n      'roughnessMap',\n      'metalnessMap',\n      'alphaMap',\n    ],\n    isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n    isMToonMaterial: [\n      'map',\n      'normalMap',\n      'emissiveMap',\n      'shadeMultiplyTexture',\n      'rimMultiplyTexture',\n      'outlineWidthMultiplyTexture',\n      'uvAnimationMaskTexture',\n    ],\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The uv scale of the texture.\n   */\n  public readonly scale: THREE.Vector2;\n\n  /**\n   * The uv offset of the texture.\n   */\n  public readonly offset: THREE.Vector2;\n\n  /**\n   * The list of texture names and its state that should be transformed by this bind.\n   */\n  private _properties: {\n    name: string;\n    initialOffset: THREE.Vector2;\n    initialScale: THREE.Vector2;\n    deltaOffset: THREE.Vector2;\n    deltaScale: THREE.Vector2;\n  }[];\n\n  public constructor({\n    material,\n    scale,\n    offset,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The uv scale of the texture.\n     */\n    scale: THREE.Vector2;\n\n    /**\n     * The uv offset of the texture.\n     */\n    offset: THREE.Vector2;\n  }) {\n    this.material = material;\n    this.scale = scale;\n    this.offset = offset;\n\n    const propertyNames = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(\n      ([distinguisher]) => {\n        return (material as any)[distinguisher] === true;\n      },\n    )?.[1];\n\n    if (propertyNames == null) {\n      console.warn(\n        `Tried to add a texture transform bind to the material ${\n          material.name ?? '(no name)'\n        } but the material is not supported.`,\n      );\n\n      this._properties = [];\n    } else {\n      this._properties = [];\n\n      propertyNames.forEach((propertyName) => {\n        const texture = ((material as any)[propertyName] as THREE.Texture | undefined)?.clone();\n        if (!texture) {\n          return null;\n        }\n\n        (material as any)[propertyName] = texture; // because the texture is cloned\n\n        const initialOffset = texture.offset.clone();\n        const initialScale = texture.repeat.clone();\n        const deltaOffset = offset.clone().sub(initialOffset);\n        const deltaScale = scale.clone().sub(initialScale);\n\n        this._properties.push({\n          name: propertyName,\n          initialOffset,\n          deltaOffset,\n          initialScale,\n          deltaScale,\n        });\n      });\n    }\n  }\n\n  public applyWeight(weight: number): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n      target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.copy(property.initialOffset);\n      target.repeat.copy(property.initialScale);\n    });\n  }\n}\n","import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { gltfExtractPrimitivesFromNode } from '../utils/gltfExtractPrimitivesFromNode';\nimport { gltfGetAssociatedMaterialIndex } from '../utils/gltfGetAssociatedMaterialIndex';\nimport { VRMExpression } from './VRMExpression';\nimport { VRMExpressionManager } from './VRMExpressionManager';\nimport { v0ExpressionMaterialColorMap } from './VRMExpressionMaterialColorType';\nimport { VRMExpressionMaterialColorBind } from './VRMExpressionMaterialColorBind';\nimport { VRMExpressionMorphTargetBind } from './VRMExpressionMorphTargetBind';\nimport { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { VRMExpressionTextureTransformBind } from './VRMExpressionTextureTransformBind';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nexport class VRMExpressionLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly v0v1PresetNameMap: { [v0Name in V0VRM.BlendShapePresetName]?: VRMExpressionPresetName } = {\n    a: 'aa',\n    e: 'ee',\n    i: 'ih',\n    o: 'oh',\n    u: 'ou',\n    blink: 'blink',\n    joy: 'happy',\n    angry: 'angry',\n    sorrow: 'sad',\n    fun: 'relaxed',\n    lookup: 'lookUp',\n    lookdown: 'lookDown',\n    lookleft: 'lookLeft',\n    lookright: 'lookRight',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_l: 'blinkLeft',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_r: 'blinkRight',\n    neutral: 'neutral',\n  };\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMExpressionLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmExpressionManager = await this._import(gltf);\n  }\n\n  /**\n   * Import a {@link VRMExpressionManager} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaExpressions = extension.expressions;\n    if (!schemaExpressions) {\n      return null;\n    }\n\n    // list expressions\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n    const nameSchemaExp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(expression);\n      }),\n    );\n\n    return manager;\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionOverrideType = {\n  None: 'none',\n  Block: 'block',\n  Blend: 'blend',\n} as const;\n\nexport type VRMExpressionOverrideType = typeof VRMExpressionOverrideType[keyof typeof VRMExpressionOverrideType];\n","import type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport * as THREE from 'three';\nimport type { VRMHumanoid } from '../humanoid';\n\nexport class VRMFirstPerson {\n  /**\n   * A default camera layer for `FirstPersonOnly` layer.\n   *\n   * @see [[getFirstPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n\n  /**\n   * A default camera layer for `ThirdPersonOnly` layer.\n   *\n   * @see [[getThirdPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n  public meshAnnotations: VRMFirstPersonMeshAnnotation[];\n\n  private _firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n  private _thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n\n  private _initializedLayers = false;\n\n  /**\n   * Create a new VRMFirstPerson object.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n   */\n  public constructor(humanoid: VRMHumanoid, meshAnnotations: VRMFirstPersonMeshAnnotation[]) {\n    this.humanoid = humanoid;\n    this.meshAnnotations = meshAnnotations;\n  }\n\n  /**\n   * Copy the given {@link VRMFirstPerson} into this one.\n   * {@link humanoid} must be same as the source one.\n   * @param source The {@link VRMFirstPerson} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMFirstPerson): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n    }\n\n    this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n      meshes: annotation.meshes.concat(),\n      type: annotation.type,\n    }));\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMFirstPerson}.\n   * @returns Copied {@link VRMFirstPerson}\n   */\n  public clone(): VRMFirstPerson {\n    return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n  }\n\n  /**\n   * A camera layer represents `FirstPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get firstPersonOnlyLayer(): number {\n    return this._firstPersonOnlyLayer;\n  }\n\n  /**\n   * A camera layer represents `ThirdPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get thirdPersonOnlyLayer(): number {\n    return this._thirdPersonOnlyLayer;\n  }\n\n  /**\n   * In this method, it assigns layers for every meshes based on mesh annotations.\n   * You must call this method first before you use the layer feature.\n   *\n   * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n   *\n   * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n   * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n   * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n   *\n   * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n   */\n  public setup({\n    firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER,\n    thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER,\n  } = {}): void {\n    if (this._initializedLayers) {\n      return;\n    }\n    this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n    this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n\n    this.meshAnnotations.forEach((item) => {\n      item.meshes.forEach((mesh) => {\n        if (item.type === 'firstPersonOnly') {\n          mesh.layers.set(this._firstPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n        } else if (item.type === 'thirdPersonOnly') {\n          mesh.layers.set(this._thirdPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n        } else if (item.type === 'auto') {\n          this._createHeadlessModel(mesh);\n        }\n      });\n    });\n\n    this._initializedLayers = true;\n  }\n\n  private _excludeTriangles(triangles: number[], bws: number[][], skinIndex: number[][], exclude: number[]): number {\n    let count = 0;\n    if (bws != null && bws.length > 0) {\n      for (let i = 0; i < triangles.length; i += 3) {\n        const a = triangles[i];\n        const b = triangles[i + 1];\n        const c = triangles[i + 2];\n        const bw0 = bws[a];\n        const skin0 = skinIndex[a];\n\n        if (bw0[0] > 0 && exclude.includes(skin0[0])) continue;\n        if (bw0[1] > 0 && exclude.includes(skin0[1])) continue;\n        if (bw0[2] > 0 && exclude.includes(skin0[2])) continue;\n        if (bw0[3] > 0 && exclude.includes(skin0[3])) continue;\n\n        const bw1 = bws[b];\n        const skin1 = skinIndex[b];\n        if (bw1[0] > 0 && exclude.includes(skin1[0])) continue;\n        if (bw1[1] > 0 && exclude.includes(skin1[1])) continue;\n        if (bw1[2] > 0 && exclude.includes(skin1[2])) continue;\n        if (bw1[3] > 0 && exclude.includes(skin1[3])) continue;\n\n        const bw2 = bws[c];\n        const skin2 = skinIndex[c];\n        if (bw2[0] > 0 && exclude.includes(skin2[0])) continue;\n        if (bw2[1] > 0 && exclude.includes(skin2[1])) continue;\n        if (bw2[2] > 0 && exclude.includes(skin2[2])) continue;\n        if (bw2[3] > 0 && exclude.includes(skin2[3])) continue;\n\n        triangles[count++] = a;\n        triangles[count++] = b;\n        triangles[count++] = c;\n      }\n    }\n    return count;\n  }\n\n  private _createErasedMesh(src: THREE.SkinnedMesh, erasingBonesIndex: number[]): THREE.SkinnedMesh {\n    const dst = new THREE.SkinnedMesh(src.geometry.clone(), src.material);\n    dst.name = `${src.name}(erase)`;\n    dst.frustumCulled = src.frustumCulled;\n    dst.layers.set(this._firstPersonOnlyLayer);\n\n    const geometry = dst.geometry;\n\n    const skinIndexAttr = geometry.getAttribute('skinIndex');\n    const skinIndexAttrArray = skinIndexAttr instanceof THREE.GLBufferAttribute ? [] : skinIndexAttr.array;\n    const skinIndex = [];\n    for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n      skinIndex.push([\n        skinIndexAttrArray[i],\n        skinIndexAttrArray[i + 1],\n        skinIndexAttrArray[i + 2],\n        skinIndexAttrArray[i + 3],\n      ]);\n    }\n\n    const skinWeightAttr = geometry.getAttribute('skinWeight');\n    const skinWeightAttrArray = skinWeightAttr instanceof THREE.GLBufferAttribute ? [] : skinWeightAttr.array;\n    const skinWeight = [];\n    for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n      skinWeight.push([\n        skinWeightAttrArray[i],\n        skinWeightAttrArray[i + 1],\n        skinWeightAttrArray[i + 2],\n        skinWeightAttrArray[i + 3],\n      ]);\n    }\n\n    const index = geometry.getIndex();\n    if (!index) {\n      throw new Error(\"The geometry doesn't have an index buffer\");\n    }\n    const oldTriangles = Array.from(index.array);\n\n    const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n    const newTriangle: number[] = [];\n    for (let i = 0; i < count; i++) {\n      newTriangle[i] = oldTriangles[i];\n    }\n    geometry.setIndex(newTriangle);\n\n    // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n    if (src.onBeforeRender) {\n      dst.onBeforeRender = src.onBeforeRender;\n    }\n    dst.bind(new THREE.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE.Matrix4());\n    return dst;\n  }\n\n  private _createHeadlessModelForSkinnedMesh(parent: THREE.Object3D, mesh: THREE.SkinnedMesh): void {\n    const eraseBoneIndexes: number[] = [];\n    mesh.skeleton.bones.forEach((bone, index) => {\n      if (this._isEraseTarget(bone)) eraseBoneIndexes.push(index);\n    });\n\n    // Unlike UniVRM we don't copy mesh if no invisible bone was found\n    if (!eraseBoneIndexes.length) {\n      mesh.layers.enable(this._thirdPersonOnlyLayer);\n      mesh.layers.enable(this._firstPersonOnlyLayer);\n      return;\n    }\n    mesh.layers.set(this._thirdPersonOnlyLayer);\n    const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n    parent.add(newMesh);\n  }\n\n  private _createHeadlessModel(node: THREE.Object3D): void {\n    if (node.type === 'Group') {\n      node.layers.set(this._thirdPersonOnlyLayer);\n      if (this._isEraseTarget(node)) {\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      } else {\n        const parent = new THREE.Group();\n        parent.name = `_headless_${node.name}`;\n        parent.layers.set(this._firstPersonOnlyLayer);\n        node.parent!.add(parent);\n        node.children\n          .filter((child) => child.type === 'SkinnedMesh')\n          .forEach((child) => {\n            const skinnedMesh = child as THREE.SkinnedMesh;\n            this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n          });\n      }\n    } else if (node.type === 'SkinnedMesh') {\n      const skinnedMesh = node as THREE.SkinnedMesh;\n      this._createHeadlessModelForSkinnedMesh(node.parent!, skinnedMesh);\n    } else {\n      if (this._isEraseTarget(node)) {\n        node.layers.set(this._thirdPersonOnlyLayer);\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      }\n    }\n  }\n\n  private _isEraseTarget(bone: THREE.Object3D): boolean {\n    if (bone === this.humanoid.getRawBoneNode('head')) {\n      return true;\n    } else if (!bone.parent) {\n      return false;\n    } else {\n      return this._isEraseTarget(bone.parent);\n    }\n  }\n}\n","import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { gltfExtractPrimitivesFromNodes } from '../utils/gltfExtractPrimitivesFromNode';\nimport { VRMFirstPerson } from './VRMFirstPerson';\nimport type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport type { VRMFirstPersonMeshAnnotationType } from './VRMFirstPersonMeshAnnotationType';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nexport class VRMFirstPersonLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMFirstPersonLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error(\n        'VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmFirstPerson = await this._import(gltf, vrmHumanoid);\n  }\n\n  /**\n   * Import a {@link VRMFirstPerson} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   */\n\n  private async _import(gltf: GLTF, humanoid: VRMHumanoid | null): Promise<VRMFirstPerson | null> {\n    if (humanoid == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaFirstPerson = extension.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const annotation = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: annotation?.type ?? 'both',\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private async _v0Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson: V0VRM.FirstPerson | undefined = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const schemaNode = json.nodes![nodeIndex];\n\n      const flag = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: this._convertV0FlagToV1Type(flag?.firstPersonFlag),\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private _convertV0FlagToV1Type(flag: string | undefined): VRMFirstPersonMeshAnnotationType {\n    if (flag === 'FirstPersonOnly') {\n      return 'firstPersonOnly';\n    } else if (flag === 'ThirdPersonOnly') {\n      return 'thirdPersonOnly';\n    } else if (flag === 'Auto') {\n      return 'auto';\n    } else {\n      return 'both';\n    }\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMFirstPersonMeshAnnotationType = {\n  Auto: 'auto',\n  Both: 'both',\n  ThirdPersonOnly: 'thirdPersonOnly',\n  FirstPersonOnly: 'firstPersonOnly',\n} as const;\n\nexport type VRMFirstPersonMeshAnnotationType =\n  typeof VRMFirstPersonMeshAnnotationType[keyof typeof VRMFirstPersonMeshAnnotationType];\n","import * as THREE from 'three';\nimport { VRMHumanBone } from '../VRMHumanBone';\nimport { VRMHumanoid } from '../VRMHumanoid';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\nexport class VRMHumanoidHelper extends THREE.Group {\n  public readonly vrmHumanoid: VRMHumanoid;\n  private _boneAxesMap: Map<VRMHumanBone, THREE.AxesHelper>;\n\n  public constructor(humanoid: VRMHumanoid) {\n    super();\n\n    this.vrmHumanoid = humanoid;\n\n    this._boneAxesMap = new Map();\n\n    Object.values(humanoid.humanBones).forEach((bone) => {\n      const helper = new THREE.AxesHelper(1.0);\n\n      helper.matrixAutoUpdate = false;\n\n      (helper.material as THREE.Material).depthTest = false;\n      (helper.material as THREE.Material).depthWrite = false;\n\n      this.add(helper);\n\n      this._boneAxesMap.set(bone, helper);\n    });\n  }\n\n  public dispose(): void {\n    Array.from(this._boneAxesMap.values()).forEach((axes) => {\n      axes.geometry.dispose();\n      (axes.material as THREE.Material).dispose();\n    });\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n      bone.node.updateWorldMatrix(true, false);\n\n      bone.node.matrixWorld.decompose(_v3A, _quatA, _v3B);\n\n      const scale = _v3A.set(0.1, 0.1, 0.1).divide(_v3B);\n      axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n    });\n\n    super.updateMatrixWorld(force);\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nexport const VRMHumanBoneList: VRMHumanBoneName[] = [\n  'hips',\n  'spine',\n  'chest',\n  'upperChest',\n  'neck',\n\n  'head',\n  'leftEye',\n  'rightEye',\n  'jaw',\n\n  'leftUpperLeg',\n  'leftLowerLeg',\n  'leftFoot',\n  'leftToes',\n\n  'rightUpperLeg',\n  'rightLowerLeg',\n  'rightFoot',\n  'rightToes',\n\n  'leftShoulder',\n  'leftUpperArm',\n  'leftLowerArm',\n  'leftHand',\n\n  'rightShoulder',\n  'rightUpperArm',\n  'rightLowerArm',\n  'rightHand',\n\n  'leftThumbMetacarpal',\n  'leftThumbProximal',\n  'leftThumbDistal',\n  'leftIndexProximal',\n  'leftIndexIntermediate',\n  'leftIndexDistal',\n  'leftMiddleProximal',\n  'leftMiddleIntermediate',\n  'leftMiddleDistal',\n  'leftRingProximal',\n  'leftRingIntermediate',\n  'leftRingDistal',\n  'leftLittleProximal',\n  'leftLittleIntermediate',\n  'leftLittleDistal',\n\n  'rightThumbMetacarpal',\n  'rightThumbProximal',\n  'rightThumbDistal',\n  'rightIndexProximal',\n  'rightIndexIntermediate',\n  'rightIndexDistal',\n  'rightMiddleProximal',\n  'rightMiddleIntermediate',\n  'rightMiddleDistal',\n  'rightRingProximal',\n  'rightRingIntermediate',\n  'rightRingDistal',\n  'rightLittleProximal',\n  'rightLittleIntermediate',\n  'rightLittleDistal',\n];\n","/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Chest: 'chest',\n  UpperChest: 'upperChest',\n  Neck: 'neck',\n\n  Head: 'head',\n  LeftEye: 'leftEye',\n  RightEye: 'rightEye',\n  Jaw: 'jaw',\n\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  LeftToes: 'leftToes',\n\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  RightToes: 'rightToes',\n\n  LeftShoulder: 'leftShoulder',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n\n  RightShoulder: 'rightShoulder',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n\n  LeftThumbMetacarpal: 'leftThumbMetacarpal',\n  LeftThumbProximal: 'leftThumbProximal',\n  LeftThumbDistal: 'leftThumbDistal',\n  LeftIndexProximal: 'leftIndexProximal',\n  LeftIndexIntermediate: 'leftIndexIntermediate',\n  LeftIndexDistal: 'leftIndexDistal',\n  LeftMiddleProximal: 'leftMiddleProximal',\n  LeftMiddleIntermediate: 'leftMiddleIntermediate',\n  LeftMiddleDistal: 'leftMiddleDistal',\n  LeftRingProximal: 'leftRingProximal',\n  LeftRingIntermediate: 'leftRingIntermediate',\n  LeftRingDistal: 'leftRingDistal',\n  LeftLittleProximal: 'leftLittleProximal',\n  LeftLittleIntermediate: 'leftLittleIntermediate',\n  LeftLittleDistal: 'leftLittleDistal',\n\n  RightThumbMetacarpal: 'rightThumbMetacarpal',\n  RightThumbProximal: 'rightThumbProximal',\n  RightThumbDistal: 'rightThumbDistal',\n  RightIndexProximal: 'rightIndexProximal',\n  RightIndexIntermediate: 'rightIndexIntermediate',\n  RightIndexDistal: 'rightIndexDistal',\n  RightMiddleProximal: 'rightMiddleProximal',\n  RightMiddleIntermediate: 'rightMiddleIntermediate',\n  RightMiddleDistal: 'rightMiddleDistal',\n  RightRingProximal: 'rightRingProximal',\n  RightRingIntermediate: 'rightRingIntermediate',\n  RightRingDistal: 'rightRingDistal',\n  RightLittleProximal: 'rightLittleProximal',\n  RightLittleIntermediate: 'rightLittleIntermediate',\n  RightLittleDistal: 'rightLittleDistal',\n} as const;\n\nexport type VRMHumanBoneName = typeof VRMHumanBoneName[keyof typeof VRMHumanBoneName];\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneParentMap: { [bone in VRMHumanBoneName]: VRMHumanBoneName | null } = {\n  hips: null,\n  spine: 'hips',\n  chest: 'spine',\n  upperChest: 'chest',\n  neck: 'upperChest',\n\n  head: 'neck',\n  leftEye: 'head',\n  rightEye: 'head',\n  jaw: 'head',\n\n  leftUpperLeg: 'hips',\n  leftLowerLeg: 'leftUpperLeg',\n  leftFoot: 'leftLowerLeg',\n  leftToes: 'leftFoot',\n\n  rightUpperLeg: 'hips',\n  rightLowerLeg: 'rightUpperLeg',\n  rightFoot: 'rightLowerLeg',\n  rightToes: 'rightFoot',\n\n  leftShoulder: 'upperChest',\n  leftUpperArm: 'leftShoulder',\n  leftLowerArm: 'leftUpperArm',\n  leftHand: 'leftLowerArm',\n\n  rightShoulder: 'upperChest',\n  rightUpperArm: 'rightShoulder',\n  rightLowerArm: 'rightUpperArm',\n  rightHand: 'rightLowerArm',\n\n  leftThumbMetacarpal: 'leftHand',\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbDistal: 'leftThumbProximal',\n  leftIndexProximal: 'leftHand',\n  leftIndexIntermediate: 'leftIndexProximal',\n  leftIndexDistal: 'leftIndexIntermediate',\n  leftMiddleProximal: 'leftHand',\n  leftMiddleIntermediate: 'leftMiddleProximal',\n  leftMiddleDistal: 'leftMiddleIntermediate',\n  leftRingProximal: 'leftHand',\n  leftRingIntermediate: 'leftRingProximal',\n  leftRingDistal: 'leftRingIntermediate',\n  leftLittleProximal: 'leftHand',\n  leftLittleIntermediate: 'leftLittleProximal',\n  leftLittleDistal: 'leftLittleIntermediate',\n\n  rightThumbMetacarpal: 'rightHand',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbDistal: 'rightThumbProximal',\n  rightIndexProximal: 'rightHand',\n  rightIndexIntermediate: 'rightIndexProximal',\n  rightIndexDistal: 'rightIndexIntermediate',\n  rightMiddleProximal: 'rightHand',\n  rightMiddleIntermediate: 'rightMiddleProximal',\n  rightMiddleDistal: 'rightMiddleIntermediate',\n  rightRingProximal: 'rightHand',\n  rightRingIntermediate: 'rightRingProximal',\n  rightRingDistal: 'rightRingIntermediate',\n  rightLittleProximal: 'rightHand',\n  rightLittleIntermediate: 'rightLittleProximal',\n  rightLittleDistal: 'rightLittleIntermediate',\n};\n","import * as THREE from 'three';\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nexport function quatInvertCompat<T extends THREE.Quaternion>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).inverse();\n  }\n\n  return target;\n}\n","import * as THREE from 'three';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\n/**\n * A class represents the Rig of a VRM.\n */\nexport class VRMRig {\n  /**\n   * A {@link VRMHumanBones} that contains all the human bones of the VRM.\n   * You might want to get these bones using {@link VRMHumanoid.getBone}.\n   */\n  public humanBones: VRMHumanBones;\n\n  /**\n   * A {@link VRMPose} that is its default state.\n   * Note that it's not compatible with {@link setPose} and {@link getPose}, since it contains non-relative values of each local transforms.\n   */\n  public restPose: VRMPose;\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   */\n  public constructor(humanBones: VRMHumanBones) {\n    this.humanBones = humanBones;\n\n    this.restPose = this.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getPose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n      const vrmBoneName = vrmBoneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(vrmBoneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Get the position / rotation from the node\n      _v3A.copy(node.position);\n      _quatA.copy(node.quaternion);\n\n      // Convert to raw arrays\n      pose[vrmBoneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Return the current pose of this humanoid as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getPose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((boneNameString) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Take a diff from restPose\n      _v3A.set(0, 0, 0);\n      _quatA.identity();\n\n      const restState = this.restPose[boneName];\n      if (restState?.position) {\n        _v3A.fromArray(restState.position).negate();\n      }\n      if (restState?.rotation) {\n        quatInvertCompat(_quatA.fromArray(restState.rotation));\n      }\n\n      // Get the position / rotation from the node\n      _v3A.add(node.position);\n      _quatA.premultiply(node.quaternion);\n\n      // Convert to raw arrays\n      pose[boneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Let the humanoid do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getPose}.\n   *\n   * @param poseObject A [[VRMPose]] that represents a single pose\n   */\n  public setPose(poseObject: VRMPose): void {\n    Object.entries(poseObject).forEach(([boneNameString, state]) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      const restState = this.restPose[boneName];\n      if (!restState) {\n        // It's very unlikely. Possibly a bug\n        return;\n      }\n\n      // Apply the state to the actual bone\n      if (state?.position) {\n        node.position.fromArray(state.position);\n\n        if (restState.position) {\n          node.position.add(_v3A.fromArray(restState.position));\n        }\n      }\n\n      if (state?.rotation) {\n        node.quaternion.fromArray(state.rotation);\n\n        if (restState.rotation) {\n          node.quaternion.multiply(_quatA.fromArray(restState.rotation));\n        }\n      }\n    });\n  }\n\n  /**\n   * Reset the humanoid to its rest pose.\n   */\n  public resetPose(): void {\n    Object.entries(this.restPose).forEach(([boneName, rest]) => {\n      const node = this.getBoneNode(boneName as VRMHumanBoneName);\n\n      if (!node) {\n        return;\n      }\n\n      if (rest?.position) {\n        node.position.fromArray(rest.position);\n      }\n\n      if (rest?.rotation) {\n        node.quaternion.fromArray(rest.rotation);\n      }\n    });\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this.humanBones[name] ?? undefined;\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this.humanBones[name]?.node ?? null;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMHumanBoneName, VRMHumanBones } from '.';\nimport { VRMHumanBoneList } from './VRMHumanBoneList';\nimport { VRMHumanBoneParentMap } from './VRMHumanBoneParentMap';\nimport { VRMRig } from './VRMRig';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _boneWorldPos = new THREE.Vector3();\n\n/**\n * A class represents the normalized Rig of a VRM.\n */\nexport class VRMHumanoidRig extends VRMRig {\n  protected static _setupTransforms(modelRig: VRMRig): {\n    rigBones: VRMHumanBones;\n    root: THREE.Object3D;\n    parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n    boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  } {\n    const root = new THREE.Object3D();\n    root.name = 'VRMHumanoidRig';\n\n    // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n    const boneWorldPositions: { [boneName in VRMHumanBoneName]?: THREE.Vector3 } = {};\n    const boneWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = new THREE.Vector3();\n        const boneWorldRotation = new THREE.Quaternion();\n\n        boneNode.updateWorldMatrix(true, false);\n        boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A);\n\n        boneWorldPositions[boneName] = boneWorldPosition;\n        boneWorldRotations[boneName] = boneWorldRotation;\n        boneRotations[boneName] = boneNode.quaternion.clone();\n\n        const parentWorldRotation = new THREE.Quaternion();\n        boneNode.parent?.matrixWorld.decompose(_v3A, parentWorldRotation, _v3A);\n        parentWorldRotations[boneName] = parentWorldRotation;\n      }\n    });\n\n    // build rig hierarchy + store parentWorldRotations\n    const rigBones: Partial<VRMHumanBones> = {};\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = boneWorldPositions[boneName] as THREE.Vector3;\n\n        // see the nearest parent position\n        let currentBoneName: VRMHumanBoneName | null = boneName;\n        let parentBoneWorldPosition: THREE.Vector3 | undefined;\n        while (parentBoneWorldPosition == null) {\n          currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n          if (currentBoneName == null) {\n            break;\n          }\n          parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n        }\n\n        // add to hierarchy\n        const rigBoneNode = new THREE.Object3D();\n        rigBoneNode.name = 'Normalized_' + boneNode.name;\n\n        const parentRigBoneNode = (currentBoneName ? rigBones[currentBoneName]?.node : root) as THREE.Object3D;\n\n        parentRigBoneNode.add(rigBoneNode);\n        rigBoneNode.position.copy(boneWorldPosition);\n        if (parentBoneWorldPosition) {\n          rigBoneNode.position.sub(parentBoneWorldPosition);\n        }\n\n        rigBones[boneName] = { node: rigBoneNode };\n      }\n    });\n\n    return {\n      rigBones: rigBones as VRMHumanBones,\n      root,\n      parentWorldRotations,\n      boneRotations,\n    };\n  }\n\n  public readonly original: VRMRig;\n  public readonly root: THREE.Object3D;\n  protected readonly _parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  protected readonly _boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n\n  public constructor(humanoid: VRMRig) {\n    const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n\n    super(rigBones);\n\n    this.original = humanoid;\n    this.root = root;\n    this._parentWorldRotations = parentWorldRotations;\n    this._boneRotations = boneRotations;\n  }\n\n  /**\n   * Update this humanoid rig.\n   */\n  public update(): void {\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = this.original.getBoneNode(boneName);\n\n      if (boneNode != null) {\n        const rigBoneNode = this.getBoneNode(boneName)!;\n        const parentWorldRotation = this._parentWorldRotations[boneName]!;\n        const invParentWorldRotation = _quatA.copy(parentWorldRotation).invert();\n        const boneRotation = this._boneRotations[boneName]!;\n\n        boneNode.quaternion\n          .copy(rigBoneNode.quaternion)\n          .multiply(parentWorldRotation)\n          .premultiply(invParentWorldRotation)\n          .multiply(boneRotation);\n\n        // Move the mass center of the VRM\n        if (boneName === 'hips') {\n          const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n          boneNode.parent!.updateWorldMatrix(true, false);\n          const parentWorldMatrix = boneNode.parent!.matrixWorld;\n          const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n          boneNode.position.copy(localPosition);\n        }\n      }\n    });\n  }\n}\n","import * as THREE from 'three';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\nimport { VRMRig } from './VRMRig';\nimport { VRMHumanoidRig } from './VRMHumanoidRig';\n\n/**\n * A class represents a humanoid of a VRM.\n */\nexport class VRMHumanoid {\n  /**\n   * Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}.\n   * `true` by default.\n   *\n   * @default true\n   */\n  public autoUpdateHumanBones: boolean;\n\n  /**\n   * A raw rig of the VRM.\n   */\n  private _rawHumanBones: VRMRig; // TODO: Rename\n\n  /**\n   * A normalized rig of the VRM.\n   */\n  private _normalizedHumanBones: VRMHumanoidRig; // TODO: Rename\n\n  /**\n   * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n   */\n  public get restPose(): VRMPose {\n    console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n\n    return this.rawRestPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its raw human bones that is its default state.\n   * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n   */\n  public get rawRestPose(): VRMPose {\n    return this._rawHumanBones.restPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its normalized human bones that is its default state.\n   * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n   */\n  public get normalizedRestPose(): VRMPose {\n    return this._normalizedHumanBones.restPose;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get humanBones(): VRMHumanBones {\n    // an alias of `rawHumanBones`\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get rawHumanBones(): VRMHumanBones {\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBones(): VRMHumanBones {\n    return this._normalizedHumanBones.humanBones;\n  }\n\n  /**\n   * The root of normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBonesRoot(): THREE.Object3D {\n    return this._normalizedHumanBones.root;\n  }\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n   */\n  public constructor(humanBones: VRMHumanBones, options?: { autoUpdateHumanBones?: boolean }) {\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones ?? true;\n    this._rawHumanBones = new VRMRig(humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n  }\n\n  /**\n   * Copy the given {@link VRMHumanoid} into this one.\n   * @param source The {@link VRMHumanoid} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMHumanoid): this {\n    this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n    this._rawHumanBones = new VRMRig(source.humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMHumanoid}.\n   * @returns Copied {@link VRMHumanoid}\n   */\n  public clone(): VRMHumanoid {\n    return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    console.warn(\n      'VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.',\n    );\n\n    return this.getRawAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getRawPose} instead.\n   */\n  public getRawAbsolutePose(): VRMPose {\n    return this._rawHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getNormalizedPose} instead.\n   */\n  public getNormalizedAbsolutePose(): VRMPose {\n    return this._normalizedHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n   */\n  public getPose(): VRMPose {\n    console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n\n    return this.getRawPose();\n  }\n\n  /**\n   * Return the current pose of raw human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getRawPose(): VRMPose {\n    return this._rawHumanBones.getPose();\n  }\n\n  /**\n   * Return the current pose of normalized human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getNormalizedPose(): VRMPose {\n    return this._normalizedHumanBones.getPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n   */\n  public setPose(poseObject: VRMPose): void {\n    console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n\n    return this.setRawPose(poseObject);\n  }\n\n  /**\n   * Let the raw human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getRawPose}.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setRawPose(poseObject: VRMPose): void {\n    return this._rawHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * Let the normalized human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getNormalizedPose}.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setNormalizedPose(poseObject: VRMPose): void {\n    return this._normalizedHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n   */\n  public resetPose(): void {\n    console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n\n    return this.resetRawPose();\n  }\n\n  /**\n   * Reset the raw humanoid to its rest pose.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n   */\n  public resetRawPose(): void {\n    return this._rawHumanBones.resetPose();\n  }\n\n  /**\n   * Reset the normalized humanoid to its rest pose.\n   */\n  public resetNormalizedPose(): void {\n    return this._normalizedHumanBones.resetPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n\n    return this.getRawBone(name);\n  }\n\n  /**\n   * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._rawHumanBones.getBone(name);\n  }\n\n  /**\n   * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._normalizedHumanBones.getBone(name);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    console.warn(\n      'VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.',\n    );\n\n    return this.getRawBoneNode(name);\n  }\n\n  /**\n   * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._rawHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._normalizedHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Update the humanoid component.\n   *\n   * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n   */\n  public update(): void {\n    if (this.autoUpdateHumanBones) {\n      this._normalizedHumanBones.update();\n    }\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMRequiredHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Head: 'head',\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n} as const;\n\nexport type VRMRequiredHumanBoneName = typeof VRMRequiredHumanBoneName[keyof typeof VRMRequiredHumanBoneName];\n","import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMHumanoid } from './VRMHumanoid';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport { VRMRequiredHumanBoneName } from './VRMRequiredHumanBoneName';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMHumanoidHelper } from './helpers/VRMHumanoidHelper';\nimport { VRMHumanoidLoaderPluginOptions } from './VRMHumanoidLoaderPluginOptions';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap: { [key: string]: V1VRMSchema.HumanoidHumanBoneName | undefined } = {\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbIntermediate: 'leftThumbProximal',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbIntermediate: 'rightThumbProximal',\n};\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nexport class VRMHumanoidLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMHumanoidHelper}.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, the helper will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public autoUpdateHumanBones?: boolean;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMHumanoidLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMHumanoidLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmHumanoid = await this._import(glt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n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshPitch = new THREE.Mesh(geometry, material);\n      this.add(this._meshPitch);\n    }\n\n    {\n      const geometry = new FanBufferGeometry();\n      geometry.radius = 0.5;\n\n      const material = new THREE.MeshBasicMaterial({\n        color: 0xff0000,\n        transparent: true,\n        opacity: 0.5,\n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshYaw = new THREE.Mesh(geometry, material);\n      this.add(this._meshYaw);\n    }\n\n    {\n      const geometry = new LineAndSphereBufferGeometry();\n      geometry.radius = 0.1;\n\n      const material = new THREE.LineBasicMaterial({\n        color: 0xffffff,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._lineTarget = new THREE.LineSegments(geometry, material);\n      this._lineTarget.frustumCulled = false;\n      this.add(this._lineTarget);\n    }\n  }\n\n  public dispose(): void {\n    this._meshYaw.geometry.dispose();\n    this._meshYaw.material.dispose();\n\n    this._meshPitch.geometry.dispose();\n    this._meshPitch.material.dispose();\n\n    this._lineTarget.geometry.dispose();\n    this._lineTarget.material.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    // update geometries\n    const yaw = THREE.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n    this._meshYaw.geometry.theta = yaw;\n    this._meshYaw.geometry.update();\n\n    const pitch = THREE.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n    this._meshPitch.geometry.theta = pitch;\n    this._meshPitch.geometry.update();\n\n    // get world position and quaternion\n    this.vrmLookAt.getLookAtWorldPosition(_v3A);\n    this.vrmLookAt.getLookAtWorldQuaternion(_quatA);\n\n    // calculate rotation using faceFront\n    _quatA.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB));\n\n    // set transform to meshes\n    this._meshYaw.position.copy(_v3A);\n    this._meshYaw.quaternion.copy(_quatA);\n\n    this._meshPitch.position.copy(_v3A);\n    this._meshPitch.quaternion.copy(_quatA);\n    this._meshPitch.quaternion.multiply(_quatB.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n    this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n\n    // update target line and sphere\n    const { target, autoUpdate } = this.vrmLookAt;\n    if (target != null && autoUpdate) {\n      target.getWorldPosition(_v3B).sub(_v3A);\n      this._lineTarget.geometry.tail.copy(_v3B);\n      this._lineTarget.geometry.update();\n      this._lineTarget.position.copy(_v3A);\n    }\n\n    // apply transform to meshes\n    super.updateMatrixWorld(force);\n  }\n}\n","import * as THREE from 'three';\n\nconst _position = new THREE.Vector3();\nconst _scale = new THREE.Vector3();\n\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nexport function getWorldQuaternionLite(object: THREE.Object3D, out: THREE.Quaternion): THREE.Quaternion {\n  object.matrixWorld.decompose(_position, out, _scale);\n  return out;\n}\n","import * as THREE from 'three';\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nexport function calcAzimuthAltitude(vector: THREE.Vector3): [azimuth: number, altitude: number] {\n  return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n","/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nexport function sanitizeAngle(angle: number): number {\n  const roundTurn = Math.round(angle / 2.0 / Math.PI);\n  return angle - 2.0 * Math.PI * roundTurn;\n}\n","import * as THREE from 'three';\nimport { VRMHumanoid } from '../humanoid';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { sanitizeAngle } from './utils/sanitizeAngle';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\nconst _quatD = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler();\n\n/**\n * A class controls eye gaze movements of a VRM.\n */\nexport class VRMLookAt {\n  public static readonly EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\n  /**\n   * The origin of LookAt. Position offset from the head bone.\n   */\n  public offsetFromHeadBone = new THREE.Vector3();\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * The {@link VRMLookAtApplier} of the LookAt.\n   */\n  public applier: VRMLookAtApplier;\n\n  /**\n   * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n   * `true` by default.\n   *\n   * See also: {@link target}\n   */\n  public autoUpdate = true;\n\n  /**\n   * The target object of the LookAt.\n   * Note that it does not make any sense if {@link autoUpdate} is disabled.\n   *\n   * See also: {@link autoUpdate}\n   */\n  public target?: THREE.Object3D | null;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  protected _yaw: number;\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public get yaw(): number {\n    return this._yaw;\n  }\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public set yaw(value: number) {\n    this._yaw = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  protected _pitch: number;\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public get pitch(): number {\n    return this._pitch;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public set pitch(value: number) {\n    this._pitch = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Specifies that angles need to be applied to its [@link applier].\n   */\n  protected _needsUpdate: boolean;\n\n  /**\n   * World rotation of the head in its rest pose.\n   */\n  private _restHeadWorldQuaternion: THREE.Quaternion;\n\n  /**\n   * @deprecated Use {@link getEuler} instead.\n   */\n  public get euler(): THREE.Euler {\n    console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n\n    return this.getEuler(new THREE.Euler());\n  }\n\n  /**\n   * Create a new {@link VRMLookAt}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param applier A {@link VRMLookAtApplier}\n   */\n  public constructor(humanoid: VRMHumanoid, applier: VRMLookAtApplier) {\n    this.humanoid = humanoid;\n    this.applier = applier;\n\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n\n    this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE.Quaternion());\n  }\n\n  /**\n   * Get its yaw-pitch angles as an `Euler`.\n   * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n   *\n   * @param target The target euler\n   */\n  public getEuler(target: THREE.Euler): THREE.Euler {\n    return target.set(THREE.MathUtils.DEG2RAD * this._pitch, THREE.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n  }\n\n  /**\n   * Copy the given {@link VRMLookAt} into this one.\n   * {@link humanoid} must be same as the source one.\n   * {@link applier} will reference the same instance as the source one.\n   * @param source The {@link VRMLookAt} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMLookAt): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMLookAt: humanoid must be same in order to copy');\n    }\n\n    this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n    this.applier = source.applier;\n    this.autoUpdate = source.autoUpdate;\n    this.target = source.target;\n    this.faceFront.copy(source.faceFront);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMLookAt}.\n   * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n   * @returns Copied {@link VRMLookAt}\n   */\n  public clone(): VRMLookAt {\n    return new VRMLookAt(this.humanoid, this.applier).copy(this);\n  }\n\n  /**\n   * Reset the lookAt direction (yaw and pitch) to the initial direction.\n   */\n  public reset(): void {\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Get its lookAt position in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldPosition(target: THREE.Vector3): THREE.Vector3 {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n  }\n\n  /**\n   * Get its lookAt rotation in world coordinate.\n   * Does NOT consider {@link faceFront}.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getLookAtWorldQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return getWorldQuaternionLite(head, target);\n  }\n\n  /**\n   * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getFaceFrontQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.copy(this._restHeadWorldQuaternion).invert();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n  }\n\n  /**\n   * Get its LookAt direction in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldDirection(target: THREE.Vector3): THREE.Vector3 {\n    this.getLookAtWorldQuaternion(_quatB);\n    this.getFaceFrontQuaternion(_quatC);\n\n    return target\n      .copy(VEC3_POSITIVE_Z)\n      .applyQuaternion(_quatB)\n      .applyQuaternion(_quatC)\n      .applyEuler(this.getEuler(_eulerA));\n  }\n\n  /**\n   * Set its lookAt target position.\n   *\n   * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n   *\n   * If you want to track an object continuously, you might want to use {@link target} instead.\n   *\n   * @param position A target position, in world space\n   */\n  public lookAt(position: THREE.Vector3): void {\n    // Look at direction in local coordinate\n    const headRotDiffInv = _quatA\n      .copy(this._restHeadWorldQuaternion)\n      .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB)));\n    const headPos = this.getLookAtWorldPosition(_v3B);\n    const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n\n    // calculate angles\n    const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n    const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n    const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n    const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n\n    // apply angles\n    this._yaw = THREE.MathUtils.RAD2DEG * yaw;\n    this._pitch = THREE.MathUtils.RAD2DEG * pitch;\n\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Update the VRMLookAtHead.\n   * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n   *\n   * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n   */\n  public update(delta: number): void {\n    if (this.target != null && this.autoUpdate) {\n      this.lookAt(this.target.getWorldPosition(_v3A));\n    }\n\n    if (this._needsUpdate) {\n      this._needsUpdate = false;\n\n      this.applier.applyYawPitch(this._yaw, this._pitch);\n    }\n  }\n}\n","import { VRMHumanoid } from '../humanoid';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler(0.0, 0.0, 0.0, 'YXZ');\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtBoneApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'bone';\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal inward movement. The left eye moves right. The right eye moves left.\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal outward movement. The left eye moves left. The right eye moves right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront: THREE.Vector3;\n\n  /**\n   * The rest quaternion of LeftEye bone.\n   */\n  private _restQuatLeftEye: THREE.Quaternion;\n\n  /**\n   * The rest quaternion of RightEye bone.\n   */\n  private _restQuatRightEye: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid LeftEye.\n   */\n  private _restLeftEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid RightEye.\n   */\n  private _restRightEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * Create a new {@link VRMLookAtBoneApplier}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    humanoid: VRMHumanoid,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.humanoid = humanoid;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n\n    this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n    // set rest quaternions\n    this._restQuatLeftEye = new THREE.Quaternion();\n    this._restQuatRightEye = new THREE.Quaternion();\n    this._restLeftEyeParentWorldQuat = new THREE.Quaternion();\n    this._restRightEyeParentWorldQuat = new THREE.Quaternion();\n\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n\n    if (leftEye) {\n      this._restQuatLeftEye.copy(leftEye.quaternion);\n      getWorldQuaternionLite(leftEye.parent!, this._restLeftEyeParentWorldQuat);\n    }\n\n    if (rightEye) {\n      this._restQuatRightEye.copy(rightEye.quaternion);\n      getWorldQuaternionLite(rightEye.parent!, this._restRightEyeParentWorldQuat);\n    }\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n    const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n    const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n    // left\n    if (leftEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      leftEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restLeftEyeParentWorldQuat);\n\n      // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n      // where _quatA is restLeftEyeParentWorldQuat\n      leftEye.quaternion\n        .copy(leftEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatLeftEye);\n    }\n\n    // right\n    if (rightEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      rightEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restRightEyeParentWorldQuat);\n\n      // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n      // where _quatA is restRightEyeParentWorldQuat\n      rightEye.quaternion\n        .copy(rightEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatRightEye);\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n\n  /**\n   * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  private _getWorldFaceFrontQuat(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.identity();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA);\n  }\n}\n","import { VRMExpressionManager } from '../expressions';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtExpressionApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'expression';\n\n  /**\n   * Its associated {@link VRMExpressionManager}.\n   */\n  public readonly expressions: VRMExpressionManager;\n\n  /**\n   * It won't be used in expression applier.\n   * See also: {@link rangeMapHorizontalOuter}\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal movement. Both eyes move left or right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * Create a new {@link VRMLookAtExpressionApplier}.\n   *\n   * @param expressions A {@link VRMExpressionManager}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    expressions: VRMExpressionManager,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.expressions = expressions;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    if (pitch < 0.0) {\n      this.expressions.setValue('lookDown', 0.0);\n      this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n    } else {\n      this.expressions.setValue('lookUp', 0.0);\n      this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n    }\n\n    if (yaw < 0.0) {\n      this.expressions.setValue('lookLeft', 0.0);\n      this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n    } else {\n      this.expressions.setValue('lookRight', 0.0);\n      this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n}\n","import { saturate } from '../utils/saturate';\n\nexport class VRMLookAtRangeMap {\n  /**\n   * Limits the maximum angle of the input angle of the LookAt vector from the front of the head (the positive z axis).\n   */\n  public inputMaxValue: number;\n\n  /**\n   * Represents an angle (in degrees) for bone type of LookAt appliers, or a weight for expression type of LookAt appliers.\n   * The input value will take `1.0` when the input angle equals (or greater) to {@link inputMaxValue}.\n   */\n  public outputScale: number;\n\n  /**\n   * Create a new {@link VRMLookAtRangeMap}.\n   *\n   * @param inputMaxValue The {@link inputMaxValue} of the map\n   * @param outputScale The {@link outputScale} of the map\n   */\n  public constructor(inputMaxValue: number, outputScale: number) {\n    this.inputMaxValue = inputMaxValue;\n    this.outputScale = outputScale;\n  }\n\n  /**\n   * Evaluate an input value and output a mapped value.\n   * @param src The input value\n   */\n  public map(src: number): number {\n    return this.outputScale * saturate(src / this.inputMaxValue);\n  }\n}\n","import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMExpressionManager } from '../expressions/VRMExpressionManager';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { VRMLookAtHelper } from './helpers/VRMLookAtHelper';\nimport { VRMLookAt } from './VRMLookAt';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtBoneApplier } from './VRMLookAtBoneApplier';\nimport { VRMLookAtExpressionApplier } from './VRMLookAtExpressionApplier';\nimport type { VRMLookAtLoaderPluginOptions } from './VRMLookAtLoaderPluginOptions';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nexport class VRMLookAtLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMLookAtHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMLookAtLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMLookAtLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n    }\n\n    const vrmExpressionManager = gltf.userData.vrmExpressionManager as VRMExpressionManager | undefined;\n\n    if (vrmExpressionManager === null) {\n      return;\n    } else if (vrmExpressionManager === undefined) {\n      throw new Error(\n        'VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmLookAt = await this._import(gltf, vrmHumanoid, vrmExpressionManager);\n  }\n\n  /**\n   * Import a {@link VRMLookAt} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n   */\n  private async _import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid | null,\n    expressions: VRMExpressionManager | null,\n  ): Promise<VRMLookAt | null> {\n    if (humanoid == null || expressions == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid, expressions);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid, expressions);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaLookAt = extension.lookAt;\n    if (!schemaLookAt) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n\n    const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n    const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n    const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaLookAt.type === 'expression') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    lookAt.offsetFromHeadBone.fromArray(schemaLookAt.offsetFromHeadBone ?? [0.0, 0.06, 0.0]);\n\n    return lookAt;\n  }\n\n  private _v1ImportRangeMap(\n    schemaRangeMap: V1VRMSchema.LookAtRangeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    let inputMaxValue = schemaRangeMap?.inputMaxValue ?? 90.0;\n    const outputScale = schemaRangeMap?.outputScale ?? defaultOutputScale;\n\n    // It might cause NaN when `inputMaxValue` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn(\n        'VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!',\n      );\n      inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n  }\n\n  private async _v0Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n\n    const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n    const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n    const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    if (schemaFirstPerson.firstPersonBoneOffset) {\n      lookAt.offsetFromHeadBone.set(\n        schemaFirstPerson.firstPersonBoneOffset.x ?? 0.0,\n        schemaFirstPerson.firstPersonBoneOffset.y ?? 0.06,\n        -(schemaFirstPerson.firstPersonBoneOffset.z ?? 0.0),\n      );\n    } else {\n      lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n    }\n\n    // VRM 0.0 are facing Z- instead of Z+\n    lookAt.faceFront.set(0.0, 0.0, -1.0);\n\n    if (applier instanceof VRMLookAtBoneApplier) {\n      applier.faceFront.set(0.0, 0.0, -1.0);\n    }\n\n    return lookAt;\n  }\n\n  private _v0ImportDegreeMap(\n    schemaDegreeMap: V0VRM.FirstPersonDegreeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    const curve = schemaDegreeMap?.curve;\n    if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n      console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n    }\n\n    let xRange = schemaDegreeMap?.xRange ?? 90.0;\n    const yRange = schemaDegreeMap?.yRange ?? defaultOutputScale;\n\n    // It might cause NaN when `xRange` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n      xRange = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(xRange, yRange);\n  }\n\n  private _importLookAt(humanoid: VRMHumanoid, applier: VRMLookAtApplier): VRMLookAt {\n    const lookAt = new VRMLookAt(humanoid, applier);\n\n    if (this.helperRoot) {\n      const helper = new VRMLookAtHelper(lookAt);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return lookAt;\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Represents a type of applier.\n */\nexport const VRMLookAtTypeName = {\n  Bone: 'bone',\n  Expression: 'expression',\n};\n\nexport type VRMLookAtTypeName = typeof VRMLookAtTypeName[keyof typeof VRMLookAtTypeName];\n","/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nexport function resolveURL(url: string, path: string): string {\n  // Invalid URL\n  if (typeof url !== 'string' || url === '') return '';\n\n  // Host Relative URL\n  if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n    path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n  }\n\n  // Absolute URL http://,https://,//\n  if (/^(https?:)?\\/\\//i.test(url)) return url;\n\n  // Data URI\n  if (/^data:.*,.*$/i.test(url)) return url;\n\n  // Blob URL\n  if (/^blob:.*$/i.test(url)) return url;\n\n  // Relative URL\n  return path + url;\n}\n","import type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRM0Meta } from './VRM0Meta';\nimport type { VRM1Meta } from './VRM1Meta';\nimport type { VRMMeta } from './VRMMeta';\nimport type { VRMMetaLoaderPluginOptions } from './VRMMetaLoaderPluginOptions';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { resolveURL } from '../utils/resolveURL';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nexport class VRMMetaLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  /**\n   * If `false`, it won't load its thumbnail image ({@link VRM1Meta.thumbnailImage}).\n   * `true` by default.\n   */\n  public needThumbnailImage: boolean;\n\n  /**\n   * A list of license urls.\n   * This meta loader will accept these `licenseUrl`s.\n   * Otherwise it won't be loaded.\n   */\n  public acceptLicenseUrls: string[];\n\n  /**\n   * Whether it should accept VRM0.0 meta or not.\n   * Note that it might load {@link VRM0Meta} instead of {@link VRM1Meta} when this is `true`.\n   * `true` by default.\n   */\n  public acceptV0Meta: boolean;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMMetaLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMMetaLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.needThumbnailImage = options?.needThumbnailImage ?? true;\n    this.acceptLicenseUrls = options?.acceptLicenseUrls ?? ['https://vrm.dev/licenses/1.0/'];\n    this.acceptV0Meta = options?.acceptV0Meta ?? true;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmMeta = await this._import(gltf);\n  }\n\n  private async _import(gltf: GLTF): Promise<VRMMeta | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result != null) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result != null) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRM1Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (extension == null) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaMeta = extension.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    const licenseUrl = schemaMeta.licenseUrl;\n    const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n    if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n      throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n    }\n\n    let thumbnailImage: HTMLImageElement | undefined = undefined;\n    if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n      thumbnailImage = (await this._extractGLTFImage(schemaMeta.thumbnailImage)) ?? undefined;\n    }\n\n    return {\n      metaVersion: '1',\n      name: schemaMeta.name,\n      version: schemaMeta.version,\n      authors: schemaMeta.authors,\n      copyrightInformation: schemaMeta.copyrightInformation,\n      contactInformation: schemaMeta.contactInformation,\n      references: schemaMeta.references,\n      thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n      thumbnailImage,\n      licenseUrl: schemaMeta.licenseUrl,\n      avatarPermission: schemaMeta.avatarPermission,\n      allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n      allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n      commercialUsage: schemaMeta.commercialUsage,\n      allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n      allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n      creditNotation: schemaMeta.creditNotation,\n      allowRedistribution: schemaMeta.allowRedistribution,\n      modification: schemaMeta.modification,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n    };\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRM0Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaMeta = vrmExt.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    if (!this.acceptV0Meta) {\n      throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n    }\n\n    // load thumbnail texture\n    let texture: THREE.Texture | null | undefined;\n    if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n      texture = await this.parser.getDependency('texture', schemaMeta.texture);\n    }\n\n    return {\n      metaVersion: '0',\n      allowedUserName: schemaMeta.allowedUserName,\n      author: schemaMeta.author,\n      commercialUssageName: schemaMeta.commercialUssageName,\n      contactInformation: schemaMeta.contactInformation,\n      licenseName: schemaMeta.licenseName,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n      otherPermissionUrl: schemaMeta.otherPermissionUrl,\n      reference: schemaMeta.reference,\n      sexualUssageName: schemaMeta.sexualUssageName,\n      texture: texture ?? undefined,\n      title: schemaMeta.title,\n      version: schemaMeta.version,\n      violentUssageName: schemaMeta.violentUssageName,\n    };\n  }\n\n  private async _extractGLTFImage(index: number): Promise<HTMLImageElement | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const source = json.images?.[index];\n\n    if (source == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`,\n      );\n      return null;\n    }\n\n    // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n\n    // `source.uri` might be a reference to a file\n    let sourceURI: string | undefined = source.uri;\n\n    // Load the binary as a blob\n    if (source.bufferView != null) {\n      const bufferView = await this.parser.getDependency('bufferView', source.bufferView);\n      const blob = new Blob([bufferView], { type: source.mimeType });\n      sourceURI = URL.createObjectURL(blob);\n    }\n\n    if (sourceURI == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`,\n      );\n      return null;\n    }\n\n    const loader = new THREE.ImageLoader();\n    return await loader.loadAsync(resolveURL(sourceURI, (this.parser as any).options.path)).catch((error) => {\n      console.error(error);\n      console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n      return null;\n    });\n  }\n}\n","import * as THREE from 'three';\nimport { VRMExpressionManager } from './expressions/VRMExpressionManager';\nimport { VRMFirstPerson } from './firstPerson/VRMFirstPerson';\nimport { VRMHumanoid } from './humanoid/VRMHumanoid';\nimport { VRMLookAt } from './lookAt/VRMLookAt';\nimport { VRMMeta } from './meta/VRMMeta';\nimport { VRMCoreParameters } from './VRMCoreParameters';\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nexport class VRMCore {\n  /**\n   * `THREE.Group` that contains the entire VRM.\n   */\n  public readonly scene: THREE.Group;\n\n  /**\n   * Contains meta fields of the VRM.\n   * You might want to refer these license fields before use your VRMs.\n   */\n  public readonly meta: VRMMeta;\n\n  /**\n   * Contains {@link VRMHumanoid} of the VRM.\n   * You can control each bones using {@link VRMHumanoid.getNormalizedBoneNode} or {@link VRMHumanoid.getRawBoneNode}.\n   *\n   * @TODO Add a link to VRM spec\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * Contains {@link VRMExpressionManager} of the VRM.\n   * You might want to control these facial expressions via {@link VRMExpressionManager.setValue}.\n   */\n  public readonly expressionManager?: VRMExpressionManager;\n\n  /**\n   * Contains {@link VRMFirstPerson} of the VRM.\n   * VRMFirstPerson is mostly used for mesh culling for first person view.\n   */\n  public readonly firstPerson?: VRMFirstPerson;\n\n  /**\n   * Contains {@link VRMLookAt} of the VRM.\n   * You might want to use {@link VRMLookAt.target} to control the eye direction of your VRMs.\n   */\n  public readonly lookAt?: VRMLookAt;\n\n  /**\n   * Create a new VRM instance.\n   *\n   * @param params [[VRMParameters]] that represents components of the VRM\n   */\n  public constructor(params: VRMCoreParameters) {\n    this.scene = params.scene;\n    this.meta = params.meta;\n    this.humanoid = params.humanoid;\n    this.expressionManager = params.expressionManager;\n    this.firstPerson = params.firstPerson;\n    this.lookAt = params.lookAt;\n  }\n\n  /**\n   * **You need to call this on your update loop.**\n   *\n   * This function updates every VRM components.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    this.humanoid.update();\n\n    if (this.lookAt) {\n      this.lookAt.update(delta);\n    }\n\n    if (this.expressionManager) {\n      this.expressionManager.update();\n    }\n  }\n}\n","import { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMCoreLoaderPluginOptions } from './VRMCoreLoaderPluginOptions';\nimport { VRMCore } from './VRMCore';\nimport { VRMExpressionLoaderPlugin } from './expressions/VRMExpressionLoaderPlugin';\nimport { VRMFirstPersonLoaderPlugin } from './firstPerson/VRMFirstPersonLoaderPlugin';\nimport { VRMHumanoidLoaderPlugin } from './humanoid/VRMHumanoidLoaderPlugin';\nimport { VRMMetaLoaderPlugin } from './meta/VRMMetaLoaderPlugin';\nimport { VRMLookAtLoaderPlugin } from './lookAt/VRMLookAtLoaderPlugin';\nimport type { VRMHumanoid } from './humanoid';\nimport type { VRMMeta } from './meta';\n\nexport class VRMCoreLoaderPlugin implements GLTFLoaderPlugin {\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMC_vrm';\n  }\n\n  public readonly parser: GLTFParser;\n\n  public readonly expressionPlugin: VRMExpressionLoaderPlugin;\n  public readonly firstPersonPlugin: VRMFirstPersonLoaderPlugin;\n  public readonly humanoidPlugin: VRMHumanoidLoaderPlugin;\n  public readonly lookAtPlugin: VRMLookAtLoaderPlugin;\n  public readonly metaPlugin: VRMMetaLoaderPlugin;\n\n  public constructor(parser: GLTFParser, options?: VRMCoreLoaderPluginOptions) {\n    this.parser = parser;\n\n    const helperRoot = options?.helperRoot;\n    const autoUpdateHumanBones = options?.autoUpdateHumanBones;\n\n    this.expressionPlugin = options?.expressionPlugin ?? new VRMExpressionLoaderPlugin(parser);\n    this.firstPersonPlugin = options?.firstPersonPlugin ?? new VRMFirstPersonLoaderPlugin(parser);\n    this.humanoidPlugin =\n      options?.humanoidPlugin ?? new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n    this.lookAtPlugin = options?.lookAtPlugin ?? new VRMLookAtLoaderPlugin(parser, { helperRoot });\n    this.metaPlugin = options?.metaPlugin ?? new VRMMetaLoaderPlugin(parser);\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    await this.metaPlugin.afterRoot(gltf);\n    await this.humanoidPlugin.afterRoot(gltf);\n    await this.expressionPlugin.afterRoot(gltf);\n    await this.lookAtPlugin.afterRoot(gltf);\n    await this.firstPersonPlugin.afterRoot(gltf);\n\n    const meta = gltf.userData.vrmMeta as VRMMeta | null;\n    const humanoid = gltf.userData.vrmHumanoid as VRMHumanoid | null;\n\n    // meta and humanoid are required to be a VRM.\n    // Don't create VRM if they are null\n    if (meta && humanoid) {\n      const vrmCore = new VRMCore({\n        scene: gltf.scene,\n        expressionManager: gltf.userData.vrmExpressionManager,\n        firstPerson: gltf.userData.vrmFirstPerson,\n        humanoid,\n        lookAt: gltf.userData.vrmLookAt,\n        meta,\n      });\n\n      gltf.userData.vrmCore = vrmCore;\n    }\n  }\n}\n"],"names":["POSSIBLE_SPEC_VERSIONS","_v3A","_v3B","_quatA","_quatB","VEC3_POSITIVE_Z","_eulerA"],"mappings":";;;;;;;;;;AAIA;AACA;AACa,MAAA,aAAc,SAAQ,KAAK,CAAC,QAAQ,CAAA;AAoC/C;;;AAGG;AACH,IAAA,IAAW,mBAAmB,GAAA;AAC5B,QAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;AAClC,YAAA,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,GAAG,GAAG,GAAG,GAAG,CAAC;AACtC,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YACzC,OAAO,IAAI,CAAC,MAAM,CAAC;AACpB,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,GAAG,CAAC;AACZ,SAAA;KACF;AAED;;;AAGG;AACH,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,OAAO,EAAE;AACnC,YAAA,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,GAAG,GAAG,GAAG,GAAG,CAAC;AACtC,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,cAAc,KAAK,OAAO,EAAE;YAC1C,OAAO,IAAI,CAAC,MAAM,CAAC;AACpB,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,GAAG,CAAC;AACZ,SAAA;KACF;AAED;;;AAGG;AACH,IAAA,IAAW,mBAAmB,GAAA;AAC5B,QAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;AAClC,YAAA,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,GAAG,GAAG,GAAG,GAAG,CAAC;AACtC,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YACzC,OAAO,IAAI,CAAC,MAAM,CAAC;AACpB,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,GAAG,CAAC;AACZ,SAAA;KACF;AAED,IAAA,WAAA,CAAY,cAAsB,EAAA;AAChC,QAAA,KAAK,EAAE,CAAC;AAxEV;;AAEG;QACI,IAAM,CAAA,MAAA,GAAG,GAAG,CAAC;AAEpB;;AAEG;QACI,IAAQ,CAAA,QAAA,GAAG,KAAK,CAAC;AAExB;;AAEG;QACI,IAAa,CAAA,aAAA,GAA8B,MAAM,CAAC;AAEzD;;AAEG;QACI,IAAc,CAAA,cAAA,GAA8B,MAAM,CAAC;AAE1D;;AAEG;QACI,IAAa,CAAA,aAAA,GAA8B,MAAM,CAAC;QAEjD,IAAM,CAAA,MAAA,GAAwB,EAAE,CAAC;AAiDvC,QAAA,IAAI,CAAC,IAAI,GAAG,CAAiB,cAAA,EAAA,cAAc,EAAE,CAAC;AAC9C,QAAA,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;;AAGrC,QAAA,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC;;;AAI5B,QAAA,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;KACtB;AAEM,IAAA,OAAO,CAAC,IAAuB,EAAA;AACpC,QAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KACxB;AAED;;;AAGG;AACI,IAAA,WAAW,CAAC,OAOlB,EAAA;;AACC,QAAA,IAAI,YAAY,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,MAAM,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC;QAClF,YAAY,IAAI,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CAAC;AAE3C,QAAA,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,CAAC,CAAC;KAC/D;AAED;;AAEG;IACI,kBAAkB,GAAA;AACvB,QAAA,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;KAC1D;AACF;;AC9HD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;AC1TA,SAAS,yBAAyB,CAAC,IAAU,EAAE,SAAiB,EAAE,IAAoB,EAAA;;AACpF,IAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;AAElD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiDG;;IAGH,MAAM,UAAU,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,KAAK,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,CAAC;IAC3C,IAAI,UAAU,IAAI,IAAI,EAAE;AACtB,QAAA,OAAO,CAAC,IAAI,CAAC,mDAAmD,SAAS,CAAA,oCAAA,CAAsC,CAAC,CAAC;AACjH,QAAA,OAAO,IAAI,CAAC;AACb,KAAA;AAED,IAAA,MAAM,SAAS,GAAG,UAAU,CAAC,IAAI,CAAC;IAClC,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,QAAA,OAAO,IAAI,CAAC;AACb,KAAA;;IAGD,MAAM,UAAU,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,CAAC;IAC5C,IAAI,UAAU,IAAI,IAAI,EAAE;AACtB,QAAA,OAAO,CAAC,IAAI,CAAC,oDAAoD,SAAS,CAAA,oCAAA,CAAsC,CAAC,CAAC;AAClH,QAAA,OAAO,IAAI,CAAC;AACb,KAAA;AAED,IAAA,MAAM,cAAc,GAAG,UAAU,CAAC,UAAU,CAAC,MAAM,CAAC;;IAGpD,MAAM,UAAU,GAAiB,EAAE,CAAC;AACpC,IAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,MAAM,KAAI;AACvB,QAAA,IAAI,UAAU,CAAC,MAAM,GAAG,cAAc,EAAE;YACtC,IAAK,MAAc,CAAC,MAAM,EAAE;AAC1B,gBAAA,UAAU,CAAC,IAAI,CAAC,MAAoB,CAAC,CAAC;AACvC,aAAA;AACF,SAAA;AACH,KAAC,CAAC,CAAC;AAEH,IAAA,OAAO,UAAU,CAAC;AACpB,CAAC;AAED;;;;;;;;AAQG;AACmB,SAAA,6BAA6B,CAAC,IAAU,EAAE,SAAiB,EAAA;;AAC/E,QAAA,MAAM,IAAI,GAAmB,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;QAChF,OAAO,yBAAyB,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;KACzD,CAAA,CAAA;AAAA,CAAA;AAED;;;;;;;;AAQG;AACG,SAAgB,8BAA8B,CAAC,IAAU,EAAA;;QAC7D,MAAM,KAAK,GAAqB,MAAM,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;AAC1E,QAAA,MAAM,GAAG,GAAG,IAAI,GAAG,EAAwB,CAAC;QAE5C,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,KAAI;YAC5B,MAAM,MAAM,GAAG,yBAAyB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;YAC5D,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,gBAAA,GAAG,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;AACxB,aAAA;AACH,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,GAAG,CAAC;KACZ,CAAA,CAAA;AAAA;;AC5HD;;;;;;AAMG;AACa,SAAA,8BAA8B,CAAC,MAAkB,EAAE,QAAwB,EAAA;;IACzF,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;IAEnD,IAAI,KAAK,GAAkB,IAAI,CAAC;IAEhC,IAAI,aAAa,IAAI,GAAG,EAAE;AACxB,QAAA,KAAK,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,MAAM,CAAC,YAAY,CAAC,GAAG,CAAC,QAAQ,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;AAC9D,KAAA;AAAM,SAAA;AAWL,QAAA,MAAM,YAAY,GAAG,MAAM,CAAC,YAAsC,CAAC;QAEnE,MAAM,SAAS,GAAG,YAAY,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAE7C,IAAI,CAAA,SAAS,KAAA,IAAA,IAAT,SAAS,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAT,SAAS,CAAE,IAAI,MAAK,WAAW,EAAE;AACnC,YAAA,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AACzB,SAAA;AACF,KAAA;AAED,IAAA,OAAO,KAAK,CAAC;AACf;;ACtCA;AAEa,MAAA,uBAAuB,GAAG;AACrC,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,GAAG,EAAE,KAAK;AACV,IAAA,OAAO,EAAE,SAAS;AAClB,IAAA,MAAM,EAAE,QAAQ;AAChB,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,UAAU,EAAE,YAAY;AACxB,IAAA,OAAO,EAAE,SAAS;;;ACpBpB;;;;AAIG;AACG,SAAU,QAAQ,CAAC,KAAa,EAAA;AACpC,IAAA,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7C;;MCHa,oBAAoB,CAAA;AAqB/B,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC;KACnC;AAMD,IAAA,IAAW,aAAa,GAAA;QACtB,OAAO,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;KAC/C;AAED;;AAEG;AACH,IAAA,IAAW,mBAAmB,GAAA;QAC5B,MAAM,MAAM,GAA0D,EAAE,CAAC;AAEzE,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,CAAS,MAAM,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC;AAE9E,QAAA,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,KAAI;AACjE,YAAA,IAAI,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC3B,gBAAA,MAAM,CAAC,IAA+B,CAAC,GAAG,UAAU,CAAC;AACtD,aAAA;AACH,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,MAAM,CAAC;KACf;AAED;;AAEG;AACH,IAAA,IAAW,mBAAmB,GAAA;QAC5B,MAAM,MAAM,GAAsC,EAAE,CAAC;AAErD,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,CAAS,MAAM,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC;AAE9E,QAAA,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,KAAI;AACjE,YAAA,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC5B,gBAAA,MAAM,CAAC,IAAI,CAAC,GAAG,UAAU,CAAC;AAC3B,aAAA;AACH,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,MAAM,CAAC;KACf;AAED;;AAEG;AACH,IAAA,WAAA,GAAA;AArEA;;AAEG;QACI,IAAoB,CAAA,oBAAA,GAAG,CAAC,OAAO,EAAE,WAAW,EAAE,YAAY,CAAC,CAAC;AAEnE;;AAEG;QACI,IAAqB,CAAA,qBAAA,GAAG,CAAC,UAAU,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,CAAC,CAAC;AAE/E;;AAEG;AACI,QAAA,IAAA,CAAA,oBAAoB,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;AAE7D;;;AAGG;QACK,IAAY,CAAA,YAAA,GAAoB,EAAE,CAAC;AAK3C;;AAEG;QACK,IAAc,CAAA,cAAA,GAAsC,EAAE,CAAC;;KA4C9D;AAED;;;;AAIG;AACI,IAAA,IAAI,CAAC,MAA4B,EAAA;;QAEtC,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC;AAC/C,QAAA,WAAW,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;AACjC,YAAA,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,CAAC;AACxC,SAAC,CAAC,CAAC;;QAGH,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;AACzC,YAAA,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;AACtC,SAAC,CAAC,CAAC;;QAGH,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC;QACjE,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC;QACnE,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC;AAEjE,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;AAGG;IACI,KAAK,GAAA;QACV,OAAO,IAAI,oBAAoB,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KAC9C;AAED;;;;;AAKG;AACI,IAAA,aAAa,CAAC,IAAsC,EAAA;;QACzD,OAAO,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;KAC1C;AAED;;;;AAIG;AACI,IAAA,kBAAkB,CAAC,UAAyB,EAAA;AACjD,QAAA,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QACnC,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,CAAC,GAAG,UAAU,CAAC;KAC7D;AAED;;;;AAIG;AACI,IAAA,oBAAoB,CAAC,UAAyB,EAAA;QACnD,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;AACpD,QAAA,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;AAChB,YAAA,OAAO,CAAC,IAAI,CAAC,mEAAmE,CAAC,CAAC;AACnF,SAAA;QAED,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QACnC,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC;KACvD;AAED;;;;;AAKG;AACI,IAAA,QAAQ,CAAC,IAAsC,EAAA;;QACpD,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;QAC5C,OAAO,CAAA,EAAA,GAAA,UAAU,KAAA,IAAA,IAAV,UAAU,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAV,UAAU,CAAE,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;KACnC;AAED;;;;;AAKG;IACI,QAAQ,CAAC,IAAsC,EAAE,MAAc,EAAA;QACpE,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;AAC5C,QAAA,IAAI,UAAU,EAAE;AACd,YAAA,UAAU,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC;AACtC,SAAA;KACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;AAyBG;AACI,IAAA,sBAAsB,CAAC,IAAsC,EAAA;QAClE,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;AAC5C,QAAA,OAAO,UAAU,GAAG,CAAG,EAAA,UAAU,CAAC,IAAI,CAAS,OAAA,CAAA,GAAG,IAAI,CAAC;KACxD;AAED;;AAEG;IACI,MAAM,GAAA;;AAEX,QAAA,MAAM,iBAAiB,GAAG,IAAI,CAAC,2BAA2B,EAAE,CAAC;;QAG7D,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;YACvC,UAAU,CAAC,kBAAkB,EAAE,CAAC;AAClC,SAAC,CAAC,CAAC;;QAGH,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;YACvC,IAAI,UAAU,GAAG,GAAG,CAAC;AACrB,YAAA,MAAM,IAAI,GAAG,UAAU,CAAC,cAAc,CAAC;YAEvC,IAAI,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;AAClD,gBAAA,UAAU,IAAI,iBAAiB,CAAC,KAAK,CAAC;AACvC,aAAA;YAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;AACnD,gBAAA,UAAU,IAAI,iBAAiB,CAAC,MAAM,CAAC;AACxC,aAAA;YAED,IAAI,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;AAClD,gBAAA,UAAU,IAAI,iBAAiB,CAAC,KAAK,CAAC;AACvC,aAAA;AAED,YAAA,UAAU,CAAC,WAAW,CAAC,EAAE,UAAU,EAAE,CAAC,CAAC;AACzC,SAAC,CAAC,CAAC;KACJ;AAED;;AAEG;IACK,2BAA2B,GAAA;QAKjC,IAAI,KAAK,GAAG,GAAG,CAAC;QAChB,IAAI,MAAM,GAAG,GAAG,CAAC;QACjB,IAAI,KAAK,GAAG,GAAG,CAAC;QAEhB,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;AACvC,YAAA,KAAK,IAAI,UAAU,CAAC,mBAAmB,CAAC;AACxC,YAAA,MAAM,IAAI,UAAU,CAAC,oBAAoB,CAAC;AAC1C,YAAA,KAAK,IAAI,UAAU,CAAC,mBAAmB,CAAC;AAC1C,SAAC,CAAC,CAAC;QAEH,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;QAC7B,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;QAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;AAE7B,QAAA,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;KACjC;AACF;;AClQD;AAEa,MAAA,8BAA8B,GAAG;AAC5C,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,UAAU,EAAE,YAAY;AACxB,IAAA,WAAW,EAAE,aAAa;AAC1B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,YAAY,EAAE,cAAc;EACnB;AAKJ,MAAM,4BAA4B,GAAkE;IACzG,MAAM,EAAE,8BAA8B,CAAC,KAAK;IAC5C,cAAc,EAAE,8BAA8B,CAAC,aAAa;IAC5D,WAAW,EAAE,8BAA8B,CAAC,UAAU;IACtD,SAAS,EAAE,8BAA8B,CAAC,QAAQ;IAClD,aAAa,EAAE,8BAA8B,CAAC,YAAY;CAC3D;;AChBD,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;AAmBjC;;AAEG;MACU,8BAA8B,CAAA;IAsDzC,WAAmB,CAAA,EACjB,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,WAAW,GAqBZ,EAAA;AACC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACjB,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QAC/B,IAAI,CAAC,WAAW,GAAG,WAAW,KAAA,IAAA,IAAX,WAAW,KAAX,KAAA,CAAA,GAAA,WAAW,GAAI,GAAG,CAAC;;AAGtC,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;AACzC,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACzC,IAAI,CAAC,MAAM,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;KAChC;AAEM,IAAA,WAAW,CAAC,MAAc,EAAA;QAC/B,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;QAErC,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC;YAE3C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAgB,CAAC;YACnE,IAAI,MAAM,IAAI,SAAS,EAAE;AACvB,gBAAA,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;AAC5D,aAAA;AACF,SAAA;QAED,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC;YAE3C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAW,CAAC;YAC9D,IAAI,MAAM,IAAI,SAAS,EAAE;gBACrB,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAY,IAAI,UAAU,GAAG,MAAM,CAAC;AACzE,aAAA;AACF,SAAA;KACF;IAEM,kBAAkB,GAAA;QACvB,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;QAErC,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,YAAY,EAAE,GAAG,KAAK,CAAC;YAE7C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAgB,CAAC;YACnE,IAAI,MAAM,IAAI,SAAS,EAAE;AACvB,gBAAA,MAAM,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AAC3B,aAAA;AACF,SAAA;QAED,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,YAAY,EAAE,GAAG,KAAK,CAAC;YAE7C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAW,CAAC;YAC9D,IAAI,MAAM,IAAI,SAAS,EAAE;AACrB,gBAAA,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAY,GAAG,YAAY,CAAC;AACjE,aAAA;AACF,SAAA;KACF;IAEO,mBAAmB,GAAA;;QACzB,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,GAAG,IAAI,CAAC;AAE7C,QAAA,MAAM,eAAe,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;AACnD,QAAA,MAAM,YAAY,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,eAAe,aAAf,eAAe,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAf,eAAe,CAAG,IAAI,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;QAE1D,IAAI,YAAY,IAAI,IAAI,EAAE;AACxB,YAAA,OAAO,CAAC,IAAI,CACV,CAAA,mDAAA,EACE,MAAA,QAAQ,CAAC,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,WACnB,CAAA,WAAA,EAAc,IAAI,CAAA,+CAAA,CAAiD,CACpE,CAAC;AAEF,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;AAED,QAAA,MAAM,MAAM,GAAI,QAAgB,CAAC,YAAY,CAAgB,CAAC;AAE9D,QAAA,MAAM,YAAY,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;;AAGpC,QAAA,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,KAAK,CAChC,WAAW,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,EAC9B,WAAW,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,EAC9B,WAAW,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,CAC/B,CAAC;AAEF,QAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;KACnD;IAEO,mBAAmB,GAAA;;QACzB,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,GAAG,IAAI,CAAC;AAE7C,QAAA,MAAM,eAAe,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;AACnD,QAAA,MAAM,YAAY,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,eAAe,aAAf,eAAe,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAf,eAAe,CAAG,IAAI,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;AAE1D,QAAA,IAAI,YAAY,IAAI,IAAI,IAAI,WAAW,KAAK,GAAG,EAAE;AAC/C,YAAA,OAAO,CAAC,IAAI,CACV,CAAA,mDAAA,EACE,MAAA,QAAQ,CAAC,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,WACnB,CAAA,WAAA,EAAc,IAAI,CAAA,qDAAA,CAAuD,CAC1E,CAAC;AAEF,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;QAED,IAAI,YAAY,IAAI,IAAI,EAAE;AACxB,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;AAED,QAAA,MAAM,YAAY,GAAI,QAAgB,CAAC,YAAY,CAAW,CAAC;AAE/D,QAAA,MAAM,UAAU,GAAG,WAAW,GAAG,YAAY,CAAC;AAE9C,QAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;KACnD;IAEO,mBAAmB,GAAA;;AAGzB,QAAA,QACE,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,MAAM,CAAC,OAAO,CAAC,8BAA8B,CAAC,mBAAmB,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa,CAAC,KAAI;YAC1F,OAAQ,IAAI,CAAC,QAAgB,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC;AACxD,SAAC,CAAC,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,EACf;KACH;;AAvMD;;;;AAIG;AACH;AACA;AACe,8BAAA,CAAA,mBAAmB,GAE9B;AACF,IAAA,sBAAsB,EAAE;AACtB,QAAA,KAAK,EAAE,CAAC,OAAO,EAAE,SAAS,CAAC;AAC3B,QAAA,aAAa,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC;AAClC,KAAA;AACD,IAAA,mBAAmB,EAAE;AACnB,QAAA,KAAK,EAAE,CAAC,OAAO,EAAE,SAAS,CAAC;AAC5B,KAAA;AACD,IAAA,eAAe,EAAE;AACf,QAAA,KAAK,EAAE,CAAC,OAAO,EAAE,SAAS,CAAC;AAC3B,QAAA,aAAa,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC;AACjC,QAAA,YAAY,EAAE,CAAC,oBAAoB,EAAE,IAAI,CAAC;AAC1C,QAAA,WAAW,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC;AACnC,QAAA,QAAQ,EAAE,CAAC,0BAA0B,EAAE,IAAI,CAAC;AAC5C,QAAA,UAAU,EAAE,CAAC,kBAAkB,EAAE,IAAI,CAAC;AACvC,KAAA;CACF;;ACjDH;;AAEG;MACU,4BAA4B,CAAA;AAgBvC,IAAA,WAAA,CAAmB,EACjB,UAAU,EACV,KAAK,EACL,MAAM,GAgBP,EAAA;AACC,QAAA,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC7B,QAAA,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACnB,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;AAEM,IAAA,WAAW,CAAC,MAAc,EAAA;QAC/B,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;;AAC/B,YAAA,IAAI,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,qBAAqB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,IAAI,CAAC,KAAK,CAAC,KAAI,IAAI,EAAE;AACpD,gBAAA,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAChE,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;IAEM,kBAAkB,GAAA;QACvB,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;;AAC/B,YAAA,IAAI,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,qBAAqB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,IAAI,CAAC,KAAK,CAAC,KAAI,IAAI,EAAE;gBACpD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;AAC9C,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AACF;;AC3DD,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEhC;;AAEG;MACU,iCAAiC,CAAA;AAkD5C,IAAA,WAAA,CAAmB,EACjB,QAAQ,EACR,KAAK,EACL,MAAM,GAgBP,EAAA;;AACC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACnB,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,MAAM,aAAa,GAAG,CAAA,EAAA,GAAA,MAAM,CAAC,OAAO,CAAC,iCAAiC,CAAC,iBAAiB,CAAC,CAAC,IAAI,CAC5F,CAAC,CAAC,aAAa,CAAC,KAAI;AAClB,YAAA,OAAQ,QAAgB,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC;AACnD,SAAC,CACF,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,CAAC,CAAC,CAAC;QAEP,IAAI,aAAa,IAAI,IAAI,EAAE;AACzB,YAAA,OAAO,CAAC,IAAI,CACV,CAAA,sDAAA,EACE,CAAA,EAAA,GAAA,QAAQ,CAAC,IAAI,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,WACnB,CAAqC,mCAAA,CAAA,CACtC,CAAC;AAEF,YAAA,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;AACvB,SAAA;AAAM,aAAA;AACL,YAAA,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;AAEtB,YAAA,aAAa,CAAC,OAAO,CAAC,CAAC,YAAY,KAAI;;gBACrC,MAAM,OAAO,GAAG,CAAA,EAAA,GAAE,QAAgB,CAAC,YAAY,CAA+B,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,KAAK,EAAE,CAAC;gBACxF,IAAI,CAAC,OAAO,EAAE;AACZ,oBAAA,OAAO,IAAI,CAAC;AACb,iBAAA;AAEA,gBAAA,QAAgB,CAAC,YAAY,CAAC,GAAG,OAAO,CAAC;gBAE1C,MAAM,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;gBAC7C,MAAM,YAAY,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;gBAC5C,MAAM,WAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,aAAa,CAAC,CAAC;gBACtD,MAAM,UAAU,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;AAEnD,gBAAA,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC;AACpB,oBAAA,IAAI,EAAE,YAAY;oBAClB,aAAa;oBACb,WAAW;oBACX,YAAY;oBACZ,UAAU;AACX,iBAAA,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;AACJ,SAAA;KACF;AAEM,IAAA,WAAW,CAAC,MAAc,EAAA;QAC/B,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,QAAQ,CAAC,IAAI,CAAkB,CAAC;YACtE,IAAI,MAAM,KAAK,SAAS,EAAE;gBACxB,OAAO;AACR,aAAA;AAED,YAAA,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;AACzE,YAAA,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;AAC1E,SAAC,CAAC,CAAC;KACJ;IAEM,kBAAkB,GAAA;QACvB,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,QAAQ,CAAC,IAAI,CAAkB,CAAC;YACtE,IAAI,MAAM,KAAK,SAAS,EAAE;gBACxB,OAAO;AACR,aAAA;YAED,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAC3C,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;AAC5C,SAAC,CAAC,CAAC;KACJ;;AAxIc,iCAAA,CAAA,iBAAiB,GAA0C;AACxE,IAAA,sBAAsB,EAAE;QACtB,KAAK;QACL,aAAa;QACb,SAAS;QACT,WAAW;QACX,iBAAiB;QACjB,cAAc;QACd,cAAc;QACd,UAAU;AACX,KAAA;AACD,IAAA,mBAAmB,EAAE,CAAC,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC;AACvD,IAAA,eAAe,EAAE;QACf,KAAK;QACL,WAAW;QACX,aAAa;QACb,sBAAsB;QACtB,oBAAoB;QACpB,6BAA6B;QAC7B,wBAAwB;AACzB,KAAA;CACF;;ACfH;;AAEG;AACH,MAAMA,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;MACU,yBAAyB,CAAA;AAyBpC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,2BAA2B,CAAC;KACpC;AAED,IAAA,WAAA,CAAmB,MAAkB,EAAA;AACnC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SAC/D,CAAA,CAAA;AAAA,KAAA;AAED;;;;AAIG;AACW,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,4DAA4D,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACzF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,SAAS,CAAC,WAAW,CAAC;YAChD,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;AAGD,YAAA,MAAM,aAAa,GAAG,IAAI,GAAG,CAAS,MAAM,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC;AAC9E,YAAA,MAAM,uBAAuB,GAAG,IAAI,GAAG,EAAkC,CAAC;AAE1E,YAAA,IAAI,iBAAiB,CAAC,MAAM,IAAI,IAAI,EAAE;AACpC,gBAAA,MAAM,CAAC,OAAO,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,gBAAgB,CAAC,KAAI;oBAC5E,IAAI,gBAAgB,IAAI,IAAI,EAAE;wBAC5B,OAAO;AACR,qBAAA;AAED,oBAAA,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC5B,wBAAA,OAAO,CAAC,IAAI,CAAC,mDAAmD,IAAI,CAAA,mCAAA,CAAqC,CAAC,CAAC;wBAC3G,OAAO;AACR,qBAAA;AAED,oBAAA,uBAAuB,CAAC,GAAG,CAAC,IAAI,EAAE,gBAAgB,CAAC,CAAC;AACtD,iBAAC,CAAC,CAAC;AACJ,aAAA;AAED,YAAA,IAAI,iBAAiB,CAAC,MAAM,IAAI,IAAI,EAAE;AACpC,gBAAA,MAAM,CAAC,OAAO,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,gBAAgB,CAAC,KAAI;AAC5E,oBAAA,IAAI,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC3B,wBAAA,OAAO,CAAC,IAAI,CACV,yEAAyE,IAAI,CAAA,0BAAA,CAA4B,CAC1G,CAAC;wBACF,OAAO;AACR,qBAAA;AAED,oBAAA,uBAAuB,CAAC,GAAG,CAAC,IAAI,EAAE,gBAAgB,CAAC,CAAC;AACtD,iBAAC,CAAC,CAAC;AACJ,aAAA;;AAGD,YAAA,MAAM,OAAO,GAAG,IAAI,oBAAoB,EAAE,CAAC;;YAG3C,MAAM,OAAO,CAAC,GAAG,CACf,KAAK,CAAC,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,CAAC,CAAC,GAAG,CAAC,CAAO,CAAC,IAAI,EAAE,gBAAgB,CAAC,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;AACnF,gBAAA,MAAM,UAAU,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,CAAC;AAC3C,gBAAA,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAE3B,UAAU,CAAC,QAAQ,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,QAAQ,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;gBACzD,UAAU,CAAC,aAAa,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;gBACpE,UAAU,CAAC,cAAc,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,cAAc,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;gBACtE,UAAU,CAAC,aAAa,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;gBAEpE,CAAA,EAAA,GAAA,gBAAgB,CAAC,gBAAgB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;oBACxD,IAAI,IAAI,CAAC,IAAI,KAAK,SAAS,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,EAAE;wBACvD,OAAO;AACR,qBAAA;AAED,oBAAA,MAAM,UAAU,IAAI,MAAM,6BAA6B,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAE,CAAC;AAC3E,oBAAA,MAAM,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;;AAGpC,oBAAA,IACE,CAAC,UAAU,CAAC,KAAK,CACf,CAAC,SAAS,KACR,KAAK,CAAC,OAAO,CAAC,SAAS,CAAC,qBAAqB,CAAC;AAC9C,wBAAA,gBAAgB,GAAG,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAC5D,EACD;wBACA,OAAO,CAAC,IAAI,CACV,CAA8B,2BAAA,EAAA,gBAAgB,CAAC,IAAI,CAA6B,0BAAA,EAAA,gBAAgB,CAAiB,eAAA,CAAA,CAClH,CAAC;wBACF,OAAO;AACR,qBAAA;AAED,oBAAA,UAAU,CAAC,OAAO,CAChB,IAAI,4BAA4B,CAAC;wBAC/B,UAAU;AACV,wBAAA,KAAK,EAAE,gBAAgB;AACvB,wBAAA,MAAM,EAAE,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,mCAAI,GAAG;AAC3B,qBAAA,CAAC,CACH,CAAC;iBACH,CAAA,CAAC,CAAC;AAEH,gBAAA,IAAI,gBAAgB,CAAC,kBAAkB,IAAI,gBAAgB,CAAC,qBAAqB,EAAE;;oBAEjF,MAAM,aAAa,GAAqB,EAAE,CAAC;oBAC3C,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,MAAM,KAAI;AAC7B,wBAAA,MAAM,QAAQ,GAAI,MAAc,CAAC,QAAsC,CAAC;AACxE,wBAAA,IAAI,QAAQ,EAAE;AACZ,4BAAA,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AAC9B,yBAAA;AACH,qBAAC,CAAC,CAAC;oBAEH,CAAA,EAAA,GAAA,gBAAgB,CAAC,kBAAkB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;wBAC1D,MAAM,SAAS,GAAG,aAAa,CAAC,MAAM,CAAC,CAAC,QAAQ,KAAI;4BAClD,MAAM,aAAa,GAAG,8BAA8B,CAAC,IAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;AAC5E,4BAAA,OAAO,IAAI,CAAC,QAAQ,KAAK,aAAa,CAAC;AACzC,yBAAC,CAAC,CAAC;AAEH,wBAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;AAC7B,4BAAA,UAAU,CAAC,OAAO,CAChB,IAAI,8BAA8B,CAAC;gCACjC,QAAQ;gCACR,IAAI,EAAE,IAAI,CAAC,IAAI;AACf,gCAAA,WAAW,EAAE,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,WAAW,CAAC;AAC1D,gCAAA,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;AACjC,6BAAA,CAAC,CACH,CAAC;AACJ,yBAAC,CAAC,CAAC;qBACJ,CAAA,CAAC,CAAC;oBAEH,CAAA,EAAA,GAAA,gBAAgB,CAAC,qBAAqB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;wBAC7D,MAAM,SAAS,GAAG,aAAa,CAAC,MAAM,CAAC,CAAC,QAAQ,KAAI;4BAClD,MAAM,aAAa,GAAG,8BAA8B,CAAC,IAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;AAC5E,4BAAA,OAAO,IAAI,CAAC,QAAQ,KAAK,aAAa,CAAC;AACzC,yBAAC,CAAC,CAAC;AAEH,wBAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;AAC7B,4BAAA,UAAU,CAAC,OAAO,CAChB,IAAI,iCAAiC,CAAC;gCACpC,QAAQ;AACR,gCAAA,MAAM,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,MAAA,IAAI,CAAC,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChE,gCAAA,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,MAAA,IAAI,CAAC,KAAK,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/D,6BAAA,CAAC,CACH,CAAC;AACJ,yBAAC,CAAC,CAAC;qBACJ,CAAA,CAAC,CAAC;AACJ,iBAAA;AAED,gBAAA,OAAO,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;aACxC,CAAA,CAAC,CACH,CAAC;AAEF,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;YACjD,IAAI,CAAC,gBAAgB,EAAE;AACrB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,OAAO,GAAG,IAAI,oBAAoB,EAAE,CAAC;AAE3C,YAAA,MAAM,sBAAsB,GAAG,gBAAgB,CAAC,gBAAgB,CAAC;YACjE,IAAI,CAAC,sBAAsB,EAAE;AAC3B,gBAAA,OAAO,OAAO,CAAC;AAChB,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,IAAI,GAAG,EAAU,CAAC;YAE5C,MAAM,OAAO,CAAC,GAAG,CACf,sBAAsB,CAAC,GAAG,CAAC,CAAO,WAAW,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;AAC/C,gBAAA,MAAM,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;AAC5C,gBAAA,MAAM,YAAY,GAChB,CAAC,YAAY,IAAI,IAAI,IAAI,yBAAyB,CAAC,iBAAiB,CAAC,YAAY,CAAC,KAAK,IAAI,CAAC;gBAC9F,MAAM,IAAI,GAAG,YAAY,KAAZ,IAAA,IAAA,YAAY,KAAZ,KAAA,CAAA,GAAA,YAAY,GAAI,WAAW,CAAC,IAAI,CAAC;gBAE9C,IAAI,IAAI,IAAI,IAAI,EAAE;AAChB,oBAAA,OAAO,CAAC,IAAI,CAAC,2FAA2F,CAAC,CAAC;oBAC1G,OAAO;AACR,iBAAA;;AAGD,gBAAA,IAAI,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC/B,oBAAA,OAAO,CAAC,IAAI,CACV,mDAAmD,YAAY,CAAA,gDAAA,CAAkD,CAClH,CAAC;oBACF,OAAO;AACR,iBAAA;AAED,gBAAA,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;AAE5B,gBAAA,MAAM,UAAU,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,CAAC;AAC3C,gBAAA,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAE3B,UAAU,CAAC,QAAQ,GAAG,CAAA,EAAA,GAAA,WAAW,CAAC,QAAQ,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;;;gBAIpD,IAAI,WAAW,CAAC,KAAK,EAAE;oBACrB,WAAW,CAAC,KAAK,CAAC,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;wBACvC,IAAI,IAAI,CAAC,IAAI,KAAK,SAAS,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,EAAE;4BACvD,OAAO;AACR,yBAAA;wBAED,MAAM,cAAc,GAAa,EAAE,CAAC;wBACpC,CAAA,EAAA,GAAA,IAAI,CAAC,KAAK,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,CAAC,IAAI,EAAE,CAAC,KAAI;AAC9B,4BAAA,IAAI,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI,EAAE;AAC3B,gCAAA,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AACxB,6BAAA;AACH,yBAAC,CAAC,CAAC;AAEH,wBAAA,MAAM,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;wBAEpC,MAAM,OAAO,CAAC,GAAG,CACf,cAAc,CAAC,GAAG,CAAC,CAAO,SAAS,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;4BACrC,MAAM,UAAU,IAAI,MAAM,6BAA6B,CAAC,IAAI,EAAE,SAAS,CAAC,CAAE,CAAC;;AAG3E,4BAAA,IACE,CAAC,UAAU,CAAC,KAAK,CACf,CAAC,SAAS,KACR,KAAK,CAAC,OAAO,CAAC,SAAS,CAAC,qBAAqB,CAAC;AAC9C,gCAAA,gBAAgB,GAAG,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAC5D,EACD;gCACA,OAAO,CAAC,IAAI,CACV,CAA8B,2BAAA,EAAA,WAAW,CAAC,IAAI,CAAsB,mBAAA,EAAA,gBAAgB,CAAyB,uBAAA,CAAA,CAC9G,CAAC;gCACF,OAAO;AACR,6BAAA;AAED,4BAAA,UAAU,CAAC,OAAO,CAChB,IAAI,4BAA4B,CAAC;gCAC/B,UAAU;AACV,gCAAA,KAAK,EAAE,gBAAgB;AACvB,gCAAA,MAAM,EAAE,IAAI,IAAI,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CAAC;AACpC,6BAAA,CAAC,CACH,CAAC;yBACH,CAAA,CAAC,CACH,CAAC;qBACH,CAAA,CAAC,CAAC;AACJ,iBAAA;;AAGD,gBAAA,MAAM,cAAc,GAAG,WAAW,CAAC,cAAc,CAAC;AAClD,gBAAA,IAAI,cAAc,IAAI,cAAc,CAAC,MAAM,KAAK,CAAC,EAAE;AACjD,oBAAA,cAAc,CAAC,OAAO,CAAC,CAAC,aAAa,KAAI;AACvC,wBAAA,IACE,aAAa,CAAC,YAAY,KAAK,SAAS;4BACxC,aAAa,CAAC,YAAY,KAAK,SAAS;AACxC,4BAAA,aAAa,CAAC,WAAW,KAAK,SAAS,EACvC;4BACA,OAAO;AACR,yBAAA;AAED;;;;;;AAMG;wBACH,MAAM,SAAS,GAAqB,EAAE,CAAC;wBACvC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,MAAM,KAAI;4BAC7B,IAAK,MAAc,CAAC,QAAQ,EAAE;AAC5B,gCAAA,MAAM,QAAQ,GAAuC,MAAc,CAAC,QAAQ,CAAC;AAC7E,gCAAA,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE;oCAC3B,SAAS,CAAC,IAAI,CACZ,GAAG,QAAQ,CAAC,MAAM,CAChB,CAAC,GAAG,KACF,CAAC,GAAG,CAAC,IAAI,KAAK,aAAa,CAAC,YAAa;wCACvC,GAAG,CAAC,IAAI,KAAK,aAAa,CAAC,YAAa,GAAG,YAAY;wCACzD,SAAS,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAChC,CACF,CAAC;AACH,iCAAA;AAAM,qCAAA,IAAI,QAAQ,CAAC,IAAI,KAAK,aAAa,CAAC,YAAY,IAAI,SAAS,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE;AAC7F,oCAAA,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AAC1B,iCAAA;AACF,6BAAA;AACH,yBAAC,CAAC,CAAC;AAEH,wBAAA,MAAM,oBAAoB,GAAG,aAAa,CAAC,YAAY,CAAC;AACxD,wBAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;4BAE7B,IAAI,oBAAoB,KAAK,aAAa,EAAE;gCAC1C,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,CAAC,CAAC;gCAC9F,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,CAAC,CAAC;AAE/F,gCAAA,MAAM,CAAC,CAAC,GAAG,GAAG,GAAG,MAAM,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AAEpC,gCAAA,UAAU,CAAC,OAAO,CAChB,IAAI,iCAAiC,CAAC;oCACpC,QAAQ;oCACR,KAAK;oCACL,MAAM;AACP,iCAAA,CAAC,CACH,CAAC;gCAEF,OAAO;AACR,6BAAA;;AAGD,4BAAA,MAAM,iBAAiB,GAAG,4BAA4B,CAAC,oBAAoB,CAAC,CAAC;AAC7E,4BAAA,IAAI,iBAAiB,EAAE;AACrB,gCAAA,UAAU,CAAC,OAAO,CAChB,IAAI,8BAA8B,CAAC;oCACjC,QAAQ;AACR,oCAAA,IAAI,EAAE,iBAAiB;AACvB,oCAAA,WAAW,EAAE,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,SAAS,CAAC,aAAa,CAAC,WAAY,CAAC;AACpE,oCAAA,WAAW,EAAE,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC;AAC3C,iCAAA,CAAC,CACH,CAAC;gCAEF,OAAO;AACR,6BAAA;AAED,4BAAA,OAAO,CAAC,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC,CAAC;AAC3D,yBAAC,CAAC,CAAC;AACL,qBAAC,CAAC,CAAC;AACJ,iBAAA;AAED,gBAAA,OAAO,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;aACxC,CAAA,CAAC,CACH,CAAC;AAEF,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;;AAvYsB,yBAAA,CAAA,iBAAiB,GAAyE;AAC/G,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,GAAG,EAAE,OAAO;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,MAAM,EAAE,KAAK;AACb,IAAA,GAAG,EAAE,SAAS;AACd,IAAA,MAAM,EAAE,QAAQ;AAChB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,SAAS,EAAE,WAAW;;AAEtB,IAAA,OAAO,EAAE,WAAW;;AAEpB,IAAA,OAAO,EAAE,YAAY;AACrB,IAAA,OAAO,EAAE,SAAS;CACnB;;AC5CH;AAEa,MAAA,yBAAyB,GAAG;AACvC,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;;;MCDH,cAAc,CAAA;AA0BzB;;;;;AAKG;IACH,WAAmB,CAAA,QAAqB,EAAE,eAA+C,EAAA;AAXjF,QAAA,IAAA,CAAA,qBAAqB,GAAG,cAAc,CAAC,8BAA8B,CAAC;AACtE,QAAA,IAAA,CAAA,qBAAqB,GAAG,cAAc,CAAC,8BAA8B,CAAC;QAEtE,IAAkB,CAAA,kBAAA,GAAG,KAAK,CAAC;AASjC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;KACxC;AAED;;;;;AAKG;AACI,IAAA,IAAI,CAAC,MAAsB,EAAA;AAChC,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,EAAE;AACrC,YAAA,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;AAC3E,SAAA;AAED,QAAA,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,UAAU,MAAM;AACjE,YAAA,MAAM,EAAE,UAAU,CAAC,MAAM,CAAC,MAAM,EAAE;YAClC,IAAI,EAAE,UAAU,CAAC,IAAI;AACtB,SAAA,CAAC,CAAC,CAAC;AAEJ,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;AAGG;IACI,KAAK,GAAA;AACV,QAAA,OAAO,IAAI,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KAC3E;AAED;;;;;;;;AAQG;AACH,IAAA,IAAW,oBAAoB,GAAA;QAC7B,OAAO,IAAI,CAAC,qBAAqB,CAAC;KACnC;AAED;;;;;;;;AAQG;AACH,IAAA,IAAW,oBAAoB,GAAA;QAC7B,OAAO,IAAI,CAAC,qBAAqB,CAAC;KACnC;AAED;;;;;;;;;;;AAWG;AACI,IAAA,KAAK,CAAC,EACX,oBAAoB,GAAG,cAAc,CAAC,8BAA8B,EACpE,oBAAoB,GAAG,cAAc,CAAC,8BAA8B,GACrE,GAAG,EAAE,EAAA;QACJ,IAAI,IAAI,CAAC,kBAAkB,EAAE;YAC3B,OAAO;AACR,SAAA;AACD,QAAA,IAAI,CAAC,qBAAqB,GAAG,oBAAoB,CAAC;AAClD,QAAA,IAAI,CAAC,qBAAqB,GAAG,oBAAoB,CAAC;QAElD,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;YACpC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;AAC3B,gBAAA,IAAI,IAAI,CAAC,IAAI,KAAK,iBAAiB,EAAE;oBACnC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,oBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,iBAAA;AAAM,qBAAA,IAAI,IAAI,CAAC,IAAI,KAAK,iBAAiB,EAAE;oBAC1C,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,oBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,iBAAA;AAAM,qBAAA,IAAI,IAAI,CAAC,IAAI,KAAK,MAAM,EAAE;AAC/B,oBAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;AACjC,iBAAA;AACH,aAAC,CAAC,CAAC;AACL,SAAC,CAAC,CAAC;AAEH,QAAA,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;KAChC;AAEO,IAAA,iBAAiB,CAAC,SAAmB,EAAE,GAAe,EAAE,SAAqB,EAAE,OAAiB,EAAA;QACtG,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,GAAG,IAAI,IAAI,IAAI,GAAG,CAAC,MAAM,GAAG,CAAC,EAAE;AACjC,YAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;AAC5C,gBAAA,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;gBACvB,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;gBAC3B,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;AAC3B,gBAAA,MAAM,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB,gBAAA,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;AAE3B,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AAEvD,gBAAA,MAAM,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB,gBAAA,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;AAC3B,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AAEvD,gBAAA,MAAM,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB,gBAAA,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;AAC3B,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AAEvD,gBAAA,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACvB,gBAAA,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACvB,gBAAA,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACxB,aAAA;AACF,SAAA;AACD,QAAA,OAAO,KAAK,CAAC;KACd;IAEO,iBAAiB,CAAC,GAAsB,EAAE,iBAA2B,EAAA;AAC3E,QAAA,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,EAAE,GAAG,CAAC,QAAQ,CAAC,CAAC;QACtE,GAAG,CAAC,IAAI,GAAG,CAAA,EAAG,GAAG,CAAC,IAAI,SAAS,CAAC;AAChC,QAAA,GAAG,CAAC,aAAa,GAAG,GAAG,CAAC,aAAa,CAAC;QACtC,GAAG,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAE3C,QAAA,MAAM,QAAQ,GAAG,GAAG,CAAC,QAAQ,CAAC;QAE9B,MAAM,aAAa,GAAG,QAAQ,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;AACzD,QAAA,MAAM,kBAAkB,GAAG,aAAa,YAAY,KAAK,CAAC,iBAAiB,GAAG,EAAE,GAAG,aAAa,CAAC,KAAK,CAAC;QACvG,MAAM,SAAS,GAAG,EAAE,CAAC;AACrB,QAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,kBAAkB,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;YACrD,SAAS,CAAC,IAAI,CAAC;gBACb,kBAAkB,CAAC,CAAC,CAAC;AACrB,gBAAA,kBAAkB,CAAC,CAAC,GAAG,CAAC,CAAC;AACzB,gBAAA,kBAAkB,CAAC,CAAC,GAAG,CAAC,CAAC;AACzB,gBAAA,kBAAkB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1B,aAAA,CAAC,CAAC;AACJ,SAAA;QAED,MAAM,cAAc,GAAG,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;AAC3D,QAAA,MAAM,mBAAmB,GAAG,cAAc,YAAY,KAAK,CAAC,iBAAiB,GAAG,EAAE,GAAG,cAAc,CAAC,KAAK,CAAC;QAC1G,MAAM,UAAU,GAAG,EAAE,CAAC;AACtB,QAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;YACtD,UAAU,CAAC,IAAI,CAAC;gBACd,mBAAmB,CAAC,CAAC,CAAC;AACtB,gBAAA,mBAAmB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1B,gBAAA,mBAAmB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1B,gBAAA,mBAAmB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC3B,aAAA,CAAC,CAAC;AACJ,SAAA;AAED,QAAA,MAAM,KAAK,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;QAClC,IAAI,CAAC,KAAK,EAAE;AACV,YAAA,MAAM,IAAI,KAAK,CAAC,2CAA2C,CAAC,CAAC;AAC9D,SAAA;QACD,MAAM,YAAY,GAAG,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AAE7C,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,UAAU,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;QAC7F,MAAM,WAAW,GAAa,EAAE,CAAC;QACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE;YAC9B,WAAW,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;AAClC,SAAA;AACD,QAAA,QAAQ,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;;QAG/B,IAAI,GAAG,CAAC,cAAc,EAAE;AACtB,YAAA,GAAG,CAAC,cAAc,GAAG,GAAG,CAAC,cAAc,CAAC;AACzC,SAAA;QACD,GAAG,CAAC,IAAI,CAAC,IAAI,KAAK,CAAC,QAAQ,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,GAAG,CAAC,QAAQ,CAAC,YAAY,CAAC,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC;AACjG,QAAA,OAAO,GAAG,CAAC;KACZ;IAEO,kCAAkC,CAAC,MAAsB,EAAE,IAAuB,EAAA;QACxF,MAAM,gBAAgB,GAAa,EAAE,CAAC;AACtC,QAAA,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,KAAI;AAC1C,YAAA,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;AAAE,gBAAA,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;AAC9D,SAAC,CAAC,CAAC;;AAGH,QAAA,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE;YAC5B,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAC/C,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAC/C,OAAO;AACR,SAAA;QACD,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAC5C,MAAM,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,gBAAgB,CAAC,CAAC;AAC/D,QAAA,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;KACrB;AAEO,IAAA,oBAAoB,CAAC,IAAoB,EAAA;AAC/C,QAAA,IAAI,IAAI,CAAC,IAAI,KAAK,OAAO,EAAE;YACzB,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,YAAA,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE;AAC7B,gBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,aAAA;AAAM,iBAAA;AACL,gBAAA,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;gBACjC,MAAM,CAAC,IAAI,GAAG,CAAA,UAAA,EAAa,IAAI,CAAC,IAAI,EAAE,CAAC;gBACvC,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC9C,gBAAA,IAAI,CAAC,MAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AACzB,gBAAA,IAAI,CAAC,QAAQ;qBACV,MAAM,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,IAAI,KAAK,aAAa,CAAC;AAC/C,qBAAA,OAAO,CAAC,CAAC,KAAK,KAAI;oBACjB,MAAM,WAAW,GAAG,KAA0B,CAAC;AAC/C,oBAAA,IAAI,CAAC,kCAAkC,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;AAC/D,iBAAC,CAAC,CAAC;AACN,aAAA;AACF,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,IAAI,KAAK,aAAa,EAAE;YACtC,MAAM,WAAW,GAAG,IAAyB,CAAC;YAC9C,IAAI,CAAC,kCAAkC,CAAC,IAAI,CAAC,MAAO,EAAE,WAAW,CAAC,CAAC;AACpE,SAAA;AAAM,aAAA;AACL,YAAA,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE;gBAC7B,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,gBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,aAAA;AACF,SAAA;KACF;AAEO,IAAA,cAAc,CAAC,IAAoB,EAAA;QACzC,IAAI,IAAI,KAAK,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE;AACjD,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;AAAM,aAAA,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;AACvB,YAAA,OAAO,KAAK,CAAC;AACd,SAAA;AAAM,aAAA;YACL,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;AACzC,SAAA;KACF;;AA/QD;;;;AAIG;AACoB,cAA8B,CAAA,8BAAA,GAAG,CAAC,CAAC;AAE1D;;;;AAIG;AACoB,cAA8B,CAAA,8BAAA,GAAG,EAAE;;ACP5D;;AAEG;AACH,MAAMA,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;MACU,0BAA0B,CAAA;AAGrC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,4BAA4B,CAAC;KACrC;AAED,IAAA,WAAA,CAAmB,MAAkB,EAAA;AACnC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAsC,CAAC;;;YAIzE,IAAI,WAAW,KAAK,IAAI,EAAE;gBACxB,OAAO;AACR,aAAA;iBAAM,IAAI,WAAW,KAAK,SAAS,EAAE;AACpC,gBAAA,MAAM,IAAI,KAAK,CACb,qGAAqG,CACtG,CAAC;AACH,aAAA;AAED,YAAA,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;SACtE,CAAA,CAAA;AAAA,KAAA;AAED;;;;;AAKG;IAEW,OAAO,CAAC,IAAU,EAAE,QAA4B,EAAA;;YAC5D,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;AACtD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;AACtD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;IAEa,SAAS,CAAC,IAAU,EAAE,QAAqB,EAAA;;;AACvD,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,6DAA6D,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AAC1F,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,SAAS,CAAC,WAAW,CAAC;YAChD,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,eAAe,GAAmC,EAAE,CAAC;AAC3D,YAAA,MAAM,iBAAiB,GAAG,MAAM,8BAA8B,CAAC,IAAI,CAAC,CAAC;AACrE,YAAA,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,EAAE,UAAU,CAAC,KAAI;;AAC1E,gBAAA,MAAM,UAAU,GAAG,iBAAiB,CAAC,eAAe;AAClD,sBAAE,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC;sBACnE,SAAS,CAAC;gBAEd,eAAe,CAAC,IAAI,CAAC;AACnB,oBAAA,MAAM,EAAE,UAAU;oBAClB,IAAI,EAAE,CAAA,EAAA,GAAA,UAAU,KAAV,IAAA,IAAA,UAAU,uBAAV,UAAU,CAAE,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,MAAM;AACjC,iBAAA,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;AAEH,YAAA,OAAO,IAAI,cAAc,CAAC,QAAQ,EAAE,eAAe,CAAC,CAAC;;AACtD,KAAA;IAEa,SAAS,CAAC,IAAU,EAAE,QAAqB,EAAA;;;AACvD,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;YAElD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAkC,MAAM,CAAC,WAAW,CAAC;YAC5E,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,eAAe,GAAmC,EAAE,CAAC;AAC3D,YAAA,MAAM,iBAAiB,GAAG,MAAM,8BAA8B,CAAC,IAAI,CAAC,CAAC;AAErE,YAAA,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,EAAE,UAAU,CAAC,KAAI;gBAC1E,MAAM,UAAU,GAAG,IAAI,CAAC,KAAM,CAAC,SAAS,CAAC,CAAC;AAE1C,gBAAA,MAAM,IAAI,GAAG,iBAAiB,CAAC,eAAe;AAC5C,sBAAE,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,UAAU,CAAC,IAAI,CAAC;sBACzE,SAAS,CAAC;gBAEd,eAAe,CAAC,IAAI,CAAC;AACnB,oBAAA,MAAM,EAAE,UAAU;AAClB,oBAAA,IAAI,EAAE,IAAI,CAAC,sBAAsB,CAAC,IAAI,KAAJ,IAAA,IAAA,IAAI,KAAJ,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,IAAI,CAAE,eAAe,CAAC;AACzD,iBAAA,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;AAEH,YAAA,OAAO,IAAI,cAAc,CAAC,QAAQ,EAAE,eAAe,CAAC,CAAC;;AACtD,KAAA;AAEO,IAAA,sBAAsB,CAAC,IAAwB,EAAA;QACrD,IAAI,IAAI,KAAK,iBAAiB,EAAE;AAC9B,YAAA,OAAO,iBAAiB,CAAC;AAC1B,SAAA;aAAM,IAAI,IAAI,KAAK,iBAAiB,EAAE;AACrC,YAAA,OAAO,iBAAiB,CAAC;AAC1B,SAAA;aAAM,IAAI,IAAI,KAAK,MAAM,EAAE;AAC1B,YAAA,OAAO,MAAM,CAAC;AACf,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,MAAM,CAAC;AACf,SAAA;KACF;AACF;;AC3JD;AAEa,MAAA,gCAAgC,GAAG;AAC9C,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,eAAe,EAAE,iBAAiB;;;ACFpC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEzB,MAAA,iBAAkB,SAAQ,KAAK,CAAC,KAAK,CAAA;AAIhD,IAAA,WAAA,CAAmB,QAAqB,EAAA;AACtC,QAAA,KAAK,EAAE,CAAC;AAER,QAAA,IAAI,CAAC,WAAW,GAAG,QAAQ,CAAC;AAE5B,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,GAAG,EAAE,CAAC;AAE9B,QAAA,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;YAClD,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,GAAG,CAAC,CAAC;AAEzC,YAAA,MAAM,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAE/B,YAAA,MAAM,CAAC,QAA2B,CAAC,SAAS,GAAG,KAAK,CAAC;AACrD,YAAA,MAAM,CAAC,QAA2B,CAAC,UAAU,GAAG,KAAK,CAAC;AAEvD,YAAA,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YAEjB,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;AACtC,SAAC,CAAC,CAAC;KACJ;IAEM,OAAO,GAAA;AACZ,QAAA,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;AACtD,YAAA,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACvB,YAAA,IAAI,CAAC,QAA2B,CAAC,OAAO,EAAE,CAAC;AAC9C,SAAC,CAAC,CAAC;KACJ;AAEM,IAAA,iBAAiB,CAAC,KAAc,EAAA;QACrC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,IAAI,CAAC,KAAI;YAC/D,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;AAEzC,YAAA,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,SAAS,CAACF,MAAI,EAAEE,QAAM,EAAED,MAAI,CAAC,CAAC;AAEpD,YAAA,MAAM,KAAK,GAAGD,MAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,MAAM,CAACC,MAAI,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AACvD,SAAC,CAAC,CAAC;AAEH,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;ACpDD;AAIA;;AAEG;AACU,MAAA,gBAAgB,GAAuB;IAClD,MAAM;IACN,OAAO;IACP,OAAO;IACP,YAAY;IACZ,MAAM;IAEN,MAAM;IACN,SAAS;IACT,UAAU;IACV,KAAK;IAEL,cAAc;IACd,cAAc;IACd,UAAU;IACV,UAAU;IAEV,eAAe;IACf,eAAe;IACf,WAAW;IACX,WAAW;IAEX,cAAc;IACd,cAAc;IACd,cAAc;IACd,UAAU;IAEV,eAAe;IACf,eAAe;IACf,eAAe;IACf,WAAW;IAEX,qBAAqB;IACrB,mBAAmB;IACnB,iBAAiB;IACjB,mBAAmB;IACnB,uBAAuB;IACvB,iBAAiB;IACjB,oBAAoB;IACpB,wBAAwB;IACxB,kBAAkB;IAClB,kBAAkB;IAClB,sBAAsB;IACtB,gBAAgB;IAChB,oBAAoB;IACpB,wBAAwB;IACxB,kBAAkB;IAElB,sBAAsB;IACtB,oBAAoB;IACpB,kBAAkB;IAClB,oBAAoB;IACpB,wBAAwB;IACxB,kBAAkB;IAClB,qBAAqB;IACrB,yBAAyB;IACzB,mBAAmB;IACnB,mBAAmB;IACnB,uBAAuB;IACvB,iBAAiB;IACjB,qBAAqB;IACrB,yBAAyB;IACzB,mBAAmB;;;ACrErB;AAEA;;;;AAIG;AACU,MAAA,gBAAgB,GAAG;AAC9B,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,UAAU,EAAE,YAAY;AACxB,IAAA,IAAI,EAAE,MAAM;AAEZ,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,OAAO,EAAE,SAAS;AAClB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,GAAG,EAAE,KAAK;AAEV,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,QAAQ,EAAE,UAAU;AAEpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,SAAS,EAAE,WAAW;AAEtB,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AAEpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;AAEtB,IAAA,mBAAmB,EAAE,qBAAqB;AAC1C,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,qBAAqB,EAAE,uBAAuB;AAC9C,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,sBAAsB,EAAE,wBAAwB;AAChD,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,oBAAoB,EAAE,sBAAsB;AAC5C,IAAA,cAAc,EAAE,gBAAgB;AAChC,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,sBAAsB,EAAE,wBAAwB;AAChD,IAAA,gBAAgB,EAAE,kBAAkB;AAEpC,IAAA,oBAAoB,EAAE,sBAAsB;AAC5C,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,sBAAsB,EAAE,wBAAwB;AAChD,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,mBAAmB,EAAE,qBAAqB;AAC1C,IAAA,uBAAuB,EAAE,yBAAyB;AAClD,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,qBAAqB,EAAE,uBAAuB;AAC9C,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,mBAAmB,EAAE,qBAAqB;AAC1C,IAAA,uBAAuB,EAAE,yBAAyB;AAClD,IAAA,iBAAiB,EAAE,mBAAmB;;;ACrExC;AAIA;;;;AAIG;AACU,MAAA,qBAAqB,GAA4D;AAC5F,IAAA,IAAI,EAAE,IAAI;AACV,IAAA,KAAK,EAAE,MAAM;AACb,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,UAAU,EAAE,OAAO;AACnB,IAAA,IAAI,EAAE,YAAY;AAElB,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,OAAO,EAAE,MAAM;AACf,IAAA,QAAQ,EAAE,MAAM;AAChB,IAAA,GAAG,EAAE,MAAM;AAEX,IAAA,YAAY,EAAE,MAAM;AACpB,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,cAAc;AACxB,IAAA,QAAQ,EAAE,UAAU;AAEpB,IAAA,aAAa,EAAE,MAAM;AACrB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,eAAe;AAC1B,IAAA,SAAS,EAAE,WAAW;AAEtB,IAAA,YAAY,EAAE,YAAY;AAC1B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,cAAc;AAExB,IAAA,aAAa,EAAE,YAAY;AAC3B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,eAAe;AAE1B,IAAA,mBAAmB,EAAE,UAAU;AAC/B,IAAA,iBAAiB,EAAE,qBAAqB;AACxC,IAAA,eAAe,EAAE,mBAAmB;AACpC,IAAA,iBAAiB,EAAE,UAAU;AAC7B,IAAA,qBAAqB,EAAE,mBAAmB;AAC1C,IAAA,eAAe,EAAE,uBAAuB;AACxC,IAAA,kBAAkB,EAAE,UAAU;AAC9B,IAAA,sBAAsB,EAAE,oBAAoB;AAC5C,IAAA,gBAAgB,EAAE,wBAAwB;AAC1C,IAAA,gBAAgB,EAAE,UAAU;AAC5B,IAAA,oBAAoB,EAAE,kBAAkB;AACxC,IAAA,cAAc,EAAE,sBAAsB;AACtC,IAAA,kBAAkB,EAAE,UAAU;AAC9B,IAAA,sBAAsB,EAAE,oBAAoB;AAC5C,IAAA,gBAAgB,EAAE,wBAAwB;AAE1C,IAAA,oBAAoB,EAAE,WAAW;AACjC,IAAA,kBAAkB,EAAE,sBAAsB;AAC1C,IAAA,gBAAgB,EAAE,oBAAoB;AACtC,IAAA,kBAAkB,EAAE,WAAW;AAC/B,IAAA,sBAAsB,EAAE,oBAAoB;AAC5C,IAAA,gBAAgB,EAAE,wBAAwB;AAC1C,IAAA,mBAAmB,EAAE,WAAW;AAChC,IAAA,uBAAuB,EAAE,qBAAqB;AAC9C,IAAA,iBAAiB,EAAE,yBAAyB;AAC5C,IAAA,iBAAiB,EAAE,WAAW;AAC9B,IAAA,qBAAqB,EAAE,mBAAmB;AAC1C,IAAA,eAAe,EAAE,uBAAuB;AACxC,IAAA,mBAAmB,EAAE,WAAW;AAChC,IAAA,uBAAuB,EAAE,qBAAqB;AAC9C,IAAA,iBAAiB,EAAE,yBAAyB;;;ACrE9C;;;;;AAKG;AACG,SAAU,gBAAgB,CAA6B,MAAS,EAAA;IACpE,IAAK,MAAc,CAAC,MAAM,EAAE;QAC1B,MAAM,CAAC,MAAM,EAAE,CAAC;AACjB,KAAA;AAAM,SAAA;QACJ,MAAc,CAAC,OAAO,EAAE,CAAC;AAC3B,KAAA;AAED,IAAA,OAAO,MAAM,CAAC;AAChB;;ACTA,MAAMD,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAME,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEtC;;AAEG;MACU,MAAM,CAAA;AAajB;;;AAGG;AACH,IAAA,WAAA,CAAmB,UAAyB,EAAA;AAC1C,QAAA,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAE7B,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;KACxC;AAED;;;;AAIG;IACI,eAAe,GAAA;QACpB,MAAM,IAAI,GAAG,EAAa,CAAC;AAE3B,QAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,iBAAiB,KAAI;YACzD,MAAM,WAAW,GAAG,iBAAqC,CAAC;YAC1D,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;;YAG3C,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;;AAGD,YAAAF,MAAI,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACzB,YAAAE,QAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;;YAG7B,IAAI,CAAC,WAAW,CAAC,GAAG;AAClB,gBAAA,QAAQ,EAAEF,MAAI,CAAC,OAAO,EAA8B;AACpD,gBAAA,QAAQ,EAAEE,QAAM,CAAC,OAAO,EAAsC;aAC/D,CAAC;AACJ,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;AAIG;IACI,OAAO,GAAA;QACZ,MAAM,IAAI,GAAG,EAAa,CAAC;AAE3B,QAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,cAAc,KAAI;YACtD,MAAM,QAAQ,GAAG,cAAkC,CAAC;YACpD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;;YAGxC,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;;YAGDF,MAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAClBE,QAAM,CAAC,QAAQ,EAAE,CAAC;YAElB,MAAM,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;AAC1C,YAAA,IAAI,SAAS,KAAT,IAAA,IAAA,SAAS,uBAAT,SAAS,CAAE,QAAQ,EAAE;gBACvBF,MAAI,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,MAAM,EAAE,CAAC;AAC7C,aAAA;AACD,YAAA,IAAI,SAAS,KAAT,IAAA,IAAA,SAAS,uBAAT,SAAS,CAAE,QAAQ,EAAE;gBACvB,gBAAgB,CAACE,QAAM,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC;AACxD,aAAA;;AAGD,YAAAF,MAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACxB,YAAAE,QAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;;YAGpC,IAAI,CAAC,QAAQ,CAAC,GAAG;AACf,gBAAA,QAAQ,EAAEF,MAAI,CAAC,OAAO,EAA8B;AACpD,gBAAA,QAAQ,EAAEE,QAAM,CAAC,OAAO,EAAsC;aAC/D,CAAC;AACJ,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;;;;AAOG;AACI,IAAA,OAAO,CAAC,UAAmB,EAAA;AAChC,QAAA,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,cAAc,EAAE,KAAK,CAAC,KAAI;YAC7D,MAAM,QAAQ,GAAG,cAAkC,CAAC;YACpD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;;YAGxC,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;YAED,MAAM,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC1C,IAAI,CAAC,SAAS,EAAE;;gBAEd,OAAO;AACR,aAAA;;AAGD,YAAA,IAAI,KAAK,KAAL,IAAA,IAAA,KAAK,uBAAL,KAAK,CAAE,QAAQ,EAAE;gBACnB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;gBAExC,IAAI,SAAS,CAAC,QAAQ,EAAE;AACtB,oBAAA,IAAI,CAAC,QAAQ,CAAC,GAAG,CAACF,MAAI,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC;AACvD,iBAAA;AACF,aAAA;AAED,YAAA,IAAI,KAAK,KAAL,IAAA,IAAA,KAAK,uBAAL,KAAK,CAAE,QAAQ,EAAE;gBACnB,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;gBAE1C,IAAI,SAAS,CAAC,QAAQ,EAAE;AACtB,oBAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAACE,QAAM,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC;AAChE,iBAAA;AACF,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AAED;;AAEG;IACI,SAAS,GAAA;AACd,QAAA,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAI;YACzD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,QAA4B,CAAC,CAAC;YAE5D,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;AAED,YAAA,IAAI,IAAI,KAAJ,IAAA,IAAA,IAAI,uBAAJ,IAAI,CAAE,QAAQ,EAAE;gBAClB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACxC,aAAA;AAED,YAAA,IAAI,IAAI,KAAJ,IAAA,IAAA,IAAI,uBAAJ,IAAI,CAAE,QAAQ,EAAE;gBAClB,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AAC1C,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AAED;;;;AAIG;AACI,IAAA,OAAO,CAAC,IAAsB,EAAA;;QACnC,OAAO,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,SAAS,CAAC;KAC3C;AAED;;;;AAIG;AACI,IAAA,WAAW,CAAC,IAAsB,EAAA;;AACvC,QAAA,OAAO,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,IAAI,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;KAC5C;AACF;;ACzLD,MAAMF,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAME,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,aAAa,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAE1C;;AAEG;AACG,MAAO,cAAe,SAAQ,MAAM,CAAA;IAC9B,OAAO,gBAAgB,CAAC,QAAgB,EAAA;AAMhD,QAAA,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;AAClC,QAAA,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;;QAG7B,MAAM,kBAAkB,GAAuD,EAAE,CAAC;QAElF,MAAM,aAAa,GAA0D,EAAE,CAAC;QAChF,MAAM,oBAAoB,GAA0D,EAAE,CAAC;AAEvF,QAAA,gBAAgB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;YACpC,MAAM,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;AAEhD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,MAAM,iBAAiB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAC9C,gBAAA,MAAM,iBAAiB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEjD,gBAAA,QAAQ,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;gBACxC,QAAQ,CAAC,WAAW,CAAC,SAAS,CAAC,iBAAiB,EAAE,iBAAiB,EAAEF,MAAI,CAAC,CAAC;AAE3E,gBAAA,kBAAkB,CAAC,QAAQ,CAAC,GAAG,iBAAiB,CAAC;gBAEjD,aAAa,CAAC,QAAQ,CAAC,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;AAEtD,gBAAA,MAAM,mBAAmB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACnD,gBAAA,CAAA,EAAA,GAAA,QAAQ,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,WAAW,CAAC,SAAS,CAACA,MAAI,EAAE,mBAAmB,EAAEA,MAAI,CAAC,CAAC;AACxE,gBAAA,oBAAoB,CAAC,QAAQ,CAAC,GAAG,mBAAmB,CAAC;AACtD,aAAA;AACH,SAAC,CAAC,CAAC;;QAGH,MAAM,QAAQ,GAA2B,EAAE,CAAC;AAC5C,QAAA,gBAAgB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;YACpC,MAAM,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;AAEhD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,MAAM,iBAAiB,GAAG,kBAAkB,CAAC,QAAQ,CAAkB,CAAC;;gBAGxE,IAAI,eAAe,GAA4B,QAAQ,CAAC;AACxD,gBAAA,IAAI,uBAAkD,CAAC;gBACvD,OAAO,uBAAuB,IAAI,IAAI,EAAE;AACtC,oBAAA,eAAe,GAAG,qBAAqB,CAAC,eAAe,CAAC,CAAC;oBACzD,IAAI,eAAe,IAAI,IAAI,EAAE;wBAC3B,MAAM;AACP,qBAAA;AACD,oBAAA,uBAAuB,GAAG,kBAAkB,CAAC,eAAe,CAAC,CAAC;AAC/D,iBAAA;;AAGD,gBAAA,MAAM,WAAW,GAAG,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;gBACzC,WAAW,CAAC,IAAI,GAAG,aAAa,GAAG,QAAQ,CAAC,IAAI,CAAC;AAEjD,gBAAA,MAAM,iBAAiB,IAAI,eAAe,GAAG,CAAA,EAAA,GAAA,QAAQ,CAAC,eAAe,CAAC,0CAAE,IAAI,GAAG,IAAI,CAAmB,CAAC;AAEvG,gBAAA,iBAAiB,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC;AACnC,gBAAA,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;AAC7C,gBAAA,IAAI,uBAAuB,EAAE;AAC3B,oBAAA,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,uBAAuB,CAAC,CAAC;AACnD,iBAAA;gBAED,QAAQ,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC5C,aAAA;AACH,SAAC,CAAC,CAAC;QAEH,OAAO;AACL,YAAA,QAAQ,EAAE,QAAyB;YACnC,IAAI;YACJ,oBAAoB;YACpB,aAAa;SACd,CAAC;KACH;AAOD,IAAA,WAAA,CAAmB,QAAgB,EAAA;AACjC,QAAA,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,oBAAoB,EAAE,aAAa,EAAE,GAAG,cAAc,CAAC,gBAAgB,CAAC,QAAQ,CAAC,CAAC;QAE1G,KAAK,CAAC,QAAQ,CAAC,CAAC;AAEhB,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACjB,QAAA,IAAI,CAAC,qBAAqB,GAAG,oBAAoB,CAAC;AAClD,QAAA,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;KACrC;AAED;;AAEG;IACI,MAAM,GAAA;AACX,QAAA,gBAAgB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;YACpC,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;YAErD,IAAI,QAAQ,IAAI,IAAI,EAAE;gBACpB,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAE,CAAC;gBAChD,MAAM,mBAAmB,GAAG,IAAI,CAAC,qBAAqB,CAAC,QAAQ,CAAE,CAAC;gBAClE,MAAM,sBAAsB,GAAGE,QAAM,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC,MAAM,EAAE,CAAC;gBACzE,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAE,CAAC;AAEpD,gBAAA,QAAQ,CAAC,UAAU;AAChB,qBAAA,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC;qBAC5B,QAAQ,CAAC,mBAAmB,CAAC;qBAC7B,WAAW,CAAC,sBAAsB,CAAC;qBACnC,QAAQ,CAAC,YAAY,CAAC,CAAC;;gBAG1B,IAAI,QAAQ,KAAK,MAAM,EAAE;oBACvB,MAAM,iBAAiB,GAAG,WAAW,CAAC,gBAAgB,CAAC,aAAa,CAAC,CAAC;oBACtE,QAAQ,CAAC,MAAO,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;AAChD,oBAAA,MAAM,iBAAiB,GAAG,QAAQ,CAAC,MAAO,CAAC,WAAW,CAAC;oBACvD,MAAM,aAAa,GAAG,iBAAiB,CAAC,YAAY,CAAC,iBAAiB,CAAC,MAAM,EAAE,CAAC,CAAC;AACjF,oBAAA,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;AACvC,iBAAA;AACF,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AACF;;AClID;;AAEG;MACU,WAAW,CAAA;AAmBtB;;AAEG;AACH,IAAA,IAAW,QAAQ,GAAA;AACjB,QAAA,OAAO,CAAC,IAAI,CAAC,4FAA4F,CAAC,CAAC;QAE3G,OAAO,IAAI,CAAC,WAAW,CAAC;KACzB;AAED;;;AAGG;AACH,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC;KACrC;AAED;;;AAGG;AACH,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,QAAQ,CAAC;KAC5C;AAED;;AAEG;AACH,IAAA,IAAW,UAAU,GAAA;;AAEnB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC;KACvC;AAED;;AAEG;AACH,IAAA,IAAW,aAAa,GAAA;AACtB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC;KACvC;AAED;;AAEG;AACH,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,UAAU,CAAC;KAC9C;AAED;;AAEG;AACH,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC;KACxC;AAED;;;;AAIG;IACH,WAAmB,CAAA,UAAyB,EAAE,OAA4C,EAAA;;AACxF,QAAA,IAAI,CAAC,oBAAoB,GAAG,CAAA,EAAA,GAAA,OAAO,KAAA,IAAA,IAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,oBAAoB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,CAAC,UAAU,CAAC,CAAC;QAC7C,IAAI,CAAC,qBAAqB,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;KACtE;AAED;;;;AAIG;AACI,IAAA,IAAI,CAAC,MAAmB,EAAA;AAC7B,QAAA,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;QACxD,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QACpD,IAAI,CAAC,qBAAqB,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;AAErE,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;AAGG;IACI,KAAK,GAAA;QACV,OAAO,IAAI,WAAW,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE,oBAAoB,EAAE,IAAI,CAAC,oBAAoB,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KACzG;AAED;;AAEG;IACI,eAAe,GAAA;AACpB,QAAA,OAAO,CAAC,IAAI,CACV,uHAAuH,CACxH,CAAC;AAEF,QAAA,OAAO,IAAI,CAAC,kBAAkB,EAAE,CAAC;KAClC;AAED;;;;AAIG;IACI,kBAAkB,GAAA;AACvB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,CAAC;KAC9C;AAED;;;;AAIG;IACI,yBAAyB,GAAA;AAC9B,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,eAAe,EAAE,CAAC;KACrD;AAED;;AAEG;IACI,OAAO,GAAA;AACZ,QAAA,OAAO,CAAC,IAAI,CAAC,+FAA+F,CAAC,CAAC;AAE9G,QAAA,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;KAC1B;AAED;;;;AAIG;IACI,UAAU,GAAA;AACf,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;KACtC;AAED;;;;AAIG;IACI,iBAAiB,GAAA;AACtB,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,EAAE,CAAC;KAC7C;AAED;;AAEG;AACI,IAAA,OAAO,CAAC,UAAmB,EAAA;AAChC,QAAA,OAAO,CAAC,IAAI,CAAC,+FAA+F,CAAC,CAAC;AAE9G,QAAA,OAAO,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;KACpC;AAED;;;;;;;;;AASG;AACI,IAAA,UAAU,CAAC,UAAmB,EAAA;QACnC,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;KAChD;AAED;;;;;;;AAOG;AACI,IAAA,iBAAiB,CAAC,UAAmB,EAAA;QAC1C,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;KACvD;AAED;;AAEG;IACI,SAAS,GAAA;AACd,QAAA,OAAO,CAAC,IAAI,CAAC,qGAAqG,CAAC,CAAC;AAEpH,QAAA,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC;KAC5B;AAED;;;;AAIG;IACI,YAAY,GAAA;AACjB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;KACxC;AAED;;AAEG;IACI,mBAAmB,GAAA;AACxB,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,SAAS,EAAE,CAAC;KAC/C;AAED;;AAEG;AACI,IAAA,OAAO,CAAC,IAAsB,EAAA;AACnC,QAAA,OAAO,CAAC,IAAI,CAAC,+FAA+F,CAAC,CAAC;AAE9G,QAAA,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;KAC9B;AAED;;;;AAIG;AACI,IAAA,UAAU,CAAC,IAAsB,EAAA;QACtC,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;KAC1C;AAED;;;;AAIG;AACI,IAAA,iBAAiB,CAAC,IAAsB,EAAA;QAC7C,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;KACjD;AAED;;AAEG;AACI,IAAA,WAAW,CAAC,IAAsB,EAAA;AACvC,QAAA,OAAO,CAAC,IAAI,CACV,2GAA2G,CAC5G,CAAC;AAEF,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;KAClC;AAED;;;;AAIG;AACI,IAAA,cAAc,CAAC,IAAsB,EAAA;QAC1C,OAAO,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;KAC9C;AAED;;;;AAIG;AACI,IAAA,qBAAqB,CAAC,IAAsB,EAAA;QACjD,OAAO,IAAI,CAAC,qBAAqB,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;KACrD;AAED;;;;AAIG;IACI,MAAM,GAAA;QACX,IAAI,IAAI,CAAC,oBAAoB,EAAE;AAC7B,YAAA,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC;AACrC,SAAA;KACF;AACF;;AC1SD;AAEa,MAAA,wBAAwB,GAAG;AACtC,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;;;ACNxB;;AAEG;AACH,MAAMH,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;AACH,MAAM,gBAAgB,GAAqE;AACzF,IAAA,iBAAiB,EAAE,qBAAqB;AACxC,IAAA,qBAAqB,EAAE,mBAAmB;AAC1C,IAAA,kBAAkB,EAAE,sBAAsB;AAC1C,IAAA,sBAAsB,EAAE,oBAAoB;CAC7C,CAAC;AAEF;;AAEG;MACU,uBAAuB,CAAA;AAYlC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,yBAAyB,CAAC;KAClC;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAwC,EAAA;AAC7E,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;QACtC,IAAI,CAAC,oBAAoB,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,oBAAoB,CAAC;KAC3D;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SACtD,CAAA,CAAA;AAAA,KAAA;AAED;;;;AAIG;AACW,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,0DAA0D,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACvF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,cAAc,GAAG,SAAS,CAAC,QAAQ,CAAC;YAC1C,IAAI,CAAC,cAAc,EAAE;AACnB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED;;;;AAIG;YACH,MAAM,uBAAuB,GAC1B,cAAc,CAAC,UAAkB,CAAC,qBAAqB,IAAI,IAAI;AAC/D,gBAAA,cAAc,CAAC,UAAkB,CAAC,sBAAsB,IAAI,IAAI,CAAC;YAEpE,MAAM,UAAU,GAA2B,EAAE,CAAC;AAC9C,YAAA,IAAI,cAAc,CAAC,UAAU,IAAI,IAAI,EAAE;gBACrC,MAAM,OAAO,CAAC,GAAG,CACf,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAO,CAAC,cAAc,EAAE,eAAe,CAAC,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;oBACxF,IAAI,QAAQ,GAAG,cAAmD,CAAC;AACnE,oBAAA,MAAM,KAAK,GAAG,eAAe,CAAC,IAAI,CAAC;;AAGnC,oBAAA,IAAI,uBAAuB,EAAE;AAC3B,wBAAA,MAAM,aAAa,GAAG,gBAAgB,CAAC,QAAQ,CAAC,CAAC;wBACjD,IAAI,aAAa,IAAI,IAAI,EAAE;4BACzB,QAAQ,GAAG,aAAa,CAAC;AAC1B,yBAAA;AACF,qBAAA;AAED,oBAAA,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;;oBAG5D,IAAI,IAAI,IAAI,IAAI,EAAE;wBAChB,OAAO,CAAC,IAAI,CAAC,CAAA,uCAAA,EAA0C,QAAQ,CAAa,UAAA,EAAA,KAAK,CAAkB,gBAAA,CAAA,CAAC,CAAC;wBACrG,OAAO;AACR,qBAAA;;AAGD,oBAAA,UAAU,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;iBACjC,CAAA,CAAC,CACH,CAAC;AACH,aAAA;YAED,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,UAAU,CAAC,EAAE;gBAC3E,oBAAoB,EAAE,IAAI,CAAC,oBAAoB;AAChD,aAAA,CAAC,CAAC;YACH,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,QAAQ,CAAC,wBAAwB,CAAC,CAAC;YAElD,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,gBAAA,MAAM,MAAM,GAAG,IAAI,iBAAiB,CAAC,QAAQ,CAAC,CAAC;AAC/C,gBAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBAC5B,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAClD,aAAA;AAED,YAAA,OAAO,QAAQ,CAAC;;AACjB,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;YAElD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,cAAc,GAA+B,MAAM,CAAC,QAAQ,CAAC;YACnE,IAAI,CAAC,cAAc,EAAE;AACnB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,UAAU,GAA2B,EAAE,CAAC;AAC9C,YAAA,IAAI,cAAc,CAAC,UAAU,IAAI,IAAI,EAAE;AACrC,gBAAA,MAAM,OAAO,CAAC,GAAG,CACf,cAAc,CAAC,UAAU,CAAC,GAAG,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;AAC3C,oBAAA,MAAM,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC;AAC3B,oBAAA,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC;AAExB,oBAAA,IAAI,QAAQ,IAAI,IAAI,IAAI,KAAK,IAAI,IAAI,EAAE;wBACrC,OAAO;AACR,qBAAA;AAED,oBAAA,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;;oBAG5D,IAAI,IAAI,IAAI,IAAI,EAAE;wBAChB,OAAO,CAAC,IAAI,CAAC,CAAA,uCAAA,EAA0C,QAAQ,CAAa,UAAA,EAAA,KAAK,CAAkB,gBAAA,CAAA,CAAC,CAAC;wBACrG,OAAO;AACR,qBAAA;;AAGD,oBAAA,MAAM,aAAa,GAAG,gBAAgB,CAAC,QAAQ,CAAC,CAAC;oBACjD,MAAM,WAAW,IAAI,aAAa,KAAA,IAAA,IAAb,aAAa,KAAA,KAAA,CAAA,GAAb,aAAa,GAAI,QAAQ,CAAsC,CAAC;;;AAIrF,oBAAA,IAAI,UAAU,CAAC,WAAW,CAAC,IAAI,IAAI,EAAE;wBACnC,OAAO,CAAC,IAAI,CACV,CAAA,0BAAA,EAA6B,WAAW,CAAsB,mBAAA,EAAA,KAAK,CAAiC,+BAAA,CAAA,CACrG,CAAC;wBACF,OAAO;AACR,qBAAA;;AAGD,oBAAA,UAAU,CAAC,WAAW,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;iBACpC,CAAA,CAAC,CACH,CAAC;AACH,aAAA;YAED,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,UAAU,CAAC,EAAE;gBAC3E,oBAAoB,EAAE,IAAI,CAAC,oBAAoB;AAChD,aAAA,CAAC,CAAC;YACH,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,QAAQ,CAAC,wBAAwB,CAAC,CAAC;YAElD,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,gBAAA,MAAM,MAAM,GAAG,IAAI,iBAAiB,CAAC,QAAQ,CAAC,CAAC;AAC/C,gBAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBAC5B,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAClD,aAAA;AAED,YAAA,OAAO,QAAQ,CAAC;;AACjB,KAAA;AAED;;;;AAIG;AACK,IAAA,yBAAyB,CAAC,UAAkC,EAAA;;QAElE,MAAM,oBAAoB,GAAG,MAAM,CAAC,MAAM,CAAC,wBAAwB,CAAC,CAAC,MAAM,CACzE,CAAC,gBAAgB,KAAK,UAAU,CAAC,gBAAgB,CAAC,IAAI,IAAI,CAC3D,CAAC;;AAGF,QAAA,IAAI,oBAAoB,CAAC,MAAM,GAAG,CAAC,EAAE;AACnC,YAAA,MAAM,IAAI,KAAK,CACb,CAAA,0EAAA,EAA6E,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAE,CAAA,CAC/G,CAAC;AACH,SAAA;AAED,QAAA,OAAO,UAA2B,CAAC;KACpC;AACF;;AC5OY,MAAA,iBAAkB,SAAQ,KAAK,CAAC,cAAc,CAAA;AAQzD,IAAA,WAAA,GAAA;AACE,QAAA,KAAK,EAAE,CAAC;QANF,IAAa,CAAA,aAAA,GAAG,CAAC,CAAC;QAClB,IAAc,CAAA,cAAA,GAAG,CAAC,CAAC;AAOzB,QAAA,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC;AACjB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,aAAa,GAAG,GAAG,CAAC;AACzB,QAAA,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAE1B,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACvE,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;AAE7C,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,WAAW,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACxE,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;AAEjC,QAAA,IAAI,IAAI,CAAC,aAAa,KAAK,IAAI,CAAC,KAAK,EAAE;AACrC,YAAA,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC;YAChC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,MAAM,EAAE;AACvC,YAAA,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC;YAClC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;AACpB,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,aAAa,CAAC;AAE1C,YAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AACxG,SAAA;AAED,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;AAC3B,YAAA,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;AAChD,SAAA;AAED,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;AC/DY,MAAA,2BAA4B,SAAQ,KAAK,CAAC,cAAc,CAAA;AAQnE,IAAA,WAAA,GAAA;AACE,QAAA,KAAK,EAAE,CAAC;AAER,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;QAE1B,IAAI,CAAC,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,YAAY,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAExC,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;AAE7C,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,WAAW,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;AACrE,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;AAEjC,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,MAAM,EAAE;AACvC,YAAA,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC;YAClC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;QAED,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;YACxC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAClC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,EAAE,CAAC;YAE/B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YACvD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AAC7D,SAAA;AAED,QAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;AAE9E,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;AAExF,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;AAExB,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;AACpC,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACrD,SAAA;QACD,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;AAEnC,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;ACxED,MAAMG,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMH,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEjC,MAAM,aAAa,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;AAC3C,MAAM,YAAY,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,aAAa,CAAC,CAAC;AAC/E,MAAM,eAAe,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAE5C,MAAA,eAAgB,SAAQ,KAAK,CAAC,KAAK,CAAA;AAM9C,IAAA,WAAA,CAAmB,MAAiB,EAAA;AAClC,QAAA,KAAK,EAAE,CAAC;AACR,QAAA,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAE9B,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC;AAExB,QAAA;AACE,YAAA,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACzC,YAAA,QAAQ,CAAC,MAAM,GAAG,GAAG,CAAC;AAEtB,YAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,gBAAA,KAAK,EAAE,QAAQ;AACf,gBAAA,WAAW,EAAE,IAAI;AACjB,gBAAA,OAAO,EAAE,GAAG;gBACZ,IAAI,EAAE,KAAK,CAAC,UAAU;AACtB,gBAAA,SAAS,EAAE,KAAK;AAChB,gBAAA,UAAU,EAAE,KAAK;AAClB,aAAA,CAAC,CAAC;AAEH,YAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AACrD,YAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;AAC3B,SAAA;AAED,QAAA;AACE,YAAA,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACzC,YAAA,QAAQ,CAAC,MAAM,GAAG,GAAG,CAAC;AAEtB,YAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,gBAAA,KAAK,EAAE,QAAQ;AACf,gBAAA,WAAW,EAAE,IAAI;AACjB,gBAAA,OAAO,EAAE,GAAG;gBACZ,IAAI,EAAE,KAAK,CAAC,UAAU;AACtB,gBAAA,SAAS,EAAE,KAAK;AAChB,gBAAA,UAAU,EAAE,KAAK;AAClB,aAAA,CAAC,CAAC;AAEH,YAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACzB,SAAA;AAED,QAAA;AACE,YAAA,MAAM,QAAQ,GAAG,IAAI,2BAA2B,EAAE,CAAC;AACnD,YAAA,QAAQ,CAAC,MAAM,GAAG,GAAG,CAAC;AAEtB,YAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,gBAAA,KAAK,EAAE,QAAQ;AACf,gBAAA,SAAS,EAAE,KAAK;AAChB,gBAAA,UAAU,EAAE,KAAK;AAClB,aAAA,CAAC,CAAC;AAEH,YAAA,IAAI,CAAC,WAAW,GAAG,IAAI,KAAK,CAAC,YAAY,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AAC9D,YAAA,IAAI,CAAC,WAAW,CAAC,aAAa,GAAG,KAAK,CAAC;AACvC,YAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;AAC5B,SAAA;KACF;IAEM,OAAO,GAAA;AACZ,QAAA,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACjC,QAAA,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAEjC,QAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACnC,QAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAEnC,QAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACpC,QAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;KACrC;AAEM,IAAA,iBAAiB,CAAC,KAAc,EAAA;;AAErC,QAAA,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC;QACzD,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,GAAG,CAAC;AACnC,QAAA,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;AAEhC,QAAA,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC;QAC7D,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC;AACvC,QAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;;AAGlC,QAAA,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAACD,MAAI,CAAC,CAAC;AAC5C,QAAA,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAACE,QAAM,CAAC,CAAC;;AAGhD,QAAAA,QAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAACC,QAAM,CAAC,CAAC,CAAC;;QAG/D,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAACH,MAAI,CAAC,CAAC;QAClC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,IAAI,CAACE,QAAM,CAAC,CAAC;QAEtC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAACF,MAAI,CAAC,CAAC;QACpC,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,IAAI,CAACE,QAAM,CAAC,CAAC;AACxC,QAAA,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,QAAQ,CAACC,QAAM,CAAC,gBAAgB,CAAC,eAAe,EAAE,GAAG,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;;QAGlD,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC;AAC9C,QAAA,IAAI,MAAM,IAAI,IAAI,IAAI,UAAU,EAAE;YAChC,MAAM,CAAC,gBAAgB,CAACF,MAAI,CAAC,CAAC,GAAG,CAACD,MAAI,CAAC,CAAC;YACxC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAACC,MAAI,CAAC,CAAC;AAC1C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;YACnC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,IAAI,CAACD,MAAI,CAAC,CAAC;AACtC,SAAA;;AAGD,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;AC3HD,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEnC;;;;;;;AAOG;AACa,SAAA,sBAAsB,CAAC,MAAsB,EAAE,GAAqB,EAAA;IAClF,MAAM,CAAC,WAAW,CAAC,SAAS,CAAC,SAAS,EAAE,GAAG,EAAE,MAAM,CAAC,CAAC;AACrD,IAAA,OAAO,GAAG,CAAC;AACb;;ACdA;;;;;;;;;;AAUG;AACG,SAAU,mBAAmB,CAAC,MAAqB,EAAA;IACvD,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACvH;;ACfA;;;;;;;;;AASG;AACG,SAAU,aAAa,CAAC,KAAa,EAAA;AACzC,IAAA,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;IACpD,OAAO,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC;AAC3C;;ACLA,MAAMI,iBAAe,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAEzD,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMF,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAME,SAAO,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;AAElC;;AAEG;MACU,SAAS,CAAA;AA8CpB;;AAEG;AACH,IAAA,IAAW,GAAG,GAAA;QACZ,OAAO,IAAI,CAAC,IAAI,CAAC;KAClB;AAED;;AAEG;IACH,IAAW,GAAG,CAAC,KAAa,EAAA;AAC1B,QAAA,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC;AAClB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAOD;;AAEG;AACH,IAAA,IAAW,KAAK,GAAA;QACd,OAAO,IAAI,CAAC,MAAM,CAAC;KACpB;AAED;;AAEG;IACH,IAAW,KAAK,CAAC,KAAa,EAAA;AAC5B,QAAA,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACpB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAYD;;AAEG;AACH,IAAA,IAAW,KAAK,GAAA;AACd,QAAA,OAAO,CAAC,IAAI,CAAC,yDAAyD,CAAC,CAAC;QAExE,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,CAAC;KACzC;AAED;;;;;AAKG;IACH,WAAmB,CAAA,QAAqB,EAAE,OAAyB,EAAA;AAvGnE;;AAEG;AACI,QAAA,IAAA,CAAA,kBAAkB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAYhD;;;;;AAKG;QACI,IAAU,CAAA,UAAA,GAAG,IAAI,CAAC;AAUzB;;;;AAIG;AACI,QAAA,IAAA,CAAA,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAoElD,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AAEvB,QAAA,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AAChB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAEzB,QAAA,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,wBAAwB,CAAC,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,CAAC;KACvF;AAED;;;;;AAKG;AACI,IAAA,QAAQ,CAAC,MAAmB,EAAA;AACjC,QAAA,OAAO,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;KAC3G;AAED;;;;;;AAMG;AACI,IAAA,IAAI,CAAC,MAAiB,EAAA;AAC3B,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,EAAE;AACrC,YAAA,MAAM,IAAI,KAAK,CAAC,mDAAmD,CAAC,CAAC;AACtE,SAAA;QAED,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,CAAC;AACxD,QAAA,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAC9B,QAAA,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACpC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;QAC5B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;AAEtC,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;AAIG;IACI,KAAK,GAAA;AACV,QAAA,OAAO,IAAI,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KAC9D;AAED;;AAEG;IACI,KAAK,GAAA;AACV,QAAA,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AAChB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAED;;;;AAIG;AACI,IAAA,sBAAsB,CAAC,MAAqB,EAAA;QACjD,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAE,CAAC;AAEnD,QAAA,OAAO,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;KAC5E;AAED;;;;;AAKG;AACI,IAAA,wBAAwB,CAAC,MAAwB,EAAA;QACtD,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAE,CAAC;AAEnD,QAAA,OAAO,sBAAsB,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;KAC7C;AAED;;;;AAIG;AACI,IAAA,sBAAsB,CAAC,MAAwB,EAAA;QACpD,IAAI,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAACD,iBAAe,CAAC,GAAG,IAAI,EAAE;YAC5D,OAAO,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC,MAAM,EAAE,CAAC;AAC5D,SAAA;AAED,QAAA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;AAClF,QAAAC,SAAO,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,gBAAgB,EAAE,iBAAiB,EAAE,KAAK,CAAC,CAAC;QAE7E,OAAO,MAAM,CAAC,YAAY,CAACA,SAAO,CAAC,CAAC,WAAW,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;KACtG;AAED;;;;AAIG;AACI,IAAA,uBAAuB,CAAC,MAAqB,EAAA;AAClD,QAAA,IAAI,CAAC,wBAAwB,CAACF,QAAM,CAAC,CAAC;AACtC,QAAA,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;AAEpC,QAAA,OAAO,MAAM;aACV,IAAI,CAACC,iBAAe,CAAC;aACrB,eAAe,CAACD,QAAM,CAAC;aACvB,eAAe,CAAC,MAAM,CAAC;aACvB,UAAU,CAAC,IAAI,CAAC,QAAQ,CAACE,SAAO,CAAC,CAAC,CAAC;KACvC;AAED;;;;;;;;AAQG;AACI,IAAA,MAAM,CAAC,QAAuB,EAAA;;QAEnC,MAAM,cAAc,GAAGH,QAAM;AAC1B,aAAA,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC;aACnC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,wBAAwB,CAACC,QAAM,CAAC,CAAC,CAAC,CAAC;QACrE,MAAM,OAAO,GAAG,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAClD,MAAM,SAAS,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,SAAS,EAAE,CAAC;;AAG/F,QAAA,MAAM,CAAC,WAAW,EAAE,YAAY,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACxE,MAAM,CAAC,SAAS,EAAE,UAAU,CAAC,GAAG,mBAAmB,CAAC,SAAS,CAAC,CAAC;QAC/D,MAAM,GAAG,GAAG,aAAa,CAAC,SAAS,GAAG,WAAW,CAAC,CAAC;QACnD,MAAM,KAAK,GAAG,aAAa,CAAC,YAAY,GAAG,UAAU,CAAC,CAAC;;QAGvD,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,GAAG,CAAC;QAC1C,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;AAE9C,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAED;;;;;AAKG;AACI,IAAA,MAAM,CAAC,KAAa,EAAA;QACzB,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,IAAI,IAAI,CAAC,UAAU,EAAE;AAC1C,YAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC;AACjD,SAAA;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;AACrB,YAAA,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAE1B,YAAA,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;AACpD,SAAA;KACF;;AA1QsB,SAAA,CAAA,WAAW,GAAG,KAAK,CAAC;;AChB7C,MAAM,eAAe,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAEzD,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,OAAO,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;AAEtD;;;AAGG;MACU,oBAAoB,CAAA;AA0D/B;;;;;;;;AAQG;IACH,WACE,CAAA,QAAqB,EACrB,uBAA0C,EAC1C,uBAA0C,EAC1C,oBAAuC,EACvC,kBAAqC,EAAA;AAErC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAEzB,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;AACjD,QAAA,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAE7C,QAAA,IAAI,CAAC,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;;QAGlD,IAAI,CAAC,gBAAgB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC/C,IAAI,CAAC,iBAAiB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAChD,IAAI,CAAC,2BAA2B,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC1D,IAAI,CAAC,4BAA4B,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAE3D,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QACxD,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC;AAE1D,QAAA,IAAI,OAAO,EAAE;YACX,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;YAC/C,sBAAsB,CAAC,OAAO,CAAC,MAAO,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;AAC3E,SAAA;AAED,QAAA,IAAI,QAAQ,EAAE;YACZ,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;YACjD,sBAAsB,CAAC,QAAQ,CAAC,MAAO,EAAE,IAAI,CAAC,4BAA4B,CAAC,CAAC;AAC7E,SAAA;KACF;AAED;;;;;AAKG;IACI,aAAa,CAAC,GAAW,EAAE,KAAa,EAAA;QAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QACxD,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC;QAC1D,MAAM,iBAAiB,GAAG,IAAI,CAAC,QAAQ,CAAC,qBAAqB,CAAC,SAAS,CAAC,CAAC;QACzE,MAAM,kBAAkB,GAAG,IAAI,CAAC,QAAQ,CAAC,qBAAqB,CAAC,UAAU,CAAC,CAAC;;AAE3E,QAAA,IAAI,OAAO,EAAE;YACX,IAAI,KAAK,GAAG,GAAG,EAAE;AACf,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAC9E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;AACb,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;AAC/E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC7E,aAAA;AAED,YAAA,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AAC7B,YAAA,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;;;;YAKpC,iBAAkB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC;AAEtF,YAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;;;AAI9C,YAAA,OAAO,CAAC,UAAU;AACf,iBAAA,IAAI,CAAC,iBAAkB,CAAC,UAAU,CAAC;iBACnC,QAAQ,CAAC,MAAM,CAAC;AAChB,iBAAA,WAAW,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5B,iBAAA,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;AACpC,SAAA;;AAGD,QAAA,IAAI,QAAQ,EAAE;YACZ,IAAI,KAAK,GAAG,GAAG,EAAE;AACf,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAC9E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;AACb,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;AAC/E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC7E,aAAA;AAED,YAAA,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AAC7B,YAAA,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;;;;YAKpC,kBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC;AAEvF,YAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;;;AAI/C,YAAA,QAAQ,CAAC,UAAU;AAChB,iBAAA,IAAI,CAAC,kBAAmB,CAAC,UAAU,CAAC;iBACpC,QAAQ,CAAC,MAAM,CAAC;AAChB,iBAAA,WAAW,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5B,iBAAA,QAAQ,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;AACrC,SAAA;KACF;AAED;;AAEG;AACI,IAAA,MAAM,CAAC,KAAkB,EAAA;AAC9B,QAAA,OAAO,CAAC,IAAI,CAAC,oEAAoE,CAAC,CAAC;QAEnF,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QAC9C,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;AAEhD,QAAA,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;KAChC;AAED;;;;AAIG;AACK,IAAA,sBAAsB,CAAC,MAAwB,EAAA;QACrD,IAAI,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,eAAe,CAAC,GAAG,IAAI,EAAE;AAC5D,YAAA,OAAO,MAAM,CAAC,QAAQ,EAAE,CAAC;AAC1B,SAAA;AAED,QAAA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;AAClF,QAAA,OAAO,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,gBAAgB,EAAE,iBAAiB,EAAE,KAAK,CAAC,CAAC;AAE7E,QAAA,OAAO,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;KACrC;;AA9MD;;AAEG;AACoB,oBAAI,CAAA,IAAA,GAAG,MAAM;;AChBtC;;;AAGG;MACU,0BAA0B,CAAA;AAgCrC;;;;;;;;AAQG;IACH,WACE,CAAA,WAAiC,EACjC,uBAA0C,EAC1C,uBAA0C,EAC1C,oBAAuC,EACvC,kBAAqC,EAAA;AAErC,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AAE/B,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;AACjD,QAAA,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;KAC9C;AAED;;;;;AAKG;IACI,aAAa,CAAC,GAAW,EAAE,KAAa,EAAA;QAC7C,IAAI,KAAK,GAAG,GAAG,EAAE;YACf,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,GAAG,CAAC,CAAC;AAC3C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;AAC1E,SAAA;AAAM,aAAA;YACL,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC;AACzC,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC;AAC7E,SAAA;QAED,IAAI,GAAG,GAAG,GAAG,EAAE;YACb,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,GAAG,CAAC,CAAC;AAC3C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;AAChF,SAAA;AAAM,aAAA;YACL,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,CAAC,CAAC;AAC5C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC9E,SAAA;KACF;AAED;;AAEG;AACI,IAAA,MAAM,CAAC,KAAkB,EAAA;AAC9B,QAAA,OAAO,CAAC,IAAI,CAAC,oEAAoE,CAAC,CAAC;QAEnF,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QAC9C,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;AAEhD,QAAA,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;KAChC;;AAzFD;;AAEG;AACoB,0BAAI,CAAA,IAAA,GAAG,YAAY;;MCX/B,iBAAiB,CAAA;AAY5B;;;;;AAKG;IACH,WAAmB,CAAA,aAAqB,EAAE,WAAmB,EAAA;AAC3D,QAAA,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;AACnC,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;KAChC;AAED;;;AAGG;AACI,IAAA,GAAG,CAAC,GAAW,EAAA;AACpB,QAAA,OAAO,IAAI,CAAC,WAAW,GAAG,QAAQ,CAAC,GAAG,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC;KAC9D;AACF;;ACjBD;;AAEG;AACH,MAAMJ,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;;AAGG;AACH,MAAM,uBAAuB,GAAG,IAAI,CAAC;AAErC;;AAEG;MACU,qBAAqB,CAAA;AAUhC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,uBAAuB,CAAC;KAChC;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAsC,EAAA;AAC3E,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;KACvC;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAsC,CAAC;;;YAIzE,IAAI,WAAW,KAAK,IAAI,EAAE;gBACxB,OAAO;AACR,aAAA;iBAAM,IAAI,WAAW,KAAK,SAAS,EAAE;AACpC,gBAAA,MAAM,IAAI,KAAK,CAAC,gGAAgG,CAAC,CAAC;AACnH,aAAA;AAED,YAAA,MAAM,oBAAoB,GAAG,IAAI,CAAC,QAAQ,CAAC,oBAAwD,CAAC;YAEpG,IAAI,oBAAoB,KAAK,IAAI,EAAE;gBACjC,OAAO;AACR,aAAA;iBAAM,IAAI,oBAAoB,KAAK,SAAS,EAAE;AAC7C,gBAAA,MAAM,IAAI,KAAK,CACb,2GAA2G,CAC5G,CAAC;AACH,aAAA;AAED,YAAA,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,WAAW,EAAE,oBAAoB,CAAC,CAAC;SACvF,CAAA,CAAA;AAAA,KAAA;AAED;;;;;;AAMG;AACW,IAAA,OAAO,CACnB,IAAU,EACV,QAA4B,EAC5B,WAAwC,EAAA;;AAExC,YAAA,IAAI,QAAQ,IAAI,IAAI,IAAI,WAAW,IAAI,IAAI,EAAE;AAC3C,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;AACnE,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;AACnE,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CACrB,IAAU,EACV,QAAqB,EACrB,WAAiC,EAAA;;;AAEjC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,wDAAwD,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACrF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,YAAY,GAAG,SAAS,CAAC,MAAM,CAAC;YACtC,IAAI,CAAC,YAAY,EAAE;AACjB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,kBAAkB,GAAG,YAAY,CAAC,IAAI,KAAK,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC;AAE3E,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,uBAAuB,EAAE,kBAAkB,CAAC,CAAC;AAC/F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,uBAAuB,EAAE,kBAAkB,CAAC,CAAC;AAC/F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;AAC5F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,kBAAkB,EAAE,kBAAkB,CAAC,CAAC;AAE1F,YAAA,IAAI,OAAO,CAAC;AAEZ,YAAA,IAAI,YAAY,CAAC,IAAI,KAAK,YAAY,EAAE;AACtC,gBAAA,OAAO,GAAG,IAAI,0BAA0B,CAAC,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AACnF,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,GAAG,IAAI,oBAAoB,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;AAErD,YAAA,MAAM,CAAC,kBAAkB,CAAC,SAAS,CAAC,CAAA,EAAA,GAAA,YAAY,CAAC,kBAAkB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC;AAEzF,YAAA,OAAO,MAAM,CAAC;;AACf,KAAA;IAEO,iBAAiB,CACvB,cAAsD,EACtD,kBAA0B,EAAA;;AAE1B,QAAA,IAAI,aAAa,GAAG,CAAA,EAAA,GAAA,cAAc,KAAd,IAAA,IAAA,cAAc,KAAd,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,cAAc,CAAE,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;AAC1D,QAAA,MAAM,WAAW,GAAG,CAAA,EAAA,GAAA,cAAc,KAAd,IAAA,IAAA,cAAc,KAAd,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,cAAc,CAAE,WAAW,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,kBAAkB,CAAC;;;;QAKtE,IAAI,aAAa,GAAG,uBAAuB,EAAE;AAC3C,YAAA,OAAO,CAAC,IAAI,CACV,qGAAqG,CACtG,CAAC;YACF,aAAa,GAAG,uBAAuB,CAAC;AACzC,SAAA;AAED,QAAA,OAAO,IAAI,iBAAiB,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;KAC1D;AAEa,IAAA,SAAS,CACrB,IAAU,EACV,QAAqB,EACrB,WAAiC,EAAA;;;AAEjC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,MAAM,CAAC,WAAW,CAAC;YAC7C,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,kBAAkB,GAAG,iBAAiB,CAAC,cAAc,KAAK,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC;AAE1F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACnG,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACnG,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,kBAAkB,EAAE,kBAAkB,CAAC,CAAC;AAChG,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;AAE9F,YAAA,IAAI,OAAO,CAAC;AAEZ,YAAA,IAAI,iBAAiB,CAAC,cAAc,KAAK,YAAY,EAAE;AACrD,gBAAA,OAAO,GAAG,IAAI,0BAA0B,CAAC,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AACnF,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,GAAG,IAAI,oBAAoB,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAErD,IAAI,iBAAiB,CAAC,qBAAqB,EAAE;AAC3C,gBAAA,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAC3B,CAAA,EAAA,GAAA,iBAAiB,CAAC,qBAAqB,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,EAChD,MAAA,iBAAiB,CAAC,qBAAqB,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,EACjD,EAAE,CAAA,EAAA,GAAA,iBAAiB,CAAC,qBAAqB,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,CAAC,CACpD,CAAC;AACH,aAAA;AAAM,iBAAA;gBACL,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC/C,aAAA;;AAGD,YAAA,MAAM,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAErC,IAAI,OAAO,YAAY,oBAAoB,EAAE;AAC3C,gBAAA,OAAO,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACvC,aAAA;AAED,YAAA,OAAO,MAAM,CAAC;;AACf,KAAA;IAEO,kBAAkB,CACxB,eAAuD,EACvD,kBAA0B,EAAA;;QAE1B,MAAM,KAAK,GAAG,eAAe,KAAA,IAAA,IAAf,eAAe,KAAf,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,eAAe,CAAE,KAAK,CAAC;QACrC,IAAI,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,KAAK,mBAAmB,EAAE;AACjD,YAAA,OAAO,CAAC,IAAI,CAAC,gEAAgE,CAAC,CAAC;AAChF,SAAA;AAED,QAAA,IAAI,MAAM,GAAG,CAAA,EAAA,GAAA,eAAe,KAAf,IAAA,IAAA,eAAe,KAAf,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,eAAe,CAAE,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;AAC7C,QAAA,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,eAAe,KAAf,IAAA,IAAA,eAAe,KAAf,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,eAAe,CAAE,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,kBAAkB,CAAC;;;;QAK7D,IAAI,MAAM,GAAG,uBAAuB,EAAE;AACpC,YAAA,OAAO,CAAC,IAAI,CAAC,gGAAgG,CAAC,CAAC;YAC/G,MAAM,GAAG,uBAAuB,CAAC;AAClC,SAAA;AAED,QAAA,OAAO,IAAI,iBAAiB,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;KAC9C;IAEO,aAAa,CAAC,QAAqB,EAAE,OAAyB,EAAA;QACpE,MAAM,MAAM,GAAG,IAAI,SAAS,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;QAEhD,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,YAAA,MAAM,MAAM,GAAG,IAAI,eAAe,CAAC,MAAM,CAAC,CAAC;AAC3C,YAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YAC5B,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAClD,SAAA;AAED,QAAA,OAAO,MAAM,CAAC;KACf;AACF;;ACvQD;AAEA;;AAEG;AACU,MAAA,iBAAiB,GAAG;AAC/B,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,UAAU,EAAE,YAAY;;;ACP1B;;AAEG;AACa,SAAA,UAAU,CAAC,GAAW,EAAE,IAAY,EAAA;;AAElD,IAAA,IAAI,OAAO,GAAG,KAAK,QAAQ,IAAI,GAAG,KAAK,EAAE;AAAE,QAAA,OAAO,EAAE,CAAC;;AAGrD,IAAA,IAAI,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;QACjD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;AACrD,KAAA;;AAGD,IAAA,IAAI,kBAAkB,CAAC,IAAI,CAAC,GAAG,CAAC;AAAE,QAAA,OAAO,GAAG,CAAC;;AAG7C,IAAA,IAAI,eAAe,CAAC,IAAI,CAAC,GAAG,CAAC;AAAE,QAAA,OAAO,GAAG,CAAC;;AAG1C,IAAA,IAAI,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC;AAAE,QAAA,OAAO,GAAG,CAAC;;IAGvC,OAAO,IAAI,GAAG,GAAG,CAAC;AACpB;;ACZA;;AAEG;AACH,MAAM,sBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;MACU,mBAAmB,CAAA;AAuB9B,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,qBAAqB,CAAC;KAC9B;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAoC,EAAA;;AACzE,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,IAAI,CAAC,kBAAkB,GAAG,CAAA,EAAA,GAAA,OAAO,KAAA,IAAA,IAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,kBAAkB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;AAC9D,QAAA,IAAI,CAAC,iBAAiB,GAAG,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,+BAA+B,CAAC,CAAC;AACzF,QAAA,IAAI,CAAC,YAAY,GAAG,CAAA,EAAA,GAAA,OAAO,KAAA,IAAA,IAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,YAAY,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;KACnD;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SAClD,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,sDAAsD,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACnF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,UAAU,GAAG,SAAS,CAAC,IAAI,CAAC;YAClC,IAAI,CAAC,UAAU,EAAE;AACf,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;AAGD,YAAA,MAAM,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;YACzC,MAAM,oBAAoB,GAAG,IAAI,GAAG,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;AAC7D,YAAA,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE;AACzC,gBAAA,MAAM,IAAI,KAAK,CAAC,yCAAyC,UAAU,CAAA,iBAAA,CAAmB,CAAC,CAAC;AACzF,aAAA;YAED,IAAI,cAAc,GAAiC,SAAS,CAAC;YAC7D,IAAI,IAAI,CAAC,kBAAkB,IAAI,UAAU,CAAC,cAAc,IAAI,IAAI,EAAE;AAChE,gBAAA,cAAc,GAAG,CAAA,EAAA,IAAC,MAAM,IAAI,CAAC,iBAAiB,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,SAAS,CAAC;AACzF,aAAA;YAED,OAAO;AACL,gBAAA,WAAW,EAAE,GAAG;gBAChB,IAAI,EAAE,UAAU,CAAC,IAAI;gBACrB,OAAO,EAAE,UAAU,CAAC,OAAO;gBAC3B,OAAO,EAAE,UAAU,CAAC,OAAO;gBAC3B,oBAAoB,EAAE,UAAU,CAAC,oBAAoB;gBACrD,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,UAAU,EAAE,UAAU,CAAC,UAAU;gBACjC,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,cAAc;gBACd,UAAU,EAAE,UAAU,CAAC,UAAU;gBACjC,gBAAgB,EAAE,UAAU,CAAC,gBAAgB;gBAC7C,4BAA4B,EAAE,UAAU,CAAC,4BAA4B;gBACrE,2BAA2B,EAAE,UAAU,CAAC,2BAA2B;gBACnE,eAAe,EAAE,UAAU,CAAC,eAAe;gBAC3C,8BAA8B,EAAE,UAAU,CAAC,8BAA8B;gBACzE,0BAA0B,EAAE,UAAU,CAAC,0BAA0B;gBACjE,cAAc,EAAE,UAAU,CAAC,cAAc;gBACzC,mBAAmB,EAAE,UAAU,CAAC,mBAAmB;gBACnD,YAAY,EAAE,UAAU,CAAC,YAAY;gBACrC,eAAe,EAAE,UAAU,CAAC,eAAe;aAC5C,CAAC;;AACH,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;YAC/B,IAAI,CAAC,UAAU,EAAE;AACf,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;AAGD,YAAA,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;AACtB,gBAAA,MAAM,IAAI,KAAK,CAAC,8EAA8E,CAAC,CAAC;AACjG,aAAA;;AAGD,YAAA,IAAI,OAAyC,CAAC;AAC9C,YAAA,IAAI,IAAI,CAAC,kBAAkB,IAAI,UAAU,CAAC,OAAO,IAAI,IAAI,IAAI,UAAU,CAAC,OAAO,KAAK,CAAC,CAAC,EAAE;AACtF,gBAAA,OAAO,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,SAAS,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC;AAC1E,aAAA;YAED,OAAO;AACL,gBAAA,WAAW,EAAE,GAAG;gBAChB,eAAe,EAAE,UAAU,CAAC,eAAe;gBAC3C,MAAM,EAAE,UAAU,CAAC,MAAM;gBACzB,oBAAoB,EAAE,UAAU,CAAC,oBAAoB;gBACrD,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,WAAW,EAAE,UAAU,CAAC,WAAW;gBACnC,eAAe,EAAE,UAAU,CAAC,eAAe;gBAC3C,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,SAAS,EAAE,UAAU,CAAC,SAAS;gBAC/B,gBAAgB,EAAE,UAAU,CAAC,gBAAgB;AAC7C,gBAAA,OAAO,EAAE,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,OAAO,GAAI,SAAS;gBAC7B,KAAK,EAAE,UAAU,CAAC,KAAK;gBACvB,OAAO,EAAE,UAAU,CAAC,OAAO;gBAC3B,iBAAiB,EAAE,UAAU,CAAC,iBAAiB;aAChD,CAAC;;AACH,KAAA;AAEa,IAAA,iBAAiB,CAAC,KAAa,EAAA;;;AAC3C,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;YAElD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,KAAK,CAAC,CAAC;YAEpC,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,gBAAA,OAAO,CAAC,IAAI,CACV,8CAA8C,KAAK,CAAA,oDAAA,CAAsD,CAC1G,CAAC;AACF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;;AAKD,YAAA,IAAI,SAAS,GAAuB,MAAM,CAAC,GAAG,CAAC;;AAG/C,YAAA,IAAI,MAAM,CAAC,UAAU,IAAI,IAAI,EAAE;AAC7B,gBAAA,MAAM,UAAU,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,YAAY,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC;AACpF,gBAAA,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC,CAAC,UAAU,CAAC,EAAE,EAAE,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;AAC/D,gBAAA,SAAS,GAAG,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;AACvC,aAAA;YAED,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,gBAAA,OAAO,CAAC,IAAI,CACV,8CAA8C,KAAK,CAAA,6DAAA,CAA+D,CACnH,CAAC;AACF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,WAAW,EAAE,CAAC;YACvC,OAAO,MAAM,MAAM,CAAC,SAAS,CAAC,UAAU,CAAC,SAAS,EAAG,IAAI,CAAC,MAAc,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,KAAK,KAAI;AACtG,gBAAA,OAAO,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AACrB,gBAAA,OAAO,CAAC,IAAI,CAAC,uDAAuD,CAAC,CAAC;AACtE,gBAAA,OAAO,IAAI,CAAC;AACd,aAAC,CAAC,CAAC;;AACJ,KAAA;AACF;;AC/MD;;;AAGG;MACU,OAAO,CAAA;AAsClB;;;;AAIG;AACH,IAAA,WAAA,CAAmB,MAAyB,EAAA;AAC1C,QAAA,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC1B,QAAA,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AACxB,QAAA,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAChC,QAAA,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AAClD,QAAA,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACtC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;KAC7B;AAED;;;;;;AAMG;AACI,IAAA,MAAM,CAAC,KAAa,EAAA;AACzB,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;QAEvB,IAAI,IAAI,CAAC,MAAM,EAAE;AACf,YAAA,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;AAC3B,SAAA;QAED,IAAI,IAAI,CAAC,iBAAiB,EAAE;AAC1B,YAAA,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,CAAC;AACjC,SAAA;KACF;AACF;;MCvEY,mBAAmB,CAAA;AAC9B,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,UAAU,CAAC;KACnB;IAUD,WAAmB,CAAA,MAAkB,EAAE,OAAoC,EAAA;;AACzE,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,MAAM,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;QACvC,MAAM,oBAAoB,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,oBAAoB,CAAC;AAE3D,QAAA,IAAI,CAAC,gBAAgB,GAAG,CAAA,EAAA,GAAA,OAAO,aAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,gBAAgB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,yBAAyB,CAAC,MAAM,CAAC,CAAC;AAC3F,QAAA,IAAI,CAAC,iBAAiB,GAAG,CAAA,EAAA,GAAA,OAAO,aAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,iBAAiB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC;AAC9F,QAAA,IAAI,CAAC,cAAc;AACjB,YAAA,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,uBAAP,OAAO,CAAE,cAAc,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,uBAAuB,CAAC,MAAM,EAAE,EAAE,UAAU,EAAE,oBAAoB,EAAE,CAAC,CAAC;QACvG,IAAI,CAAC,YAAY,GAAG,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,uBAAP,OAAO,CAAE,YAAY,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,qBAAqB,CAAC,MAAM,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC;AAC/F,QAAA,IAAI,CAAC,UAAU,GAAG,CAAA,EAAA,GAAA,OAAO,aAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,UAAU,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,mBAAmB,CAAC,MAAM,CAAC,CAAC;KAC1E;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;YAC/B,MAAM,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YACtC,MAAM,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC1C,MAAM,IAAI,CAAC,gBAAgB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,MAAM,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YACxC,MAAM,IAAI,CAAC,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAE7C,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAyB,CAAC;AACrD,YAAA,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAiC,CAAC;;;YAIjE,IAAI,IAAI,IAAI,QAAQ,EAAE;AACpB,gBAAA,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC;oBAC1B,KAAK,EAAE,IAAI,CAAC,KAAK;AACjB,oBAAA,iBAAiB,EAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB;AACrD,oBAAA,WAAW,EAAE,IAAI,CAAC,QAAQ,CAAC,cAAc;oBACzC,QAAQ;AACR,oBAAA,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,SAAS;oBAC/B,IAAI;AACL,iBAAA,CAAC,CAAC;AAEH,gBAAA,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,OAAO,CAAC;AACjC,aAAA;SACF,CAAA,CAAA;AAAA,KAAA;AACF;;;;"}\n","import { VRMLookAt } from '@pixiv/three-vrm-core';\nimport * as THREE from 'three';\n\nconst RAD2DEG = 180 / Math.PI;\n\nconst _eulerA = /*@__PURE__*/ new THREE.Euler();\n\nexport class VRMLookAtQuaternionProxy extends THREE.Object3D {\n  public readonly vrmLookAt: VRMLookAt;\n  public override readonly type: string | 'VRMLookAtQuaternionProxy';\n\n  public constructor(lookAt: VRMLookAt) {\n    super();\n\n    this.vrmLookAt = lookAt;\n\n    this.type = 'VRMLookAtQuaternionProxy';\n\n    // See: https://github.com/mrdoob/three.js/blob/r158/src/core/Object3D.js#L65\n    const prevRotationOnChangeCallback = this.rotation._onChangeCallback;\n    this.rotation._onChange(() => {\n      prevRotationOnChangeCallback();\n      this._applyToLookAt();\n    });\n\n    const prevQuaternionOnChangeCallback = this.quaternion._onChangeCallback;\n    this.quaternion._onChange(() => {\n      prevQuaternionOnChangeCallback();\n      this._applyToLookAt();\n    });\n  }\n\n  private _applyToLookAt(): void {\n    _eulerA.setFromQuaternion(this.quaternion, VRMLookAt.EULER_ORDER);\n\n    this.vrmLookAt.yaw = RAD2DEG * _eulerA.y;\n    this.vrmLookAt.pitch = RAD2DEG * _eulerA.x;\n  }\n}\n","import * as THREE from 'three';\nimport type {\n  VRMCore,\n  VRMExpressionManager,\n  VRMExpressionPresetName,\n  VRMHumanBoneName,\n  VRMHumanoid,\n} from '@pixiv/three-vrm-core';\nimport type { VRMAnimation } from './VRMAnimation';\nimport { VRMLookAtQuaternionProxy } from './VRMLookAtQuaternionProxy';\n\nexport function createVRMAnimationHumanoidTracks(\n  vrmAnimation: VRMAnimation,\n  humanoid: VRMHumanoid,\n  metaVersion: '0' | '1',\n): {\n  translation: Map<'hips', THREE.VectorKeyframeTrack>;\n  rotation: Map<VRMHumanBoneName, THREE.QuaternionKeyframeTrack>;\n} {\n  const translation = new Map<'hips', THREE.VectorKeyframeTrack>();\n  const rotation = new Map<VRMHumanBoneName, THREE.VectorKeyframeTrack>();\n\n  for (const [name, origTrack] of vrmAnimation.humanoidTracks.rotation.entries()) {\n    const nodeName = humanoid.getNormalizedBoneNode(name)?.name;\n\n    if (nodeName != null) {\n      const track = new THREE.QuaternionKeyframeTrack(\n        `${nodeName}.quaternion`,\n        origTrack.times,\n        origTrack.values.map((v, i) => (metaVersion === '0' && i % 2 === 0 ? -v : v)),\n      );\n      rotation.set(name, track);\n    }\n  }\n\n  for (const [name, origTrack] of vrmAnimation.humanoidTracks.translation.entries()) {\n    const nodeName = humanoid.getNormalizedBoneNode(name)?.name;\n\n    if (nodeName != null) {\n      const animationY = vrmAnimation.restHipsPosition.y;\n      const humanoidY = humanoid.normalizedRestPose.hips!.position![1];\n      const scale = humanoidY / animationY;\n\n      const track = origTrack.clone();\n      track.values = track.values.map((v, i) => (metaVersion === '0' && i % 3 !== 1 ? -v : v) * scale);\n      track.name = `${nodeName}.position`;\n      translation.set(name, track);\n    }\n  }\n\n  return { translation, rotation };\n}\n\nexport function createVRMAnimationExpressionTracks(\n  vrmAnimation: VRMAnimation,\n  expressionManager: VRMExpressionManager,\n): {\n  preset: Map<VRMExpressionPresetName, THREE.NumberKeyframeTrack>;\n  custom: Map<string, THREE.NumberKeyframeTrack>;\n} {\n  const preset = new Map<VRMExpressionPresetName, THREE.NumberKeyframeTrack>();\n  const custom = new Map<string, THREE.NumberKeyframeTrack>();\n\n  for (const [name, origTrack] of vrmAnimation.expressionTracks.preset.entries()) {\n    const trackName = expressionManager.getExpressionTrackName(name);\n\n    if (trackName != null) {\n      const track = origTrack.clone();\n      track.name = trackName;\n      preset.set(name, track);\n    }\n  }\n\n  for (const [name, origTrack] of vrmAnimation.expressionTracks.custom.entries()) {\n    const trackName = expressionManager.getExpressionTrackName(name);\n\n    if (trackName != null) {\n      const track = origTrack.clone();\n      track.name = trackName;\n      custom.set(name, track);\n    }\n  }\n\n  return { preset, custom };\n}\n\nexport function createVRMAnimationLookAtTrack(\n  vrmAnimation: VRMAnimation,\n  trackName: string,\n): THREE.KeyframeTrack | null {\n  if (vrmAnimation.lookAtTrack == null) {\n    return null;\n  }\n\n  const track = vrmAnimation.lookAtTrack.clone();\n  track.name = trackName;\n  return track;\n}\n\n/**\n * Create an AnimationClip out of the given VRMAnimation and the VRM.\n *\n * @param vrmAnimation A {@link VRMAnimation}.\n * @param vrm A {@link VRMCore}.\n * @returns An AnimationClip\n */\nexport function createVRMAnimationClip(vrmAnimation: VRMAnimation, vrm: VRMCore): THREE.AnimationClip {\n  const tracks: THREE.KeyframeTrack[] = [];\n\n  const humanoidTracks = createVRMAnimationHumanoidTracks(vrmAnimation, vrm.humanoid, vrm.meta.metaVersion);\n  tracks.push(...humanoidTracks.translation.values());\n  tracks.push(...humanoidTracks.rotation.values());\n\n  if (vrm.expressionManager != null) {\n    const expressionTracks = createVRMAnimationExpressionTracks(vrmAnimation, vrm.expressionManager);\n    tracks.push(...expressionTracks.preset.values());\n    tracks.push(...expressionTracks.custom.values());\n  }\n\n  if (vrm.lookAt != null) {\n    // search VRMLookAtQuaternionProxy\n    let proxy = vrm.scene.children.find((obj) => obj instanceof VRMLookAtQuaternionProxy);\n\n    if (proxy == null) {\n      // if not found, create a new one\n      console.warn(\n        'createVRMAnimationClip: VRMLookAtQuaternionProxy is not found. Creating a new one automatically. To suppress this warning, create a VRMLookAtQuaternionProxy manually',\n      );\n\n      proxy = new VRMLookAtQuaternionProxy(vrm.lookAt);\n      proxy.name = 'VRMLookAtQuaternionProxy';\n      vrm.scene.add(proxy);\n    } else if (proxy.name == null) {\n      // if found but name is not set, set the name automatically\n      console.warn(\n        'createVRMAnimationClip: VRMLookAtQuaternionProxy is found but its name is not set. Setting the name automatically. To suppress this warning, set the name manually',\n      );\n\n      proxy.name = 'VRMLookAtQuaternionProxy';\n    }\n\n    // create a track\n    const track = createVRMAnimationLookAtTrack(vrmAnimation, `${proxy.name}.quaternion`);\n    if (track != null) {\n      tracks.push(track);\n    }\n  }\n\n  return new THREE.AnimationClip('Clip', vrmAnimation.duration, tracks);\n}\n","import * as THREE from 'three';\nimport type { VRMExpressionPresetName, VRMHumanBoneName } from '@pixiv/three-vrm-core';\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\nimport type { createVRMAnimationClip } from './createVRMAnimationClip';\n\n/**\n * Represents a single VRM Animation.\n * You probably want to create an AnimationClip using {@link createVRMAnimationClip}.\n */\nexport class VRMAnimation {\n  public duration: number;\n  public restHipsPosition: THREE.Vector3;\n\n  public humanoidTracks: {\n    translation: Map<'hips', THREE.VectorKeyframeTrack>;\n    rotation: Map<VRMHumanBoneName, THREE.QuaternionKeyframeTrack>;\n  };\n  public expressionTracks: {\n    preset: Map<VRMExpressionPresetName, THREE.NumberKeyframeTrack>;\n    custom: Map<string, THREE.NumberKeyframeTrack>;\n  };\n  public lookAtTrack: THREE.QuaternionKeyframeTrack | null;\n\n  public constructor() {\n    this.duration = 0.0;\n    this.restHipsPosition = new THREE.Vector3();\n\n    this.humanoidTracks = {\n      translation: new Map(),\n      rotation: new Map(),\n    };\n\n    this.expressionTracks = {\n      preset: new Map(),\n      custom: new Map(),\n    };\n\n    this.lookAtTrack = null;\n  }\n}\n","/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? 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Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","/**\n * ```js\n * arrayChunk( [ 1, 2, 3, 4, 5, 6 ], 2 )\n * // will be\n * [ [ 1, 2 ], [ 3, 4 ], [ 5, 6 ] ]\n * ```\n */\nexport function arrayChunk<T>(array: ArrayLike<T>, every: number): T[][] {\n  const N = array.length;\n\n  const ret: T[][] = [];\n\n  let current: T[] = [];\n  let remaining = 0;\n\n  for (let i = 0; i < N; i++) {\n    const el = array[i];\n\n    if (remaining <= 0) {\n      remaining = every;\n      current = [];\n      ret.push(current);\n    }\n\n    current.push(el);\n    remaining--;\n  }\n\n  return ret;\n}\n","import * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMCVRMAnimation } from '@pixiv/types-vrmc-vrm-animation-1.0';\nimport type { VRMHumanBoneName } from '@pixiv/three-vrm-core';\nimport { VRMExpressionPresetName, VRMHumanBoneParentMap } from '@pixiv/three-vrm-core';\nimport { VRMAnimation } from './VRMAnimation';\nimport { arrayChunk } from './utils/arrayChunk';\n\nconst MAT4_IDENTITY = /*@__PURE__*/ new THREE.Matrix4();\n\nconst _v3A = /*@__PURE__*/ new THREE.Vector3();\nconst _quatA = /*@__PURE__*/ new THREE.Quaternion();\nconst _quatB = /*@__PURE__*/ new THREE.Quaternion();\nconst _quatC = /*@__PURE__*/ new THREE.Quaternion();\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = /*@__PURE__*/ new Set(['1.0', '1.0-draft']);\n\nconst vrmExpressionPresetNameSet: Set<string> = /*@__PURE__*/ new Set(Object.values(VRMExpressionPresetName));\n\ninterface VRMAnimationLoaderPluginNodeMap {\n  humanoidIndexToName: Map<number, VRMHumanBoneName>;\n  expressionsIndexToName: Map<number, string>;\n  lookAtIndex: number | null;\n}\n\ntype VRMAnimationLoaderPluginWorldMatrixMap = Map<VRMHumanBoneName | 'hipsParent', THREE.Matrix4>;\n\n/**\n * A plugin of GLTFLoader that imports {@link VRMAnimation}s from a `VRMC_vrm_animation` extension and gltf animations.\n */\nexport class VRMAnimationLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public get name(): string {\n    return 'VRMC_vrm_animation';\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const defGltf = gltf.parser.json as GLTFSchema.IGLTF;\n    const defExtensionsUsed = defGltf.extensionsUsed;\n\n    if (defExtensionsUsed == null || defExtensionsUsed.indexOf(this.name) == -1) {\n      return;\n    }\n\n    const defExtension = defGltf.extensions?.[this.name] as VRMCVRMAnimation | undefined;\n\n    if (defExtension == null) {\n      return;\n    }\n\n    const specVersion = defExtension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMAnimationLoaderPlugin: Unknown VRMC_vrm_animation spec version: ${specVersion}`);\n      return;\n    }\n    if (specVersion === '1.0-draft') {\n      console.warn(\n        'VRMAnimationLoaderPlugin: Using a draft spec version: 1.0-draft. Some behaviors may be different. Consider updating the animation file.',\n      );\n    }\n\n    const nodeMap = this._createNodeMap(defExtension);\n    const worldMatrixMap = await this._createBoneWorldMatrixMap(gltf, defExtension);\n\n    const hipsNode = defExtension.humanoid?.humanBones['hips']?.node;\n    const hips = hipsNode != null ? ((await gltf.parser.getDependency('node', hipsNode)) as THREE.Object3D) : null;\n\n    const restHipsPosition = new THREE.Vector3();\n    hips?.getWorldPosition(restHipsPosition);\n\n    const clips = gltf.animations;\n    const animations: VRMAnimation[] = clips.map((clip, iAnimation) => {\n      const defAnimation = defGltf.animations![iAnimation];\n\n      const animation = this._parseAnimation(clip, defAnimation, nodeMap, worldMatrixMap);\n      animation.restHipsPosition = restHipsPosition;\n\n      return animation;\n    });\n\n    gltf.userData.vrmAnimations = animations;\n  }\n\n  private _createNodeMap(defExtension: VRMCVRMAnimation): VRMAnimationLoaderPluginNodeMap {\n    const humanoidIndexToName: Map<number, VRMHumanBoneName> = new Map();\n    const expressionsIndexToName: Map<number, string> = new Map();\n\n    // humanoid\n    const humanBones = defExtension.humanoid?.humanBones;\n\n    if (humanBones) {\n      Object.entries(humanBones).forEach(([name, bone]) => {\n        const node = bone?.node;\n        if (node != null) {\n          humanoidIndexToName.set(node, name as VRMHumanBoneName);\n        }\n      });\n    }\n\n    // expressions\n    const preset = defExtension.expressions?.preset;\n\n    if (preset) {\n      Object.entries(preset).forEach(([name, expression]) => {\n        const node = expression?.node;\n        if (node != null) {\n          expressionsIndexToName.set(node, name);\n        }\n      });\n    }\n\n    const custom = defExtension.expressions?.custom;\n\n    if (custom) {\n      Object.entries(custom).forEach(([name, expression]) => {\n        const { node } = expression;\n        expressionsIndexToName.set(node, name);\n      });\n    }\n\n    // lookAt\n    const lookAtIndex = defExtension.lookAt?.node ?? null;\n\n    return { humanoidIndexToName, expressionsIndexToName, lookAtIndex };\n  }\n\n  private async _createBoneWorldMatrixMap(\n    gltf: GLTF,\n    defExtension: VRMCVRMAnimation,\n  ): Promise<VRMAnimationLoaderPluginWorldMatrixMap> {\n    // update the entire hierarchy first\n    gltf.scene.updateWorldMatrix(false, true);\n\n    const threeNodes = (await gltf.parser.getDependencies('node')) as THREE.Object3D[];\n\n    const worldMatrixMap: VRMAnimationLoaderPluginWorldMatrixMap = new Map();\n\n    if (defExtension.humanoid == null) {\n      return worldMatrixMap;\n    }\n\n    for (const [boneName, humanBone] of Object.entries(defExtension.humanoid.humanBones)) {\n      const node = humanBone?.node;\n      if (node != null) {\n        const threeNode = threeNodes[node];\n        worldMatrixMap.set(boneName as VRMHumanBoneName, threeNode.matrixWorld);\n\n        if (boneName === 'hips') {\n          worldMatrixMap.set('hipsParent', threeNode.parent?.matrixWorld ?? MAT4_IDENTITY);\n        }\n      }\n    }\n\n    return worldMatrixMap;\n  }\n\n  private _parseAnimation(\n    animationClip: THREE.AnimationClip,\n    defAnimation: GLTFSchema.IAnimation,\n    nodeMap: VRMAnimationLoaderPluginNodeMap,\n    worldMatrixMap: VRMAnimationLoaderPluginWorldMatrixMap,\n  ): VRMAnimation {\n    const tracks = animationClip.tracks;\n    const defChannels = defAnimation.channels;\n\n    const result = new VRMAnimation();\n\n    result.duration = animationClip.duration;\n\n    defChannels.forEach((channel, iChannel) => {\n      const { node, path } = channel.target;\n      const origTrack = tracks[iChannel];\n\n      if (node == null) {\n        return;\n      }\n\n      // humanoid\n      const boneName = nodeMap.humanoidIndexToName.get(node);\n      if (boneName != null) {\n        let parentBoneName: VRMHumanBoneName | 'hipsParent' | null = VRMHumanBoneParentMap[boneName];\n        while (parentBoneName != null && worldMatrixMap.get(parentBoneName) == null) {\n          parentBoneName = VRMHumanBoneParentMap[parentBoneName];\n        }\n        parentBoneName ?? (parentBoneName = 'hipsParent');\n\n        if (path === 'translation') {\n          if (boneName !== 'hips') {\n            console.warn(\n              `The loading animation contains a translation track for ${boneName}, which is not permitted in the VRMC_vrm_animation spec. ignoring the track`,\n            );\n          } else {\n            const hipsParentWorldMatrix = worldMatrixMap.get('hipsParent')!;\n\n            const trackValues = arrayChunk(origTrack.values, 3).flatMap((v) =>\n              _v3A.fromArray(v).applyMatrix4(hipsParentWorldMatrix).toArray(),\n            );\n\n            const track = origTrack.clone();\n            track.values = new Float32Array(trackValues);\n\n            result.humanoidTracks.translation.set(boneName, track);\n          }\n        } else if (path === 'rotation') {\n          // a  = p^-1 * a' * p * c\n          // a' = p * p^-1 * a' * p * c * c^-1 * p^-1\n          //    = p * a * c^-1 * p^-1\n\n          const worldMatrix = worldMatrixMap.get(boneName)!;\n          const parentWorldMatrix = worldMatrixMap.get(parentBoneName)!;\n\n          worldMatrix.decompose(_v3A, _quatA, _v3A);\n          _quatA.invert();\n\n          parentWorldMatrix.decompose(_v3A, _quatB, _v3A);\n\n          const trackValues = arrayChunk(origTrack.values, 4).flatMap((q) =>\n            _quatC.fromArray(q).premultiply(_quatB).multiply(_quatA).toArray(),\n          );\n\n          const track = origTrack.clone();\n          track.values = new Float32Array(trackValues);\n\n          result.humanoidTracks.rotation.set(boneName, track);\n        } else {\n          throw new Error(`Invalid path \"${path}\"`);\n        }\n        return;\n      }\n\n      // expressions\n      const expressionName = nodeMap.expressionsIndexToName.get(node);\n      if (expressionName != null) {\n        if (path === 'translation') {\n          const times = origTrack.times;\n          const values = new Float32Array(origTrack.values.length / 3);\n          for (let i = 0; i < values.length; i++) {\n            values[i] = origTrack.values[3 * i];\n          }\n\n          const newTrack = new THREE.NumberKeyframeTrack(`${expressionName}.weight`, times as any, values as any);\n\n          if (vrmExpressionPresetNameSet.has(expressionName)) {\n            result.expressionTracks.preset.set(expressionName as VRMExpressionPresetName, newTrack);\n          } else {\n            result.expressionTracks.custom.set(expressionName, newTrack);\n          }\n        } else {\n          throw new Error(`Invalid path \"${path}\"`);\n        }\n        return;\n      }\n\n      // lookAt\n      if (node === nodeMap.lookAtIndex) {\n        if (path === 'rotation') {\n          result.lookAtTrack = origTrack;\n        } else {\n          throw new Error(`Invalid path \"${path}\"`);\n        }\n      }\n    });\n\n    return result;\n  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sourceURL=webpack://vrm/./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.module.js?"); +eval("\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\nconst THREE = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nconst GLTFLoader_1 = __webpack_require__(/*! three/examples/jsm/loaders/GLTFLoader */ \"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\");\nconst OrbitControls_1 = __webpack_require__(/*! three/examples/jsm/controls/OrbitControls */ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\");\nconst three_vrm_1 = __webpack_require__(/*! @pixiv/three-vrm */ \"./node_modules/@pixiv/three-vrm/lib/three-vrm.cjs\");\nconst three_vrm_animation_1 = __webpack_require__(/*! @pixiv/three-vrm-animation */ \"./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.cjs\");\nconst three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nconst RGBELoader_1 = __webpack_require__(/*! three/examples/jsm/loaders/RGBELoader */ \"./node_modules/three/examples/jsm/loaders/RGBELoader.js\");\nconst postprocessing_1 = __webpack_require__(/*! postprocessing */ \"./node_modules/postprocessing/build/index.cjs\");\nwindow.addEventListener(\"DOMContentLoaded\", () => {\n var _a;\n let default_model = \"/vrma/model/ai.vrm\";\n // vrma\n let motion_enable = false;\n let head = null;\n // https://sbcode.net/threejs/progress-indicator\n let manager = new THREE.LoadingManager();\n let progressBar = document.getElementById('progressBar');\n // three\n const canvas = document.getElementById(\"canvas\");\n if (canvas == null)\n return;\n const scene = new THREE.Scene();\n //const camera = new THREE.PerspectiveCamera( 70, canvas.clientWidth/canvas.clientHeight, 0.1, 2000);\n const camera = new THREE.PerspectiveCamera(70, canvas.clientWidth / canvas.clientHeight, 0.1, 2000);\n camera.position.set(0, 1.5, -1.5);\n camera.rotation.set(0.0, Math.PI, 0.0);\n camera.lookAt(new THREE.Vector3(0, 0, 0));\n // https://threejs.org/docs/#api/en/constants/Renderer\n const renderer = new THREE.WebGLRenderer({\n alpha: true,\n powerPreference: \"high-performance\",\n antialias: true,\n stencil: false,\n //depth: false\n });\n renderer.setPixelRatio(window.devicePixelRatio);\n renderer.setSize(canvas.clientWidth, canvas.clientHeight);\n renderer.outputColorSpace = THREE.SRGBColorSpace;\n renderer.toneMapping = THREE.ReinhardToneMapping;\n renderer.toneMapping = THREE.NeutralToneMapping;\n canvas.appendChild(renderer.domElement);\n renderer.toneMappingExposure = 1.5;\n renderer.setClearColor(0xffffff, 1.0);\n const light = new THREE.DirectionalLight(0xffffff, Math.PI);\n light.position.set(1.0, 1.0, 1.0);\n //light.intensity = -0.8;\n //renderer.setClearColor(0x000000, 1.0);\n scene.add(light);\n let currentVrm = undefined;\n let currentVrmAnimation = undefined;\n let currentMixer = undefined;\n let percentComplete = null;\n function load(url) {\n loader.load(url, (gltf) => {\n tryInitVRM(gltf);\n tryInitVRMA(gltf);\n }, (xhr) => {\n percentComplete = (xhr.loaded / xhr.total) * 100;\n //progressBar.value = percentComplete === Infinity ? 100 : percentComplete\n }, (progress) => console.log(\"Loading model...\", 100.0 * (progress.loaded / progress.total), \"%\"), (error) => console.error(error));\n }\n function tryInitVRM(gltf) {\n const vrm = gltf.userData.vrm;\n if (vrm == null) {\n return;\n }\n currentVrm = vrm;\n scene.add(vrm.scene);\n initAnimationClip();\n }\n function tryInitVRMA(gltf) {\n var _a;\n const vrmAnimations = gltf.userData.vrmAnimations;\n if (vrmAnimations == null) {\n return;\n }\n currentVrmAnimation = (_a = vrmAnimations[0]) !== null && _a !== void 0 ? _a : null;\n initAnimationClip();\n }\n function initAnimationClip() {\n if (currentVrm && currentVrmAnimation) {\n currentMixer = new THREE.AnimationMixer(currentVrm.scene);\n const clip = (0, three_vrm_animation_1.createVRMAnimationClip)(currentVrmAnimation, currentVrm);\n currentMixer.clipAction(clip).play();\n }\n }\n const loader = new GLTFLoader_1.GLTFLoader(manager);\n loader.register((parser) => {\n return new three_vrm_1.VRMLoaderPlugin(parser);\n });\n loader.register((parser) => {\n return new three_vrm_animation_1.VRMAnimationLoaderPlugin(parser);\n });\n load(default_model);\n load(\"/vrma/anime/fly_c.vrma\");\n let item = null;\n loader.load('/vrma/item/tera.glb', function (gltf) {\n item = gltf.scene;\n }, undefined, function (error) {\n console.error(error);\n });\n const clock = new THREE.Clock();\n clock.start();\n const controls = new OrbitControls_1.OrbitControls(camera, renderer.domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.2;\n controls.enableRotate = true;\n controls.target.set(0.0, 1.0, 0.0);\n //scene.background = new THREE.Color(0xffffff);\n const directionalLight = new THREE.DirectionalLight(0xffffff);\n directionalLight.position.set(1, 1, 1);\n //directionalLight.castShadow = true;\n //directionalLight.shadow.radius = 3.0;\n //renderer.shadowMap.enabled = true;\n //directionalLight.intensity = 0.3;\n scene.add(directionalLight);\n const ambientLight = new THREE.AmbientLight(0x333333);\n scene.add(ambientLight);\n let grid = new three_1.GridHelper(500, 1000, 0xffffff, 0xffffff);\n scene.add(grid);\n grid.position.set(Math.round(0), 0, Math.round(0));\n scene.fog = new three_1.Fog(0xffffff, 3, 20);\n (_a = scene.fog) === null || _a === void 0 ? void 0 : _a.color.set(0xffffff);\n onResize();\n window.addEventListener('resize', onResize);\n function onResize() {\n const width = window.innerWidth;\n const height = window.innerHeight;\n renderer.setPixelRatio(window.devicePixelRatio);\n renderer.setSize(width, height);\n camera.aspect = width / height;\n camera.updateProjectionMatrix();\n }\n let composer = new postprocessing_1.EffectComposer(renderer, {\n frameBufferType: three_1.HalfFloatType\n });\n composer.addPass(new postprocessing_1.RenderPass(scene, camera));\n composer.addPass(new postprocessing_1.EffectPass(camera, new postprocessing_1.BloomEffect()));\n function random_happy() {\n // https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/expressions.ja.md\n currentVrm.expressionManager.setValue('relaxed', 0.5);\n }\n function random_head() {\n // https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/lookAt.ja.md\n currentVrm.lookAt.target = camera;\n //currentVrm.VRMLookAtBoneApplier = camera;\n //currentVrm.VRMLookAtExpressionApplier = camera;\n // https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.ja.md\n head = currentVrm.humanoid.getRawBoneNode(\"head\");\n head.target = camera;\n }\n function random_blink() {\n setInterval(() => {\n currentVrm.expressionManager.setValue('relaxed', 0);\n currentVrm.expressionManager.setValue('blink', 0);\n random_head();\n const r = Math.floor(Math.random() * 3);\n if (r == 1) {\n setTimeout(() => { currentVrm.expressionManager.setValue('blink', 1); }, 5000);\n setTimeout(() => {\n currentVrm.expressionManager.setValue('blink', 0);\n }, 5500);\n }\n ;\n setTimeout(() => {\n currentVrm.expressionManager.setValue('relaxed', 0.5);\n currentVrm.expressionManager.setValue('blink', 1);\n }, 6000);\n }, 6500);\n }\n random_blink();\n const el_light = document.querySelector('#btn-moon');\n if (el_light != null) {\n el_light.addEventListener('click', function () {\n light_s();\n });\n }\n let light_enable = 0;\n let light_max = 4;\n function light_s() {\n if (light_enable >= light_max) {\n light_enable = 0;\n }\n console.log(light_enable);\n switch (light_enable) {\n case 0:\n renderer.toneMapping = THREE.ACESFilmicToneMapping;\n light.intensity = -0.8;\n renderer.setClearColor(0x000000);\n scene.background = new THREE.Color(0x000000);\n scene.fog = new three_1.Fog(0x000000, 3, 20);\n break;\n case 1:\n renderer.toneMapping = THREE.NeutralToneMapping;\n light.intensity = 1;\n scene.background = new THREE.Color(0xffffff);\n renderer.setClearColor(0xffffff);\n scene.fog = new three_1.Fog(0xffffff, 3, 20);\n break;\n case 2:\n renderer.toneMapping = THREE.ReinhardToneMapping;\n break;\n case 3:\n renderer.toneMapping = THREE.ReinhardToneMapping;\n renderer.toneMapping = THREE.NeutralToneMapping;\n renderer.physicallyCorrectLights = true;\n light.intensity = 2;\n break;\n }\n light_enable++;\n }\n const el_user = document.querySelector('#btn-user');\n if (el_user != null) {\n el_user.addEventListener('click', function () {\n user_s();\n });\n }\n let user_enable = 0;\n let user_max = 3;\n let anime_id;\n function user_s() {\n if (user_enable >= user_max) {\n user_enable = 0;\n }\n console.log(user_enable);\n switch (user_enable) {\n case 0:\n light.intensity = 1;\n renderer.setClearColor(0x000000);\n scene.remove(grid);\n scene.background = new THREE.Color(0x000000);\n scene.fog = new three_1.Fog(0x000000, 3, 20);\n requestAnimationFrame(function render() {\n anime_id = requestAnimationFrame(render);\n composer.render();\n });\n break;\n case 1:\n cancelAnimationFrame(anime_id);\n scene.add(grid);\n load(\"/vrma/model/ai_normal.vrm\");\n scene.remove(currentVrm.scene);\n renderer.toneMapping = THREE.NeutralToneMapping;\n light.intensity = 1;\n scene.background = new THREE.Color(0xffffff);\n renderer.setClearColor(0xffffff);\n scene.fog = new three_1.Fog(0xffffff, 3, 20);\n break;\n case 2:\n load(\"/vrma/model/ai.vrm\");\n scene.remove(currentVrm.scene);\n break;\n }\n user_enable++;\n }\n const el_hdr = document.querySelector('#btn-sandar');\n if (el_hdr != null) {\n el_hdr.addEventListener('click', function () {\n hdr_s();\n });\n }\n let hdr_r = 0;\n function hdr_s() {\n if (hdr_r >= 2) {\n hdr_r = 0;\n }\n else {\n hdr_r++;\n }\n ;\n let hdr = \"/img/\" + hdr_r + \".hdr\";\n new RGBELoader_1.RGBELoader().load(hdr, function (texture) {\n texture.mapping = THREE.EquirectangularReflectionMapping;\n scene.background = texture;\n scene.environment = texture;\n });\n }\n function cool_time() {\n setTimeout(() => {\n motion_enable = false;\n }, 5000);\n }\n const el_sword = document.querySelector('#btn-sword');\n if (el_sword != null) {\n el_sword.addEventListener('click', function () {\n sword_s();\n });\n }\n function sword_s() {\n scene.remove(currentVrm.scene);\n load(\"/vrma/model/ai_sword.vrm\");\n load(\"/vrma/anime/sword.vrma\");\n setTimeout(() => {\n load(\"/vrma/anime/idle.vrma\");\n }, 1000);\n setTimeout(() => {\n load(\"/vrma/model/ai.vrm\");\n scene.remove(currentVrm.scene);\n }, 5000);\n }\n const el_cloud = document.querySelector('#btn-cloud');\n if (el_cloud != null) {\n el_cloud.addEventListener('click', function () {\n cloud_s();\n });\n }\n function cloud_s() {\n load(\"/vrma/anime/sky.vrma\");\n setTimeout(() => {\n load(\"/vrma/anime/jump.vrma\");\n }, 5000);\n setTimeout(() => {\n load(\"/vrma/anime/idle.vrma\");\n }, 5500);\n }\n let mouse_ivent_timer_id;\n const el_run = document.querySelector('#btn-run');\n if (el_run != null) {\n el_run.addEventListener('mousedown', function () {\n mouse_ivent_timer_id = setTimeout(function () {\n motion_enable = true;\n }, 1000);\n load(\"/vrma/anime/run.vrma\");\n });\n }\n document.querySelector('#btn-run').addEventListener('mouseup', (event) => {\n clearTimeout(mouse_ivent_timer_id);\n load(\"/vrma/anime/idle.vrma\");\n cool_time();\n });\n const el_jump = document.querySelector('#btn-jump');\n if (el_jump != null) {\n el_jump.addEventListener('mousedown', function () {\n jump_s();\n });\n }\n function jump_s() {\n motion_enable = true;\n load(\"/vrma/anime/jump.vrma\");\n setTimeout(() => {\n load(\"/vrma/anime/idle.vrma\");\n }, 500);\n cool_time();\n }\n setInterval(() => {\n const r = Math.floor(Math.random() * 4 + 1);\n if (motion_enable == false) {\n load(\"/vrma/random/\" + r + \".vrma\");\n }\n setTimeout(() => {\n if (motion_enable == false) {\n load(\"/vrma/anime/fly_c.vrma\");\n }\n }, 10000);\n }, 15000);\n animate();\n function animate() {\n controls.update();\n const delta = clock.getDelta();\n if (currentMixer) {\n currentMixer.update(delta);\n }\n if (currentVrm) {\n currentVrm.update(delta);\n }\n requestAnimationFrame(animate);\n scene.rotation.y += 0.0005;\n renderer.render(scene, camera);\n }\n // https://threejs.org/docs/#api/en/loaders/managers/LoadingManager\n manager.onStart = function (url, itemsLoaded, itemsTotal) {\n //console.log( 'Started loading file: ' + url + '.\\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );\n progressBar.style.display = 'block';\n let percentComplete = (itemsLoaded / itemsTotal) * 100;\n progressBar.value = percentComplete === Infinity ? 100 : percentComplete;\n };\n manager.onLoad = function () {\n //console.log( 'Loading complete!');\n progressBar.style.display = 'none';\n };\n manager.onProgress = function (url, itemsLoaded, itemsTotal) {\n let percentComplete = (itemsLoaded / itemsTotal) * 100;\n progressBar.value = percentComplete === Infinity ? 100 : percentComplete;\n //console.log( 'Loading file: ' + url + '.\\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );\n };\n manager.onError = function (url) {\n //console.log( 'There was an error loading ' + url );\n progressBar.style.display = 'block';\n };\n let nav_enable = true;\n let nav_mobile = document.getElementById('nav-mobile');\n const el_nav = document.querySelector('#nav');\n if (el_nav != null) {\n el_nav.addEventListener('click', function () {\n if (nav_enable == true) {\n nav_mobile.style.display = 'block';\n nav_enable = false;\n }\n else {\n nav_mobile.style.display = 'none';\n nav_enable = true;\n }\n });\n }\n let grid_enable = true;\n const el_grid = document.querySelector('#btn-grid');\n if (el_grid != null) {\n el_grid.addEventListener('click', function () {\n if (grid_enable == true) {\n scene.remove(grid);\n grid_enable = false;\n }\n else {\n scene.add(grid);\n grid_enable = true;\n }\n });\n }\n let tera_enable = true;\n const el_tera = document.querySelector('#btn-tera');\n if (el_tera != null) {\n el_tera.addEventListener('click', function () {\n if (tera_enable == true) {\n item.rotation.set(0, 0, 5);\n item.position.set(0, -15, 0);\n item.scale.set(8, 8, 8);\n scene.add(item);\n tera_enable = false;\n }\n else {\n scene.remove(item);\n tera_enable = true;\n }\n });\n }\n});\n\n\n//# sourceURL=webpack://vrm/./src/index.ts?"); /***/ }), -/***/ "./node_modules/@pixiv/three-vrm/lib/three-vrm.module.js": -/*!***************************************************************!*\ - !*** ./node_modules/@pixiv/three-vrm/lib/three-vrm.module.js ***! - \***************************************************************/ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { +/***/ "./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.cjs": +/*!*****************************************************************************!*\ + !*** ./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.cjs ***! + \*****************************************************************************/ +/***/ ((module, __unused_webpack_exports, __webpack_require__) => { -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ MToonMaterial: () => (/* binding */ MToonMaterial),\n/* harmony export */ MToonMaterialDebugMode: () => (/* binding */ MToonMaterialDebugMode),\n/* harmony export */ MToonMaterialLoaderPlugin: () => (/* binding */ MToonMaterialLoaderPlugin),\n/* harmony export */ MToonMaterialOutlineWidthMode: () => (/* binding */ MToonMaterialOutlineWidthMode),\n/* harmony export */ VRM: () => (/* binding */ VRM),\n/* harmony export */ VRMAimConstraint: () => (/* binding */ VRMAimConstraint),\n/* harmony export */ VRMCore: () => (/* binding */ VRMCore),\n/* harmony export */ VRMCoreLoaderPlugin: () => (/* binding */ VRMCoreLoaderPlugin),\n/* harmony export */ VRMExpression: () => (/* binding */ VRMExpression),\n/* harmony export */ VRMExpressionLoaderPlugin: () => (/* binding */ VRMExpressionLoaderPlugin),\n/* harmony export */ VRMExpressionManager: () => (/* binding */ VRMExpressionManager),\n/* harmony export */ VRMExpressionMaterialColorBind: () => (/* binding */ VRMExpressionMaterialColorBind),\n/* harmony export */ VRMExpressionMaterialColorType: () => (/* binding */ VRMExpressionMaterialColorType),\n/* harmony export */ VRMExpressionMorphTargetBind: () => (/* binding */ VRMExpressionMorphTargetBind),\n/* harmony export */ VRMExpressionOverrideType: () => (/* binding */ VRMExpressionOverrideType),\n/* harmony export */ VRMExpressionPresetName: () => (/* binding */ VRMExpressionPresetName),\n/* harmony export */ VRMExpressionTextureTransformBind: () => (/* binding */ VRMExpressionTextureTransformBind),\n/* harmony export */ VRMFirstPerson: () => (/* binding */ VRMFirstPerson),\n/* harmony export */ VRMFirstPersonLoaderPlugin: () => (/* binding */ VRMFirstPersonLoaderPlugin),\n/* harmony export */ VRMFirstPersonMeshAnnotationType: () => (/* binding */ VRMFirstPersonMeshAnnotationType),\n/* harmony export */ VRMHumanBoneList: () => (/* binding */ VRMHumanBoneList),\n/* harmony export */ VRMHumanBoneName: () => (/* binding */ VRMHumanBoneName),\n/* harmony export */ VRMHumanBoneParentMap: () => (/* binding */ VRMHumanBoneParentMap),\n/* harmony export */ VRMHumanoid: () => (/* binding */ VRMHumanoid),\n/* harmony export */ VRMHumanoidHelper: () => (/* binding */ VRMHumanoidHelper),\n/* harmony export */ VRMHumanoidLoaderPlugin: () => (/* binding */ VRMHumanoidLoaderPlugin),\n/* harmony export */ VRMLoaderPlugin: () => (/* binding */ VRMLoaderPlugin),\n/* harmony export */ VRMLookAt: () => (/* binding */ VRMLookAt),\n/* harmony export */ VRMLookAtBoneApplier: () => (/* binding */ VRMLookAtBoneApplier),\n/* harmony export */ VRMLookAtExpressionApplier: () => (/* binding */ VRMLookAtExpressionApplier),\n/* harmony export */ VRMLookAtHelper: () => (/* binding */ VRMLookAtHelper),\n/* harmony export */ VRMLookAtLoaderPlugin: () => (/* binding */ VRMLookAtLoaderPlugin),\n/* harmony export */ VRMLookAtRangeMap: () => (/* binding */ VRMLookAtRangeMap),\n/* harmony export */ VRMLookAtTypeName: () => (/* binding */ VRMLookAtTypeName),\n/* harmony export */ VRMMetaLoaderPlugin: () => (/* binding */ VRMMetaLoaderPlugin),\n/* harmony export */ VRMNodeConstraint: () => (/* binding */ VRMNodeConstraint),\n/* harmony export */ VRMNodeConstraintHelper: () => (/* binding */ VRMNodeConstraintHelper),\n/* harmony export */ VRMNodeConstraintLoaderPlugin: () => (/* binding */ VRMNodeConstraintLoaderPlugin),\n/* harmony export */ VRMNodeConstraintManager: () => (/* binding */ VRMNodeConstraintManager),\n/* harmony export */ VRMRequiredHumanBoneName: () => (/* binding */ VRMRequiredHumanBoneName),\n/* harmony export */ VRMRollConstraint: () => (/* binding */ VRMRollConstraint),\n/* harmony export */ VRMRotationConstraint: () => (/* binding */ VRMRotationConstraint),\n/* harmony export */ VRMSpringBoneCollider: () => (/* binding */ VRMSpringBoneCollider),\n/* harmony export */ VRMSpringBoneColliderHelper: () => (/* binding */ VRMSpringBoneColliderHelper),\n/* harmony export */ VRMSpringBoneColliderShape: () => (/* binding */ VRMSpringBoneColliderShape),\n/* harmony export */ VRMSpringBoneColliderShapeCapsule: () => (/* binding */ VRMSpringBoneColliderShapeCapsule),\n/* harmony export */ VRMSpringBoneColliderShapeSphere: () => (/* binding */ VRMSpringBoneColliderShapeSphere),\n/* harmony export */ VRMSpringBoneJoint: () => (/* binding */ VRMSpringBoneJoint),\n/* harmony export */ VRMSpringBoneJointHelper: () => (/* binding */ VRMSpringBoneJointHelper),\n/* harmony export */ VRMSpringBoneLoaderPlugin: () => (/* binding */ VRMSpringBoneLoaderPlugin),\n/* harmony export */ VRMSpringBoneManager: () => (/* binding */ VRMSpringBoneManager),\n/* harmony export */ VRMUtils: () => (/* binding */ VRMUtils)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/*!\n * @pixiv/three-vrm v2.1.1\n * VRM file loader for three.js.\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\n\n\n/*!\n * @pixiv/three-vrm-core v2.1.1\n * The implementation of core features of VRM, for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-core is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\n// animationMixer の監視対象は、Scene の中に入っている必要がある。\n// そのため、表示オブジェクトではないけれど、Object3D を継承して Scene に投入できるようにする。\nclass VRMExpression extends three__WEBPACK_IMPORTED_MODULE_0__.Object3D {\n /**\n * A value represents how much it should override blink expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideBlinkAmount() {\n if (this.overrideBlink === 'block') {\n return 0.0 < this.weight ? 1.0 : 0.0;\n }\n else if (this.overrideBlink === 'blend') {\n return this.weight;\n }\n else {\n return 0.0;\n }\n }\n /**\n * A value represents how much it should override lookAt expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideLookAtAmount() {\n if (this.overrideLookAt === 'block') {\n return 0.0 < this.weight ? 1.0 : 0.0;\n }\n else if (this.overrideLookAt === 'blend') {\n return this.weight;\n }\n else {\n return 0.0;\n }\n }\n /**\n * A value represents how much it should override mouth expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideMouthAmount() {\n if (this.overrideMouth === 'block') {\n return 0.0 < this.weight ? 1.0 : 0.0;\n }\n else if (this.overrideMouth === 'blend') {\n return this.weight;\n }\n else {\n return 0.0;\n }\n }\n constructor(expressionName) {\n super();\n /**\n * The current weight of the expression.\n */\n this.weight = 0.0;\n /**\n * Interpret values greater than 0.5 as 1.0, ortherwise 0.0.\n */\n this.isBinary = false;\n /**\n * Specify how the expression overrides blink expressions.\n */\n this.overrideBlink = 'none';\n /**\n * Specify how the expression overrides lookAt expressions.\n */\n this.overrideLookAt = 'none';\n /**\n * Specify how the expression overrides mouth expressions.\n */\n this.overrideMouth = 'none';\n this._binds = [];\n this.name = `VRMExpression_${expressionName}`;\n this.expressionName = expressionName;\n // traverse 時の救済手段として Object3D ではないことを明示しておく\n this.type = 'VRMExpression';\n // 表示目的のオブジェクトではないので、負荷軽減のために visible を false にしておく。\n // これにより、このインスタンスに対する毎フレームの matrix 自動計算を省略できる。\n this.visible = false;\n }\n addBind(bind) {\n this._binds.push(bind);\n }\n /**\n * Apply weight to every assigned blend shapes.\n * Should be called every frame.\n */\n applyWeight(options) {\n var _a;\n let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n actualWeight *= (_a = options === null || options === void 0 ? void 0 : options.multiplier) !== null && _a !== void 0 ? _a : 1.0;\n this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n }\n /**\n * Clear previously assigned blend shapes.\n */\n clearAppliedWeight() {\n this._binds.forEach((bind) => bind.clearAppliedWeight());\n }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter$6(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction extractPrimitivesInternal(gltf, nodeIndex, node) {\n var _a, _b;\n const json = gltf.parser.json;\n /**\n * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n *\n * \"*\" indicates that those meshes should be listed up using this function\n *\n * ### A node with a (mesh, a signle primitive)\n *\n * - `THREE.Mesh`: The only primitive of the mesh *\n *\n * ### A node with a (mesh, multiple primitives)\n *\n * - `THREE.Group`: The root of the mesh\n * - `THREE.Mesh`: A primitive of the mesh *\n * - `THREE.Mesh`: A primitive of the mesh (2) *\n *\n * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n *\n * - `THREE.Group`: The root of the mesh\n * - `THREE.Mesh`: A primitive of the mesh *\n * - `THREE.Mesh`: A primitive of the mesh (2) *\n * - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n *\n * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n *\n * - `THREE.Group`: The root of the mesh\n * - `THREE.Mesh`: A primitive of the mesh *\n * - `THREE.Mesh`: A primitive of the mesh (2) *\n * - `THREE.Group`: The root of a MESH OF THE CHILD\n * - `THREE.Mesh`: A primitive of the mesh of the child\n * - `THREE.Mesh`: A primitive of the mesh of the child (2)\n *\n * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n *\n * - `THREE.Bone`: The root of the node, as a bone\n * - `THREE.Group`: The root of the mesh\n * - `THREE.Mesh`: A primitive of the mesh *\n * - `THREE.Mesh`: A primitive of the mesh (2) *\n *\n * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n *\n * - `THREE.Bone`: The root of the node, as a bone\n * - `THREE.Group`: The root of the mesh\n * - `THREE.Mesh`: A primitive of the mesh *\n * - `THREE.Mesh`: A primitive of the mesh (2) *\n * - `THREE.Group`: The root of a MESH OF THE CHILD\n * - `THREE.Mesh`: A primitive of the mesh of the child\n * - `THREE.Mesh`: A primitive of the mesh of the child (2)\n *\n * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n */\n // Make sure that the node has a mesh\n const schemaNode = (_a = json.nodes) === null || _a === void 0 ? void 0 : _a[nodeIndex];\n if (schemaNode == null) {\n console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n return null;\n }\n const meshIndex = schemaNode.mesh;\n if (meshIndex == null) {\n return null;\n }\n // How many primitives the mesh has?\n const schemaMesh = (_b = json.meshes) === null || _b === void 0 ? void 0 : _b[meshIndex];\n if (schemaMesh == null) {\n console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n return null;\n }\n const primitiveCount = schemaMesh.primitives.length;\n // Traverse the node and take first (primitiveCount) meshes\n const primitives = [];\n node.traverse((object) => {\n if (primitives.length < primitiveCount) {\n if (object.isMesh) {\n primitives.push(object);\n }\n }\n });\n return primitives;\n}\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nfunction gltfExtractPrimitivesFromNode(gltf, nodeIndex) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const node = yield gltf.parser.getDependency('node', nodeIndex);\n return extractPrimitivesInternal(gltf, nodeIndex, node);\n });\n}\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nfunction gltfExtractPrimitivesFromNodes(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const nodes = yield gltf.parser.getDependencies('node');\n const map = new Map();\n nodes.forEach((node, index) => {\n const result = extractPrimitivesInternal(gltf, index, node);\n if (result != null) {\n map.set(index, result);\n }\n });\n return map;\n });\n}\n\n/**\n * Get a material definition index of glTF from associated material.\n * It's basically a comat code between Three.js r133 or above and previous versions.\n * @param parser GLTFParser\n * @param material A material of gltf\n * @returns Material definition index of glTF\n */\nfunction gltfGetAssociatedMaterialIndex(parser, material) {\n var _a, _b;\n const threeRevision = parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10);\n let index = null;\n if (threeRevision >= 133) {\n index = (_b = (_a = parser.associations.get(material)) === null || _a === void 0 ? void 0 : _a.materials) !== null && _b !== void 0 ? _b : null;\n }\n else {\n const associations = parser.associations;\n const reference = associations.get(material);\n if ((reference === null || reference === void 0 ? void 0 : reference.type) === 'materials') {\n index = reference.index;\n }\n }\n return index;\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionPresetName = {\n Aa: 'aa',\n Ih: 'ih',\n Ou: 'ou',\n Ee: 'ee',\n Oh: 'oh',\n Blink: 'blink',\n Happy: 'happy',\n Angry: 'angry',\n Sad: 'sad',\n Relaxed: 'relaxed',\n LookUp: 'lookUp',\n Surprised: 'surprised',\n LookDown: 'lookDown',\n LookLeft: 'lookLeft',\n LookRight: 'lookRight',\n BlinkLeft: 'blinkLeft',\n BlinkRight: 'blinkRight',\n Neutral: 'neutral',\n};\n\n/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nfunction saturate(value) {\n return Math.max(Math.min(value, 1.0), 0.0);\n}\n\nclass VRMExpressionManager {\n get expressions() {\n return this._expressions.concat();\n }\n get expressionMap() {\n return Object.assign({}, this._expressionMap);\n }\n /**\n * A map from name to expression, but excluding custom expressions.\n */\n get presetExpressionMap() {\n const result = {};\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n Object.entries(this._expressionMap).forEach(([name, expression]) => {\n if (presetNameSet.has(name)) {\n result[name] = expression;\n }\n });\n return result;\n }\n /**\n * A map from name to expression, but excluding preset expressions.\n */\n get customExpressionMap() {\n const result = {};\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n Object.entries(this._expressionMap).forEach(([name, expression]) => {\n if (!presetNameSet.has(name)) {\n result[name] = expression;\n }\n });\n return result;\n }\n /**\n * Create a new {@link VRMExpressionManager}.\n */\n constructor() {\n /**\n * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n */\n this.blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n /**\n * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n */\n this.lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n /**\n * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n */\n this.mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n /**\n * A set of {@link VRMExpression}.\n * When you want to register expressions, use {@link registerExpression}\n */\n this._expressions = [];\n /**\n * A map from name to expression.\n */\n this._expressionMap = {};\n // do nothing\n }\n /**\n * Copy the given {@link VRMExpressionManager} into this one.\n * @param source The {@link VRMExpressionManager} you want to copy\n * @returns this\n */\n copy(source) {\n // first unregister all the expression it has\n const expressions = this._expressions.concat();\n expressions.forEach((expression) => {\n this.unregisterExpression(expression);\n });\n // then register all the expression of the source\n source._expressions.forEach((expression) => {\n this.registerExpression(expression);\n });\n // copy remaining members\n this.blinkExpressionNames = source.blinkExpressionNames.concat();\n this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n this.mouthExpressionNames = source.mouthExpressionNames.concat();\n return this;\n }\n /**\n * Returns a clone of this {@link VRMExpressionManager}.\n * @returns Copied {@link VRMExpressionManager}\n */\n clone() {\n return new VRMExpressionManager().copy(this);\n }\n /**\n * Return a registered expression.\n * If it cannot find an expression, it will return `null` instead.\n *\n * @param name Name or preset name of the expression\n */\n getExpression(name) {\n var _a;\n return (_a = this._expressionMap[name]) !== null && _a !== void 0 ? _a : null;\n }\n /**\n * Register an expression.\n *\n * @param expression {@link VRMExpression} that describes the expression\n */\n registerExpression(expression) {\n this._expressions.push(expression);\n this._expressionMap[expression.expressionName] = expression;\n }\n /**\n * Unregister an expression.\n *\n * @param expression The expression you want to unregister\n */\n unregisterExpression(expression) {\n const index = this._expressions.indexOf(expression);\n if (index === -1) {\n console.warn('VRMExpressionManager: The specified expressions is not registered');\n }\n this._expressions.splice(index, 1);\n delete this._expressionMap[expression.expressionName];\n }\n /**\n * Get the current weight of the specified expression.\n * If it doesn't have an expression of given name, it will return `null` instead.\n *\n * @param name Name of the expression\n */\n getValue(name) {\n var _a;\n const expression = this.getExpression(name);\n return (_a = expression === null || expression === void 0 ? void 0 : expression.weight) !== null && _a !== void 0 ? _a : null;\n }\n /**\n * Set a weight to the specified expression.\n *\n * @param name Name of the expression\n * @param weight Weight\n */\n setValue(name, weight) {\n const expression = this.getExpression(name);\n if (expression) {\n expression.weight = saturate(weight);\n }\n }\n /**\n * Get a track name of specified expression.\n * This track name is needed to manipulate its expression via keyframe animations.\n *\n * @example Manipulate an expression using keyframe animation\n * ```js\n * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n * const track = new THREE.NumberKeyframeTrack(\n * name,\n * [ 0.0, 0.5, 1.0 ], // times\n * [ 0.0, 1.0, 0.0 ] // values\n * );\n *\n * const clip = new THREE.AnimationClip(\n * 'blink', // name\n * 1.0, // duration\n * [ track ] // tracks\n * );\n *\n * const mixer = new THREE.AnimationMixer( vrm.scene );\n * const action = mixer.clipAction( clip );\n * action.play();\n * ```\n *\n * @param name Name of the expression\n */\n getExpressionTrackName(name) {\n const expression = this.getExpression(name);\n return expression ? `${expression.name}.weight` : null;\n }\n /**\n * Update every expressions.\n */\n update() {\n // see how much we should override certain expressions\n const weightMultipliers = this._calculateWeightMultipliers();\n // reset expression binds first\n this._expressions.forEach((expression) => {\n expression.clearAppliedWeight();\n });\n // then apply binds\n this._expressions.forEach((expression) => {\n let multiplier = 1.0;\n const name = expression.expressionName;\n if (this.blinkExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.blink;\n }\n if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.lookAt;\n }\n if (this.mouthExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.mouth;\n }\n expression.applyWeight({ multiplier });\n });\n }\n /**\n * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n */\n _calculateWeightMultipliers() {\n let blink = 1.0;\n let lookAt = 1.0;\n let mouth = 1.0;\n this._expressions.forEach((expression) => {\n blink -= expression.overrideBlinkAmount;\n lookAt -= expression.overrideLookAtAmount;\n mouth -= expression.overrideMouthAmount;\n });\n blink = Math.max(0.0, blink);\n lookAt = Math.max(0.0, lookAt);\n mouth = Math.max(0.0, mouth);\n return { blink, lookAt, mouth };\n }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionMaterialColorType = {\n Color: 'color',\n EmissionColor: 'emissionColor',\n ShadeColor: 'shadeColor',\n MatcapColor: 'matcapColor',\n RimColor: 'rimColor',\n OutlineColor: 'outlineColor',\n};\nconst v0ExpressionMaterialColorMap = {\n _Color: VRMExpressionMaterialColorType.Color,\n _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n _RimColor: VRMExpressionMaterialColorType.RimColor,\n _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n\nconst _color = new three__WEBPACK_IMPORTED_MODULE_0__.Color();\n/**\n * A bind of expression influences to a material color.\n */\nclass VRMExpressionMaterialColorBind {\n constructor({ material, type, targetValue, targetAlpha, }) {\n this.material = material;\n this.type = type;\n this.targetValue = targetValue;\n this.targetAlpha = targetAlpha !== null && targetAlpha !== void 0 ? targetAlpha : 1.0;\n // init bind state\n const color = this._initColorBindState();\n const alpha = this._initAlphaBindState();\n this._state = { color, alpha };\n }\n applyWeight(weight) {\n const { color, alpha } = this._state;\n if (color != null) {\n const { propertyName, deltaValue } = color;\n const target = this.material[propertyName];\n if (target != undefined) {\n target.add(_color.copy(deltaValue).multiplyScalar(weight));\n }\n }\n if (alpha != null) {\n const { propertyName, deltaValue } = alpha;\n const target = this.material[propertyName];\n if (target != undefined) {\n this.material[propertyName] += deltaValue * weight;\n }\n }\n }\n clearAppliedWeight() {\n const { color, alpha } = this._state;\n if (color != null) {\n const { propertyName, initialValue } = color;\n const target = this.material[propertyName];\n if (target != undefined) {\n target.copy(initialValue);\n }\n }\n if (alpha != null) {\n const { propertyName, initialValue } = alpha;\n const target = this.material[propertyName];\n if (target != undefined) {\n this.material[propertyName] = initialValue;\n }\n }\n }\n _initColorBindState() {\n var _a, _b, _c;\n const { material, type, targetValue } = this;\n const propertyNameMap = this._getPropertyNameMap();\n const propertyName = (_b = (_a = propertyNameMap === null || propertyNameMap === void 0 ? void 0 : propertyNameMap[type]) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : null;\n if (propertyName == null) {\n console.warn(`Tried to add a material color bind to the material ${(_c = material.name) !== null && _c !== void 0 ? _c : '(no name)'}, the type ${type} but the material or the type is not supported.`);\n return null;\n }\n const target = material[propertyName];\n const initialValue = target.clone();\n // 負の値を保持するためにColor.subを使わずに差分を計算する\n const deltaValue = new three__WEBPACK_IMPORTED_MODULE_0__.Color(targetValue.r - initialValue.r, targetValue.g - initialValue.g, targetValue.b - initialValue.b);\n return { propertyName, initialValue, deltaValue };\n }\n _initAlphaBindState() {\n var _a, _b, _c;\n const { material, type, targetAlpha } = this;\n const propertyNameMap = this._getPropertyNameMap();\n const propertyName = (_b = (_a = propertyNameMap === null || propertyNameMap === void 0 ? void 0 : propertyNameMap[type]) === null || _a === void 0 ? void 0 : _a[1]) !== null && _b !== void 0 ? _b : null;\n if (propertyName == null && targetAlpha !== 1.0) {\n console.warn(`Tried to add a material alpha bind to the material ${(_c = material.name) !== null && _c !== void 0 ? _c : '(no name)'}, the type ${type} but the material or the type does not support alpha.`);\n return null;\n }\n if (propertyName == null) {\n return null;\n }\n const initialValue = material[propertyName];\n const deltaValue = targetAlpha - initialValue;\n return { propertyName, initialValue, deltaValue };\n }\n _getPropertyNameMap() {\n var _a, _b;\n return ((_b = (_a = Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n return this.material[distinguisher] === true;\n })) === null || _a === void 0 ? void 0 : _a[1]) !== null && _b !== void 0 ? _b : null);\n }\n}\n/**\n * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n * The first element stands for color channels, the second element stands for the alpha channel.\n * The second element can be null if the target property doesn't exist.\n */\n// TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n// See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\nVRMExpressionMaterialColorBind._propertyNameMapMap = {\n isMeshStandardMaterial: {\n color: ['color', 'opacity'],\n emissionColor: ['emissive', null],\n },\n isMeshBasicMaterial: {\n color: ['color', 'opacity'],\n },\n isMToonMaterial: {\n color: ['color', 'opacity'],\n emissionColor: ['emissive', null],\n outlineColor: ['outlineColorFactor', null],\n matcapColor: ['matcapFactor', null],\n rimColor: ['parametricRimColorFactor', null],\n shadeColor: ['shadeColorFactor', null],\n },\n};\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nclass VRMExpressionMorphTargetBind {\n constructor({ primitives, index, weight, }) {\n this.primitives = primitives;\n this.index = index;\n this.weight = weight;\n }\n applyWeight(weight) {\n this.primitives.forEach((mesh) => {\n var _a;\n if (((_a = mesh.morphTargetInfluences) === null || _a === void 0 ? void 0 : _a[this.index]) != null) {\n mesh.morphTargetInfluences[this.index] += this.weight * weight;\n }\n });\n }\n clearAppliedWeight() {\n this.primitives.forEach((mesh) => {\n var _a;\n if (((_a = mesh.morphTargetInfluences) === null || _a === void 0 ? void 0 : _a[this.index]) != null) {\n mesh.morphTargetInfluences[this.index] = 0.0;\n }\n });\n }\n}\n\nconst _v2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2();\n/**\n * A bind of expression influences to texture transforms.\n */\nclass VRMExpressionTextureTransformBind {\n constructor({ material, scale, offset, }) {\n var _a, _b;\n this.material = material;\n this.scale = scale;\n this.offset = offset;\n const propertyNames = (_a = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(([distinguisher]) => {\n return material[distinguisher] === true;\n })) === null || _a === void 0 ? void 0 : _a[1];\n if (propertyNames == null) {\n console.warn(`Tried to add a texture transform bind to the material ${(_b = material.name) !== null && _b !== void 0 ? _b : '(no name)'} but the material is not supported.`);\n this._properties = [];\n }\n else {\n this._properties = [];\n propertyNames.forEach((propertyName) => {\n var _a;\n const texture = (_a = material[propertyName]) === null || _a === void 0 ? void 0 : _a.clone();\n if (!texture) {\n return null;\n }\n material[propertyName] = texture; // because the texture is cloned\n const initialOffset = texture.offset.clone();\n const initialScale = texture.repeat.clone();\n const deltaOffset = offset.clone().sub(initialOffset);\n const deltaScale = scale.clone().sub(initialScale);\n this._properties.push({\n name: propertyName,\n initialOffset,\n deltaOffset,\n initialScale,\n deltaScale,\n });\n });\n }\n }\n applyWeight(weight) {\n this._properties.forEach((property) => {\n const target = this.material[property.name];\n if (target === undefined) {\n return;\n } // TODO: we should kick this at `addMaterialValue`\n target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n });\n }\n clearAppliedWeight() {\n this._properties.forEach((property) => {\n const target = this.material[property.name];\n if (target === undefined) {\n return;\n } // TODO: we should kick this at `addMaterialValue`\n target.offset.copy(property.initialOffset);\n target.repeat.copy(property.initialScale);\n });\n }\n}\nVRMExpressionTextureTransformBind._propertyNamesMap = {\n isMeshStandardMaterial: [\n 'map',\n 'emissiveMap',\n 'bumpMap',\n 'normalMap',\n 'displacementMap',\n 'roughnessMap',\n 'metalnessMap',\n 'alphaMap',\n ],\n isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n isMToonMaterial: [\n 'map',\n 'normalMap',\n 'emissiveMap',\n 'shadeMultiplyTexture',\n 'rimMultiplyTexture',\n 'outlineWidthMultiplyTexture',\n 'uvAnimationMaskTexture',\n ],\n};\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$4 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nclass VRMExpressionLoaderPlugin {\n get name() {\n // We should use the extension name instead but we have multiple plugins for an extension...\n return 'VRMExpressionLoaderPlugin';\n }\n constructor(parser) {\n this.parser = parser;\n }\n afterRoot(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n gltf.userData.vrmExpressionManager = yield this._import(gltf);\n });\n }\n /**\n * Import a {@link VRMExpressionManager} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n var _a, _b;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$4.has(specVersion)) {\n console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaExpressions = extension.expressions;\n if (!schemaExpressions) {\n return null;\n }\n // list expressions\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n const nameSchemaExpressionMap = new Map();\n if (schemaExpressions.preset != null) {\n Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n if (schemaExpression == null) {\n return;\n } // typescript\n if (!presetNameSet.has(name)) {\n console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n return;\n }\n nameSchemaExpressionMap.set(name, schemaExpression);\n });\n }\n if (schemaExpressions.custom != null) {\n Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n if (presetNameSet.has(name)) {\n console.warn(`VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`);\n return;\n }\n nameSchemaExpressionMap.set(name, schemaExpression);\n });\n }\n // prepare manager\n const manager = new VRMExpressionManager();\n // load expressions\n yield Promise.all(Array.from(nameSchemaExpressionMap.entries()).map(([name, schemaExpression]) => __awaiter$6(this, void 0, void 0, function* () {\n var _c, _d, _e, _f, _g, _h, _j;\n const expression = new VRMExpression(name);\n gltf.scene.add(expression);\n expression.isBinary = (_c = schemaExpression.isBinary) !== null && _c !== void 0 ? _c : false;\n expression.overrideBlink = (_d = schemaExpression.overrideBlink) !== null && _d !== void 0 ? _d : 'none';\n expression.overrideLookAt = (_e = schemaExpression.overrideLookAt) !== null && _e !== void 0 ? _e : 'none';\n expression.overrideMouth = (_f = schemaExpression.overrideMouth) !== null && _f !== void 0 ? _f : 'none';\n (_g = schemaExpression.morphTargetBinds) === null || _g === void 0 ? void 0 : _g.forEach((bind) => __awaiter$6(this, void 0, void 0, function* () {\n var _k;\n if (bind.node === undefined || bind.index === undefined) {\n return;\n }\n const primitives = (yield gltfExtractPrimitivesFromNode(gltf, bind.node));\n const morphTargetIndex = bind.index;\n // check if the mesh has the target morph target\n if (!primitives.every((primitive) => Array.isArray(primitive.morphTargetInfluences) &&\n morphTargetIndex < primitive.morphTargetInfluences.length)) {\n console.warn(`VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`);\n return;\n }\n expression.addBind(new VRMExpressionMorphTargetBind({\n primitives,\n index: morphTargetIndex,\n weight: (_k = bind.weight) !== null && _k !== void 0 ? _k : 1.0,\n }));\n }));\n if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n // list up every material in `gltf.scene`\n const gltfMaterials = [];\n gltf.scene.traverse((object) => {\n const material = object.material;\n if (material) {\n gltfMaterials.push(material);\n }\n });\n (_h = schemaExpression.materialColorBinds) === null || _h === void 0 ? void 0 : _h.forEach((bind) => __awaiter$6(this, void 0, void 0, function* () {\n const materials = gltfMaterials.filter((material) => {\n const materialIndex = gltfGetAssociatedMaterialIndex(this.parser, material);\n return bind.material === materialIndex;\n });\n materials.forEach((material) => {\n expression.addBind(new VRMExpressionMaterialColorBind({\n material,\n type: bind.type,\n targetValue: new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray(bind.targetValue),\n targetAlpha: bind.targetValue[3],\n }));\n });\n }));\n (_j = schemaExpression.textureTransformBinds) === null || _j === void 0 ? void 0 : _j.forEach((bind) => __awaiter$6(this, void 0, void 0, function* () {\n const materials = gltfMaterials.filter((material) => {\n const materialIndex = gltfGetAssociatedMaterialIndex(this.parser, material);\n return bind.material === materialIndex;\n });\n materials.forEach((material) => {\n var _a, _b;\n expression.addBind(new VRMExpressionTextureTransformBind({\n material,\n offset: new three__WEBPACK_IMPORTED_MODULE_0__.Vector2().fromArray((_a = bind.offset) !== null && _a !== void 0 ? _a : [0.0, 0.0]),\n scale: new three__WEBPACK_IMPORTED_MODULE_0__.Vector2().fromArray((_b = bind.scale) !== null && _b !== void 0 ? _b : [1.0, 1.0]),\n }));\n });\n }));\n }\n manager.registerExpression(expression);\n })));\n return manager;\n });\n }\n _v0Import(gltf) {\n var _a;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaBlendShape = vrmExt.blendShapeMaster;\n if (!schemaBlendShape) {\n return null;\n }\n const manager = new VRMExpressionManager();\n const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n if (!schemaBlendShapeGroups) {\n return manager;\n }\n const blendShapeNameSet = new Set();\n yield Promise.all(schemaBlendShapeGroups.map((schemaGroup) => __awaiter$6(this, void 0, void 0, function* () {\n var _b;\n const v0PresetName = schemaGroup.presetName;\n const v1PresetName = (v0PresetName != null && VRMExpressionLoaderPlugin.v0v1PresetNameMap[v0PresetName]) || null;\n const name = v1PresetName !== null && v1PresetName !== void 0 ? v1PresetName : schemaGroup.name;\n if (name == null) {\n console.warn('VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression');\n return;\n }\n // duplication check\n if (blendShapeNameSet.has(name)) {\n console.warn(`VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`);\n return;\n }\n blendShapeNameSet.add(name);\n const expression = new VRMExpression(name);\n gltf.scene.add(expression);\n expression.isBinary = (_b = schemaGroup.isBinary) !== null && _b !== void 0 ? _b : false;\n // v0 doesn't have ignore properties\n // Bind morphTarget\n if (schemaGroup.binds) {\n schemaGroup.binds.forEach((bind) => __awaiter$6(this, void 0, void 0, function* () {\n var _c;\n if (bind.mesh === undefined || bind.index === undefined) {\n return;\n }\n const nodesUsingMesh = [];\n (_c = json.nodes) === null || _c === void 0 ? void 0 : _c.forEach((node, i) => {\n if (node.mesh === bind.mesh) {\n nodesUsingMesh.push(i);\n }\n });\n const morphTargetIndex = bind.index;\n yield Promise.all(nodesUsingMesh.map((nodeIndex) => __awaiter$6(this, void 0, void 0, function* () {\n var _d;\n const primitives = (yield gltfExtractPrimitivesFromNode(gltf, nodeIndex));\n // check if the mesh has the target morph target\n if (!primitives.every((primitive) => Array.isArray(primitive.morphTargetInfluences) &&\n morphTargetIndex < primitive.morphTargetInfluences.length)) {\n console.warn(`VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`);\n return;\n }\n expression.addBind(new VRMExpressionMorphTargetBind({\n primitives,\n index: morphTargetIndex,\n weight: 0.01 * ((_d = bind.weight) !== null && _d !== void 0 ? _d : 100), // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n }));\n })));\n }));\n }\n // Bind MaterialColor and TextureTransform\n const materialValues = schemaGroup.materialValues;\n if (materialValues && materialValues.length !== 0) {\n materialValues.forEach((materialValue) => {\n if (materialValue.materialName === undefined ||\n materialValue.propertyName === undefined ||\n materialValue.targetValue === undefined) {\n return;\n }\n /**\n * アバターのオブジェクトに設定されているマテリアルの内から\n * materialValueで指定されているマテリアルを集める。\n *\n * 特定には名前を使用する。\n * アウトライン描画用のマテリアルも同時に集める。\n */\n const materials = [];\n gltf.scene.traverse((object) => {\n if (object.material) {\n const material = object.material;\n if (Array.isArray(material)) {\n materials.push(...material.filter((mtl) => (mtl.name === materialValue.materialName ||\n mtl.name === materialValue.materialName + ' (Outline)') &&\n materials.indexOf(mtl) === -1));\n }\n else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n materials.push(material);\n }\n }\n });\n const materialPropertyName = materialValue.propertyName;\n materials.forEach((material) => {\n // TextureTransformBind\n if (materialPropertyName === '_MainTex_ST') {\n const scale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2(materialValue.targetValue[0], materialValue.targetValue[1]);\n const offset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2(materialValue.targetValue[2], materialValue.targetValue[3]);\n offset.y = 1.0 - offset.y - scale.y;\n expression.addBind(new VRMExpressionTextureTransformBind({\n material,\n scale,\n offset,\n }));\n return;\n }\n // MaterialColorBind\n const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n if (materialColorType) {\n expression.addBind(new VRMExpressionMaterialColorBind({\n material,\n type: materialColorType,\n targetValue: new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray(materialValue.targetValue),\n targetAlpha: materialValue.targetValue[3],\n }));\n return;\n }\n console.warn(materialPropertyName + ' is not supported');\n });\n });\n }\n manager.registerExpression(expression);\n })));\n return manager;\n });\n }\n}\nVRMExpressionLoaderPlugin.v0v1PresetNameMap = {\n a: 'aa',\n e: 'ee',\n i: 'ih',\n o: 'oh',\n u: 'ou',\n blink: 'blink',\n joy: 'happy',\n angry: 'angry',\n sorrow: 'sad',\n fun: 'relaxed',\n lookup: 'lookUp',\n lookdown: 'lookDown',\n lookleft: 'lookLeft',\n lookright: 'lookRight',\n // eslint-disable-next-line @typescript-eslint/naming-convention\n blink_l: 'blinkLeft',\n // eslint-disable-next-line @typescript-eslint/naming-convention\n blink_r: 'blinkRight',\n neutral: 'neutral',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionOverrideType = {\n None: 'none',\n Block: 'block',\n Blend: 'blend',\n};\n\nclass VRMFirstPerson {\n /**\n * Create a new VRMFirstPerson object.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n */\n constructor(humanoid, meshAnnotations) {\n this._firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n this._thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n this._initializedLayers = false;\n this.humanoid = humanoid;\n this.meshAnnotations = meshAnnotations;\n }\n /**\n * Copy the given {@link VRMFirstPerson} into this one.\n * {@link humanoid} must be same as the source one.\n * @param source The {@link VRMFirstPerson} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n }\n this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n meshes: annotation.meshes.concat(),\n type: annotation.type,\n }));\n return this;\n }\n /**\n * Returns a clone of this {@link VRMFirstPerson}.\n * @returns Copied {@link VRMFirstPerson}\n */\n clone() {\n return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n }\n /**\n * A camera layer represents `FirstPersonOnly` layer.\n * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n *\n * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n *\n * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n * @see https://threejs.org/docs/#api/en/core/Layers\n */\n get firstPersonOnlyLayer() {\n return this._firstPersonOnlyLayer;\n }\n /**\n * A camera layer represents `ThirdPersonOnly` layer.\n * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n *\n * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n *\n * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n * @see https://threejs.org/docs/#api/en/core/Layers\n */\n get thirdPersonOnlyLayer() {\n return this._thirdPersonOnlyLayer;\n }\n /**\n * In this method, it assigns layers for every meshes based on mesh annotations.\n * You must call this method first before you use the layer feature.\n *\n * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n *\n * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n *\n * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n */\n setup({ firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER, thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER, } = {}) {\n if (this._initializedLayers) {\n return;\n }\n this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n this.meshAnnotations.forEach((item) => {\n item.meshes.forEach((mesh) => {\n if (item.type === 'firstPersonOnly') {\n mesh.layers.set(this._firstPersonOnlyLayer);\n mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n }\n else if (item.type === 'thirdPersonOnly') {\n mesh.layers.set(this._thirdPersonOnlyLayer);\n mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n }\n else if (item.type === 'auto') {\n this._createHeadlessModel(mesh);\n }\n });\n });\n this._initializedLayers = true;\n }\n _excludeTriangles(triangles, bws, skinIndex, exclude) {\n let count = 0;\n if (bws != null && bws.length > 0) {\n for (let i = 0; i < triangles.length; i += 3) {\n const a = triangles[i];\n const b = triangles[i + 1];\n const c = triangles[i + 2];\n const bw0 = bws[a];\n const skin0 = skinIndex[a];\n if (bw0[0] > 0 && exclude.includes(skin0[0]))\n continue;\n if (bw0[1] > 0 && exclude.includes(skin0[1]))\n continue;\n if (bw0[2] > 0 && exclude.includes(skin0[2]))\n continue;\n if (bw0[3] > 0 && exclude.includes(skin0[3]))\n continue;\n const bw1 = bws[b];\n const skin1 = skinIndex[b];\n if (bw1[0] > 0 && exclude.includes(skin1[0]))\n continue;\n if (bw1[1] > 0 && exclude.includes(skin1[1]))\n continue;\n if (bw1[2] > 0 && exclude.includes(skin1[2]))\n continue;\n if (bw1[3] > 0 && exclude.includes(skin1[3]))\n continue;\n const bw2 = bws[c];\n const skin2 = skinIndex[c];\n if (bw2[0] > 0 && exclude.includes(skin2[0]))\n continue;\n if (bw2[1] > 0 && exclude.includes(skin2[1]))\n continue;\n if (bw2[2] > 0 && exclude.includes(skin2[2]))\n continue;\n if (bw2[3] > 0 && exclude.includes(skin2[3]))\n continue;\n triangles[count++] = a;\n triangles[count++] = b;\n triangles[count++] = c;\n }\n }\n return count;\n }\n _createErasedMesh(src, erasingBonesIndex) {\n const dst = new three__WEBPACK_IMPORTED_MODULE_0__.SkinnedMesh(src.geometry.clone(), src.material);\n dst.name = `${src.name}(erase)`;\n dst.frustumCulled = src.frustumCulled;\n dst.layers.set(this._firstPersonOnlyLayer);\n const geometry = dst.geometry;\n const skinIndexAttr = geometry.getAttribute('skinIndex');\n const skinIndexAttrArray = skinIndexAttr instanceof three__WEBPACK_IMPORTED_MODULE_0__.GLBufferAttribute ? [] : skinIndexAttr.array;\n const skinIndex = [];\n for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n skinIndex.push([\n skinIndexAttrArray[i],\n skinIndexAttrArray[i + 1],\n skinIndexAttrArray[i + 2],\n skinIndexAttrArray[i + 3],\n ]);\n }\n const skinWeightAttr = geometry.getAttribute('skinWeight');\n const skinWeightAttrArray = skinWeightAttr instanceof three__WEBPACK_IMPORTED_MODULE_0__.GLBufferAttribute ? [] : skinWeightAttr.array;\n const skinWeight = [];\n for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n skinWeight.push([\n skinWeightAttrArray[i],\n skinWeightAttrArray[i + 1],\n skinWeightAttrArray[i + 2],\n skinWeightAttrArray[i + 3],\n ]);\n }\n const index = geometry.getIndex();\n if (!index) {\n throw new Error(\"The geometry doesn't have an index buffer\");\n }\n const oldTriangles = Array.from(index.array);\n const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n const newTriangle = [];\n for (let i = 0; i < count; i++) {\n newTriangle[i] = oldTriangles[i];\n }\n geometry.setIndex(newTriangle);\n // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n if (src.onBeforeRender) {\n dst.onBeforeRender = src.onBeforeRender;\n }\n dst.bind(new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4());\n return dst;\n }\n _createHeadlessModelForSkinnedMesh(parent, mesh) {\n const eraseBoneIndexes = [];\n mesh.skeleton.bones.forEach((bone, index) => {\n if (this._isEraseTarget(bone))\n eraseBoneIndexes.push(index);\n });\n // Unlike UniVRM we don't copy mesh if no invisible bone was found\n if (!eraseBoneIndexes.length) {\n mesh.layers.enable(this._thirdPersonOnlyLayer);\n mesh.layers.enable(this._firstPersonOnlyLayer);\n return;\n }\n mesh.layers.set(this._thirdPersonOnlyLayer);\n const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n parent.add(newMesh);\n }\n _createHeadlessModel(node) {\n if (node.type === 'Group') {\n node.layers.set(this._thirdPersonOnlyLayer);\n if (this._isEraseTarget(node)) {\n node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n }\n else {\n const parent = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n parent.name = `_headless_${node.name}`;\n parent.layers.set(this._firstPersonOnlyLayer);\n node.parent.add(parent);\n node.children\n .filter((child) => child.type === 'SkinnedMesh')\n .forEach((child) => {\n const skinnedMesh = child;\n this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n });\n }\n }\n else if (node.type === 'SkinnedMesh') {\n const skinnedMesh = node;\n this._createHeadlessModelForSkinnedMesh(node.parent, skinnedMesh);\n }\n else {\n if (this._isEraseTarget(node)) {\n node.layers.set(this._thirdPersonOnlyLayer);\n node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n }\n }\n }\n _isEraseTarget(bone) {\n if (bone === this.humanoid.getRawBoneNode('head')) {\n return true;\n }\n else if (!bone.parent) {\n return false;\n }\n else {\n return this._isEraseTarget(bone.parent);\n }\n }\n}\n/**\n * A default camera layer for `FirstPersonOnly` layer.\n *\n * @see [[getFirstPersonOnlyLayer]]\n */\nVRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n/**\n * A default camera layer for `ThirdPersonOnly` layer.\n *\n * @see [[getThirdPersonOnlyLayer]]\n */\nVRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$3 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nclass VRMFirstPersonLoaderPlugin {\n get name() {\n // We should use the extension name instead but we have multiple plugins for an extension...\n return 'VRMFirstPersonLoaderPlugin';\n }\n constructor(parser) {\n this.parser = parser;\n }\n afterRoot(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const vrmHumanoid = gltf.userData.vrmHumanoid;\n // explicitly distinguish null and undefined\n // since vrmHumanoid might be null as a result\n if (vrmHumanoid === null) {\n return;\n }\n else if (vrmHumanoid === undefined) {\n throw new Error('VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n }\n gltf.userData.vrmFirstPerson = yield this._import(gltf, vrmHumanoid);\n });\n }\n /**\n * Import a {@link VRMFirstPerson} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n */\n _import(gltf, humanoid) {\n return __awaiter$6(this, void 0, void 0, function* () {\n if (humanoid == null) {\n return null;\n }\n const v1Result = yield this._v1Import(gltf, humanoid);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf, humanoid);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf, humanoid) {\n var _a, _b;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$3.has(specVersion)) {\n console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaFirstPerson = extension.firstPerson;\n if (!schemaFirstPerson) {\n return null;\n }\n const meshAnnotations = [];\n const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n var _a;\n const annotation = schemaFirstPerson.meshAnnotations\n ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n : undefined;\n meshAnnotations.push({\n meshes: primitives,\n type: (_a = annotation === null || annotation === void 0 ? void 0 : annotation.type) !== null && _a !== void 0 ? _a : 'both',\n });\n });\n return new VRMFirstPerson(humanoid, meshAnnotations);\n });\n }\n _v0Import(gltf, humanoid) {\n var _a;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaFirstPerson = vrmExt.firstPerson;\n if (!schemaFirstPerson) {\n return null;\n }\n const meshAnnotations = [];\n const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n const schemaNode = json.nodes[nodeIndex];\n const flag = schemaFirstPerson.meshAnnotations\n ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n : undefined;\n meshAnnotations.push({\n meshes: primitives,\n type: this._convertV0FlagToV1Type(flag === null || flag === void 0 ? void 0 : flag.firstPersonFlag),\n });\n });\n return new VRMFirstPerson(humanoid, meshAnnotations);\n });\n }\n _convertV0FlagToV1Type(flag) {\n if (flag === 'FirstPersonOnly') {\n return 'firstPersonOnly';\n }\n else if (flag === 'ThirdPersonOnly') {\n return 'thirdPersonOnly';\n }\n else if (flag === 'Auto') {\n return 'auto';\n }\n else {\n return 'both';\n }\n }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMFirstPersonMeshAnnotationType = {\n Auto: 'auto',\n Both: 'both',\n ThirdPersonOnly: 'thirdPersonOnly',\n FirstPersonOnly: 'firstPersonOnly',\n};\n\nconst _v3A$4$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B$2$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$5 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nclass VRMHumanoidHelper extends three__WEBPACK_IMPORTED_MODULE_0__.Group {\n constructor(humanoid) {\n super();\n this.vrmHumanoid = humanoid;\n this._boneAxesMap = new Map();\n Object.values(humanoid.humanBones).forEach((bone) => {\n const helper = new three__WEBPACK_IMPORTED_MODULE_0__.AxesHelper(1.0);\n helper.matrixAutoUpdate = false;\n helper.material.depthTest = false;\n helper.material.depthWrite = false;\n this.add(helper);\n this._boneAxesMap.set(bone, helper);\n });\n }\n dispose() {\n Array.from(this._boneAxesMap.values()).forEach((axes) => {\n axes.geometry.dispose();\n axes.material.dispose();\n });\n }\n updateMatrixWorld(force) {\n Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n bone.node.updateWorldMatrix(true, false);\n bone.node.matrixWorld.decompose(_v3A$4$1, _quatA$5, _v3B$2$1);\n const scale = _v3A$4$1.set(0.1, 0.1, 0.1).divide(_v3B$2$1);\n axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n });\n super.updateMatrixWorld(force);\n }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nconst VRMHumanBoneList = [\n 'hips',\n 'spine',\n 'chest',\n 'upperChest',\n 'neck',\n 'head',\n 'leftEye',\n 'rightEye',\n 'jaw',\n 'leftUpperLeg',\n 'leftLowerLeg',\n 'leftFoot',\n 'leftToes',\n 'rightUpperLeg',\n 'rightLowerLeg',\n 'rightFoot',\n 'rightToes',\n 'leftShoulder',\n 'leftUpperArm',\n 'leftLowerArm',\n 'leftHand',\n 'rightShoulder',\n 'rightUpperArm',\n 'rightLowerArm',\n 'rightHand',\n 'leftThumbMetacarpal',\n 'leftThumbProximal',\n 'leftThumbDistal',\n 'leftIndexProximal',\n 'leftIndexIntermediate',\n 'leftIndexDistal',\n 'leftMiddleProximal',\n 'leftMiddleIntermediate',\n 'leftMiddleDistal',\n 'leftRingProximal',\n 'leftRingIntermediate',\n 'leftRingDistal',\n 'leftLittleProximal',\n 'leftLittleIntermediate',\n 'leftLittleDistal',\n 'rightThumbMetacarpal',\n 'rightThumbProximal',\n 'rightThumbDistal',\n 'rightIndexProximal',\n 'rightIndexIntermediate',\n 'rightIndexDistal',\n 'rightMiddleProximal',\n 'rightMiddleIntermediate',\n 'rightMiddleDistal',\n 'rightRingProximal',\n 'rightRingIntermediate',\n 'rightRingDistal',\n 'rightLittleProximal',\n 'rightLittleIntermediate',\n 'rightLittleDistal',\n];\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneName = {\n Hips: 'hips',\n Spine: 'spine',\n Chest: 'chest',\n UpperChest: 'upperChest',\n Neck: 'neck',\n Head: 'head',\n LeftEye: 'leftEye',\n RightEye: 'rightEye',\n Jaw: 'jaw',\n LeftUpperLeg: 'leftUpperLeg',\n LeftLowerLeg: 'leftLowerLeg',\n LeftFoot: 'leftFoot',\n LeftToes: 'leftToes',\n RightUpperLeg: 'rightUpperLeg',\n RightLowerLeg: 'rightLowerLeg',\n RightFoot: 'rightFoot',\n RightToes: 'rightToes',\n LeftShoulder: 'leftShoulder',\n LeftUpperArm: 'leftUpperArm',\n LeftLowerArm: 'leftLowerArm',\n LeftHand: 'leftHand',\n RightShoulder: 'rightShoulder',\n RightUpperArm: 'rightUpperArm',\n RightLowerArm: 'rightLowerArm',\n RightHand: 'rightHand',\n LeftThumbMetacarpal: 'leftThumbMetacarpal',\n LeftThumbProximal: 'leftThumbProximal',\n LeftThumbDistal: 'leftThumbDistal',\n LeftIndexProximal: 'leftIndexProximal',\n LeftIndexIntermediate: 'leftIndexIntermediate',\n LeftIndexDistal: 'leftIndexDistal',\n LeftMiddleProximal: 'leftMiddleProximal',\n LeftMiddleIntermediate: 'leftMiddleIntermediate',\n LeftMiddleDistal: 'leftMiddleDistal',\n LeftRingProximal: 'leftRingProximal',\n LeftRingIntermediate: 'leftRingIntermediate',\n LeftRingDistal: 'leftRingDistal',\n LeftLittleProximal: 'leftLittleProximal',\n LeftLittleIntermediate: 'leftLittleIntermediate',\n LeftLittleDistal: 'leftLittleDistal',\n RightThumbMetacarpal: 'rightThumbMetacarpal',\n RightThumbProximal: 'rightThumbProximal',\n RightThumbDistal: 'rightThumbDistal',\n RightIndexProximal: 'rightIndexProximal',\n RightIndexIntermediate: 'rightIndexIntermediate',\n RightIndexDistal: 'rightIndexDistal',\n RightMiddleProximal: 'rightMiddleProximal',\n RightMiddleIntermediate: 'rightMiddleIntermediate',\n RightMiddleDistal: 'rightMiddleDistal',\n RightRingProximal: 'rightRingProximal',\n RightRingIntermediate: 'rightRingIntermediate',\n RightRingDistal: 'rightRingDistal',\n RightLittleProximal: 'rightLittleProximal',\n RightLittleIntermediate: 'rightLittleIntermediate',\n RightLittleDistal: 'rightLittleDistal',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneParentMap = {\n hips: null,\n spine: 'hips',\n chest: 'spine',\n upperChest: 'chest',\n neck: 'upperChest',\n head: 'neck',\n leftEye: 'head',\n rightEye: 'head',\n jaw: 'head',\n leftUpperLeg: 'hips',\n leftLowerLeg: 'leftUpperLeg',\n leftFoot: 'leftLowerLeg',\n leftToes: 'leftFoot',\n rightUpperLeg: 'hips',\n rightLowerLeg: 'rightUpperLeg',\n rightFoot: 'rightLowerLeg',\n rightToes: 'rightFoot',\n leftShoulder: 'upperChest',\n leftUpperArm: 'leftShoulder',\n leftLowerArm: 'leftUpperArm',\n leftHand: 'leftLowerArm',\n rightShoulder: 'upperChest',\n rightUpperArm: 'rightShoulder',\n rightLowerArm: 'rightUpperArm',\n rightHand: 'rightLowerArm',\n leftThumbMetacarpal: 'leftHand',\n leftThumbProximal: 'leftThumbMetacarpal',\n leftThumbDistal: 'leftThumbProximal',\n leftIndexProximal: 'leftHand',\n leftIndexIntermediate: 'leftIndexProximal',\n leftIndexDistal: 'leftIndexIntermediate',\n leftMiddleProximal: 'leftHand',\n leftMiddleIntermediate: 'leftMiddleProximal',\n leftMiddleDistal: 'leftMiddleIntermediate',\n leftRingProximal: 'leftHand',\n leftRingIntermediate: 'leftRingProximal',\n leftRingDistal: 'leftRingIntermediate',\n leftLittleProximal: 'leftHand',\n leftLittleIntermediate: 'leftLittleProximal',\n leftLittleDistal: 'leftLittleIntermediate',\n rightThumbMetacarpal: 'rightHand',\n rightThumbProximal: 'rightThumbMetacarpal',\n rightThumbDistal: 'rightThumbProximal',\n rightIndexProximal: 'rightHand',\n rightIndexIntermediate: 'rightIndexProximal',\n rightIndexDistal: 'rightIndexIntermediate',\n rightMiddleProximal: 'rightHand',\n rightMiddleIntermediate: 'rightMiddleProximal',\n rightMiddleDistal: 'rightMiddleIntermediate',\n rightRingProximal: 'rightHand',\n rightRingIntermediate: 'rightRingProximal',\n rightRingDistal: 'rightRingIntermediate',\n rightLittleProximal: 'rightHand',\n rightLittleIntermediate: 'rightLittleProximal',\n rightLittleDistal: 'rightLittleIntermediate',\n};\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nfunction quatInvertCompat$1(target) {\n if (target.invert) {\n target.invert();\n }\n else {\n target.inverse();\n }\n return target;\n}\n\nconst _v3A$3$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$4 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n/**\n * A class represents the Rig of a VRM.\n */\nclass VRMRig {\n /**\n * Create a new {@link VRMHumanoid}.\n * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n */\n constructor(humanBones) {\n this.humanBones = humanBones;\n this.restPose = this.getAbsolutePose();\n }\n /**\n * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n * Note that the output result will contain initial state of the VRM and not compatible between different models.\n * You might want to use {@link getPose} instead.\n */\n getAbsolutePose() {\n const pose = {};\n Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n const vrmBoneName = vrmBoneNameString;\n const node = this.getBoneNode(vrmBoneName);\n // Ignore when there are no bone on the VRMHumanoid\n if (!node) {\n return;\n }\n // Get the position / rotation from the node\n _v3A$3$2.copy(node.position);\n _quatA$4.copy(node.quaternion);\n // Convert to raw arrays\n pose[vrmBoneName] = {\n position: _v3A$3$2.toArray(),\n rotation: _quatA$4.toArray(),\n };\n });\n return pose;\n }\n /**\n * Return the current pose of this humanoid as a {@link VRMPose}.\n *\n * Each transform is a local transform relative from rest pose (T-pose).\n */\n getPose() {\n const pose = {};\n Object.keys(this.humanBones).forEach((boneNameString) => {\n const boneName = boneNameString;\n const node = this.getBoneNode(boneName);\n // Ignore when there are no bone on the VRMHumanoid\n if (!node) {\n return;\n }\n // Take a diff from restPose\n _v3A$3$2.set(0, 0, 0);\n _quatA$4.identity();\n const restState = this.restPose[boneName];\n if (restState === null || restState === void 0 ? void 0 : restState.position) {\n _v3A$3$2.fromArray(restState.position).negate();\n }\n if (restState === null || restState === void 0 ? void 0 : restState.rotation) {\n quatInvertCompat$1(_quatA$4.fromArray(restState.rotation));\n }\n // Get the position / rotation from the node\n _v3A$3$2.add(node.position);\n _quatA$4.premultiply(node.quaternion);\n // Convert to raw arrays\n pose[boneName] = {\n position: _v3A$3$2.toArray(),\n rotation: _quatA$4.toArray(),\n };\n });\n return pose;\n }\n /**\n * Let the humanoid do a specified pose.\n *\n * Each transform have to be a local transform relative from rest pose (T-pose).\n * You can pass what you got from {@link getPose}.\n *\n * @param poseObject A [[VRMPose]] that represents a single pose\n */\n setPose(poseObject) {\n Object.entries(poseObject).forEach(([boneNameString, state]) => {\n const boneName = boneNameString;\n const node = this.getBoneNode(boneName);\n // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n if (!node) {\n return;\n }\n const restState = this.restPose[boneName];\n if (!restState) {\n // It's very unlikely. Possibly a bug\n return;\n }\n // Apply the state to the actual bone\n if (state === null || state === void 0 ? void 0 : state.position) {\n node.position.fromArray(state.position);\n if (restState.position) {\n node.position.add(_v3A$3$2.fromArray(restState.position));\n }\n }\n if (state === null || state === void 0 ? void 0 : state.rotation) {\n node.quaternion.fromArray(state.rotation);\n if (restState.rotation) {\n node.quaternion.multiply(_quatA$4.fromArray(restState.rotation));\n }\n }\n });\n }\n /**\n * Reset the humanoid to its rest pose.\n */\n resetPose() {\n Object.entries(this.restPose).forEach(([boneName, rest]) => {\n const node = this.getBoneNode(boneName);\n if (!node) {\n return;\n }\n if (rest === null || rest === void 0 ? void 0 : rest.position) {\n node.position.fromArray(rest.position);\n }\n if (rest === null || rest === void 0 ? void 0 : rest.rotation) {\n node.quaternion.fromArray(rest.rotation);\n }\n });\n }\n /**\n * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n *\n * @param name Name of the bone you want\n */\n getBone(name) {\n var _a;\n return (_a = this.humanBones[name]) !== null && _a !== void 0 ? _a : undefined;\n }\n /**\n * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n *\n * @param name Name of the bone you want\n */\n getBoneNode(name) {\n var _a, _b;\n return (_b = (_a = this.humanBones[name]) === null || _a === void 0 ? void 0 : _a.node) !== null && _b !== void 0 ? _b : null;\n }\n}\n\nconst _v3A$2$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$3$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _boneWorldPos = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n/**\n * A class represents the normalized Rig of a VRM.\n */\nclass VRMHumanoidRig extends VRMRig {\n static _setupTransforms(modelRig) {\n const root = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\n root.name = 'VRMHumanoidRig';\n // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n const boneWorldPositions = {};\n const boneRotations = {};\n const parentWorldRotations = {};\n VRMHumanBoneList.forEach((boneName) => {\n var _a;\n const boneNode = modelRig.getBoneNode(boneName);\n if (boneNode) {\n const boneWorldPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n const boneWorldRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n boneNode.updateWorldMatrix(true, false);\n boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A$2$2);\n boneWorldPositions[boneName] = boneWorldPosition;\n boneRotations[boneName] = boneNode.quaternion.clone();\n const parentWorldRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n (_a = boneNode.parent) === null || _a === void 0 ? void 0 : _a.matrixWorld.decompose(_v3A$2$2, parentWorldRotation, _v3A$2$2);\n parentWorldRotations[boneName] = parentWorldRotation;\n }\n });\n // build rig hierarchy + store parentWorldRotations\n const rigBones = {};\n VRMHumanBoneList.forEach((boneName) => {\n var _a;\n const boneNode = modelRig.getBoneNode(boneName);\n if (boneNode) {\n const boneWorldPosition = boneWorldPositions[boneName];\n // see the nearest parent position\n let currentBoneName = boneName;\n let parentBoneWorldPosition;\n while (parentBoneWorldPosition == null) {\n currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n if (currentBoneName == null) {\n break;\n }\n parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n }\n // add to hierarchy\n const rigBoneNode = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\n rigBoneNode.name = 'Normalized_' + boneNode.name;\n const parentRigBoneNode = (currentBoneName ? (_a = rigBones[currentBoneName]) === null || _a === void 0 ? void 0 : _a.node : root);\n parentRigBoneNode.add(rigBoneNode);\n rigBoneNode.position.copy(boneWorldPosition);\n if (parentBoneWorldPosition) {\n rigBoneNode.position.sub(parentBoneWorldPosition);\n }\n rigBones[boneName] = { node: rigBoneNode };\n }\n });\n return {\n rigBones: rigBones,\n root,\n parentWorldRotations,\n boneRotations,\n };\n }\n constructor(humanoid) {\n const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n super(rigBones);\n this.original = humanoid;\n this.root = root;\n this._parentWorldRotations = parentWorldRotations;\n this._boneRotations = boneRotations;\n }\n /**\n * Update this humanoid rig.\n */\n update() {\n VRMHumanBoneList.forEach((boneName) => {\n const boneNode = this.original.getBoneNode(boneName);\n if (boneNode != null) {\n const rigBoneNode = this.getBoneNode(boneName);\n const parentWorldRotation = this._parentWorldRotations[boneName];\n const invParentWorldRotation = _quatA$3$1.copy(parentWorldRotation).invert();\n const boneRotation = this._boneRotations[boneName];\n boneNode.quaternion\n .copy(rigBoneNode.quaternion)\n .multiply(parentWorldRotation)\n .premultiply(invParentWorldRotation)\n .multiply(boneRotation);\n // Move the mass center of the VRM\n if (boneName === 'hips') {\n const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n boneNode.parent.updateWorldMatrix(true, false);\n const parentWorldMatrix = boneNode.parent.matrixWorld;\n const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n boneNode.position.copy(localPosition);\n }\n }\n });\n }\n}\n\n/**\n * A class represents a humanoid of a VRM.\n */\nclass VRMHumanoid {\n /**\n * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n */\n get restPose() {\n console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n return this.rawRestPose;\n }\n /**\n * A {@link VRMPose} of its raw human bones that is its default state.\n * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n */\n get rawRestPose() {\n return this._rawHumanBones.restPose;\n }\n /**\n * A {@link VRMPose} of its normalized human bones that is its default state.\n * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n */\n get normalizedRestPose() {\n return this._normalizedHumanBones.restPose;\n }\n /**\n * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n */\n get humanBones() {\n // an alias of `rawHumanBones`\n return this._rawHumanBones.humanBones;\n }\n /**\n * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n */\n get rawHumanBones() {\n return this._rawHumanBones.humanBones;\n }\n /**\n * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n */\n get normalizedHumanBones() {\n return this._normalizedHumanBones.humanBones;\n }\n /**\n * The root of normalized {@link VRMHumanBone}s.\n */\n get normalizedHumanBonesRoot() {\n return this._normalizedHumanBones.root;\n }\n /**\n * Create a new {@link VRMHumanoid}.\n * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n */\n constructor(humanBones, options) {\n var _a;\n this.autoUpdateHumanBones = (_a = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones) !== null && _a !== void 0 ? _a : true;\n this._rawHumanBones = new VRMRig(humanBones);\n this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n }\n /**\n * Copy the given {@link VRMHumanoid} into this one.\n * @param source The {@link VRMHumanoid} you want to copy\n * @returns this\n */\n copy(source) {\n this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n this._rawHumanBones = new VRMRig(source.humanBones);\n this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n return this;\n }\n /**\n * Returns a clone of this {@link VRMHumanoid}.\n * @returns Copied {@link VRMHumanoid}\n */\n clone() {\n return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n */\n getAbsolutePose() {\n console.warn('VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.');\n return this.getRawAbsolutePose();\n }\n /**\n * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n * Note that the output result will contain initial state of the VRM and not compatible between different models.\n * You might want to use {@link getRawPose} instead.\n */\n getRawAbsolutePose() {\n return this._rawHumanBones.getAbsolutePose();\n }\n /**\n * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n * Note that the output result will contain initial state of the VRM and not compatible between different models.\n * You might want to use {@link getNormalizedPose} instead.\n */\n getNormalizedAbsolutePose() {\n return this._normalizedHumanBones.getAbsolutePose();\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n */\n getPose() {\n console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n return this.getRawPose();\n }\n /**\n * Return the current pose of raw human bones as a {@link VRMPose}.\n *\n * Each transform is a local transform relative from rest pose (T-pose).\n */\n getRawPose() {\n return this._rawHumanBones.getPose();\n }\n /**\n * Return the current pose of normalized human bones as a {@link VRMPose}.\n *\n * Each transform is a local transform relative from rest pose (T-pose).\n */\n getNormalizedPose() {\n return this._normalizedHumanBones.getPose();\n }\n /**\n * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n */\n setPose(poseObject) {\n console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n return this.setRawPose(poseObject);\n }\n /**\n * Let the raw human bones do a specified pose.\n *\n * Each transform have to be a local transform relative from rest pose (T-pose).\n * You can pass what you got from {@link getRawPose}.\n *\n * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n *\n * @param poseObject A {@link VRMPose} that represents a single pose\n */\n setRawPose(poseObject) {\n return this._rawHumanBones.setPose(poseObject);\n }\n /**\n * Let the normalized human bones do a specified pose.\n *\n * Each transform have to be a local transform relative from rest pose (T-pose).\n * You can pass what you got from {@link getNormalizedPose}.\n *\n * @param poseObject A {@link VRMPose} that represents a single pose\n */\n setNormalizedPose(poseObject) {\n return this._normalizedHumanBones.setPose(poseObject);\n }\n /**\n * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n */\n resetPose() {\n console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n return this.resetRawPose();\n }\n /**\n * Reset the raw humanoid to its rest pose.\n *\n * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n */\n resetRawPose() {\n return this._rawHumanBones.resetPose();\n }\n /**\n * Reset the normalized humanoid to its rest pose.\n */\n resetNormalizedPose() {\n return this._normalizedHumanBones.resetPose();\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n */\n getBone(name) {\n console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n return this.getRawBone(name);\n }\n /**\n * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getRawBone(name) {\n return this._rawHumanBones.getBone(name);\n }\n /**\n * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getNormalizedBone(name) {\n return this._normalizedHumanBones.getBone(name);\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n */\n getBoneNode(name) {\n console.warn('VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.');\n return this.getRawBoneNode(name);\n }\n /**\n * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getRawBoneNode(name) {\n return this._rawHumanBones.getBoneNode(name);\n }\n /**\n * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getNormalizedBoneNode(name) {\n return this._normalizedHumanBones.getBoneNode(name);\n }\n /**\n * Update the humanoid component.\n *\n * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n */\n update() {\n if (this.autoUpdateHumanBones) {\n this._normalizedHumanBones.update();\n }\n }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMRequiredHumanBoneName = {\n Hips: 'hips',\n Spine: 'spine',\n Head: 'head',\n LeftUpperLeg: 'leftUpperLeg',\n LeftLowerLeg: 'leftLowerLeg',\n LeftFoot: 'leftFoot',\n RightUpperLeg: 'rightUpperLeg',\n RightLowerLeg: 'rightLowerLeg',\n RightFoot: 'rightFoot',\n LeftUpperArm: 'leftUpperArm',\n LeftLowerArm: 'leftLowerArm',\n LeftHand: 'leftHand',\n RightUpperArm: 'rightUpperArm',\n RightLowerArm: 'rightLowerArm',\n RightHand: 'rightHand',\n};\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$2$1 = new Set(['1.0', '1.0-beta']);\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap = {\n leftThumbProximal: 'leftThumbMetacarpal',\n leftThumbIntermediate: 'leftThumbProximal',\n rightThumbProximal: 'rightThumbMetacarpal',\n rightThumbIntermediate: 'rightThumbProximal',\n};\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nclass VRMHumanoidLoaderPlugin {\n get name() {\n // We should use the extension name instead but we have multiple plugins for an extension...\n return 'VRMHumanoidLoaderPlugin';\n }\n constructor(parser, options) {\n this.parser = parser;\n this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n this.autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n }\n afterRoot(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n gltf.userData.vrmHumanoid = yield this._import(gltf);\n });\n }\n /**\n * Import a {@link VRMHumanoid} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n var _a, _b;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$2$1.has(specVersion)) {\n console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaHumanoid = extension.humanoid;\n if (!schemaHumanoid) {\n return null;\n }\n /**\n * compat: 1.0-beta thumb bone names\n *\n * `true` if `leftThumbIntermediate` or `rightThumbIntermediate` exists\n */\n const existsPreviousThumbName = schemaHumanoid.humanBones.leftThumbIntermediate != null ||\n schemaHumanoid.humanBones.rightThumbIntermediate != null;\n const humanBones = {};\n if (schemaHumanoid.humanBones != null) {\n yield Promise.all(Object.entries(schemaHumanoid.humanBones).map(([boneNameString, schemaHumanBone]) => __awaiter$6(this, void 0, void 0, function* () {\n let boneName = boneNameString;\n const index = schemaHumanBone.node;\n // compat: 1.0-beta previous thumb bone names\n if (existsPreviousThumbName) {\n const thumbBoneName = thumbBoneNameMap[boneName];\n if (thumbBoneName != null) {\n boneName = thumbBoneName;\n }\n }\n const node = yield this.parser.getDependency('node', index);\n // if the specified node does not exist, emit a warning\n if (node == null) {\n console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n return;\n }\n // set to the `humanBones`\n humanBones[boneName] = { node };\n })));\n }\n const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n autoUpdateHumanBones: this.autoUpdateHumanBones,\n });\n gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n if (this.helperRoot) {\n const helper = new VRMHumanoidHelper(humanoid);\n this.helperRoot.add(helper);\n helper.renderOrder = this.helperRoot.renderOrder;\n }\n return humanoid;\n });\n }\n _v0Import(gltf) {\n var _a;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaHumanoid = vrmExt.humanoid;\n if (!schemaHumanoid) {\n return null;\n }\n const humanBones = {};\n if (schemaHumanoid.humanBones != null) {\n yield Promise.all(schemaHumanoid.humanBones.map((bone) => __awaiter$6(this, void 0, void 0, function* () {\n const boneName = bone.bone;\n const index = bone.node;\n if (boneName == null || index == null) {\n return;\n }\n const node = yield this.parser.getDependency('node', index);\n // if the specified node does not exist, emit a warning\n if (node == null) {\n console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n return;\n }\n // map to new bone name\n const thumbBoneName = thumbBoneNameMap[boneName];\n const newBoneName = (thumbBoneName !== null && thumbBoneName !== void 0 ? thumbBoneName : boneName);\n // v0 VRMs might have a multiple nodes attached to a single bone...\n // so if there already is an entry in the `humanBones`, show a warning and ignore it\n if (humanBones[newBoneName] != null) {\n console.warn(`Multiple bone entries for ${newBoneName} detected (index = ${index}), ignoring duplicated entries.`);\n return;\n }\n // set to the `humanBones`\n humanBones[newBoneName] = { node };\n })));\n }\n const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n autoUpdateHumanBones: this.autoUpdateHumanBones,\n });\n gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n if (this.helperRoot) {\n const helper = new VRMHumanoidHelper(humanoid);\n this.helperRoot.add(helper);\n helper.renderOrder = this.helperRoot.renderOrder;\n }\n return humanoid;\n });\n }\n /**\n * Ensure required bones exist in given human bones.\n * @param humanBones Human bones\n * @returns Human bones, no longer partial!\n */\n _ensureRequiredBonesExist(humanBones) {\n // ensure required bones exist\n const missingRequiredBones = Object.values(VRMRequiredHumanBoneName).filter((requiredBoneName) => humanBones[requiredBoneName] == null);\n // throw an error if there are missing bones\n if (missingRequiredBones.length > 0) {\n throw new Error(`VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${missingRequiredBones.join(', ')}`);\n }\n return humanBones;\n }\n}\n\nclass FanBufferGeometry extends three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry {\n constructor() {\n super();\n this._currentTheta = 0;\n this._currentRadius = 0;\n this.theta = 0.0;\n this.radius = 0.0;\n this._currentTheta = 0.0;\n this._currentRadius = 0.0;\n this._attrPos = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(65 * 3), 3);\n this.setAttribute('position', this._attrPos);\n this._attrIndex = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Uint16Array(3 * 63), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n if (this._currentTheta !== this.theta) {\n this._currentTheta = this.theta;\n shouldUpdateGeometry = true;\n }\n if (this._currentRadius !== this.radius) {\n this._currentRadius = this.radius;\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n this._attrPos.setXYZ(0, 0.0, 0.0, 0.0);\n for (let i = 0; i < 64; i++) {\n const t = (i / 63.0) * this._currentTheta;\n this._attrPos.setXYZ(i + 1, this._currentRadius * Math.sin(t), 0.0, this._currentRadius * Math.cos(t));\n }\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 63; i++) {\n this._attrIndex.setXYZ(i * 3, 0, i + 1, i + 2);\n }\n this._attrIndex.needsUpdate = true;\n }\n}\n\nclass LineAndSphereBufferGeometry extends three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry {\n constructor() {\n super();\n this.radius = 0.0;\n this._currentRadius = 0.0;\n this.tail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this._currentTail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this._attrPos = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(294), 3);\n this.setAttribute('position', this._attrPos);\n this._attrIndex = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Uint16Array(194), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n if (this._currentRadius !== this.radius) {\n this._currentRadius = this.radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentTail.equals(this.tail)) {\n this._currentTail.copy(this.tail);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n for (let i = 0; i < 32; i++) {\n const t = (i / 16.0) * Math.PI;\n this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n }\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.setXYZ(96, 0, 0, 0);\n this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n }\n this._attrIndex.setXY(192, 96, 97);\n this._attrIndex.needsUpdate = true;\n }\n}\n\nconst _quatA$2$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB$2$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _v3A$1$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B$1$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst SQRT_2_OVER_2 = Math.sqrt(2.0) / 2.0;\nconst QUAT_XY_CW90 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nconst VEC3_POSITIVE_Y = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 1.0, 0.0);\nclass VRMLookAtHelper extends three__WEBPACK_IMPORTED_MODULE_0__.Group {\n constructor(lookAt) {\n super();\n this.matrixAutoUpdate = false;\n this.vrmLookAt = lookAt;\n {\n const geometry = new FanBufferGeometry();\n geometry.radius = 0.5;\n const material = new three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial({\n color: 0x00ff00,\n transparent: true,\n opacity: 0.5,\n side: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n depthTest: false,\n depthWrite: false,\n });\n this._meshPitch = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh(geometry, material);\n this.add(this._meshPitch);\n }\n {\n const geometry = new FanBufferGeometry();\n geometry.radius = 0.5;\n const material = new three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial({\n color: 0xff0000,\n transparent: true,\n opacity: 0.5,\n side: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n depthTest: false,\n depthWrite: false,\n });\n this._meshYaw = new three__WEBPACK_IMPORTED_MODULE_0__.Mesh(geometry, material);\n this.add(this._meshYaw);\n }\n {\n const geometry = new LineAndSphereBufferGeometry();\n geometry.radius = 0.1;\n const material = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial({\n color: 0xffffff,\n depthTest: false,\n depthWrite: false,\n });\n this._lineTarget = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments(geometry, material);\n this._lineTarget.frustumCulled = false;\n this.add(this._lineTarget);\n }\n }\n dispose() {\n this._meshYaw.geometry.dispose();\n this._meshYaw.material.dispose();\n this._meshPitch.geometry.dispose();\n this._meshPitch.material.dispose();\n this._lineTarget.geometry.dispose();\n this._lineTarget.material.dispose();\n }\n updateMatrixWorld(force) {\n // update geometries\n const yaw = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n this._meshYaw.geometry.theta = yaw;\n this._meshYaw.geometry.update();\n const pitch = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n this._meshPitch.geometry.theta = pitch;\n this._meshPitch.geometry.update();\n // get world position and quaternion\n this.vrmLookAt.getLookAtWorldPosition(_v3A$1$2);\n this.vrmLookAt.getLookAtWorldQuaternion(_quatA$2$1);\n // calculate rotation using faceFront\n _quatA$2$1.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB$2$1));\n // set transform to meshes\n this._meshYaw.position.copy(_v3A$1$2);\n this._meshYaw.quaternion.copy(_quatA$2$1);\n this._meshPitch.position.copy(_v3A$1$2);\n this._meshPitch.quaternion.copy(_quatA$2$1);\n this._meshPitch.quaternion.multiply(_quatB$2$1.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n // update target line and sphere\n const { target, autoUpdate } = this.vrmLookAt;\n if (target != null && autoUpdate) {\n target.getWorldPosition(_v3B$1$2).sub(_v3A$1$2);\n this._lineTarget.geometry.tail.copy(_v3B$1$2);\n this._lineTarget.geometry.update();\n this._lineTarget.position.copy(_v3A$1$2);\n }\n // apply transform to meshes\n super.updateMatrixWorld(force);\n }\n}\n\nconst _position = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _scale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nfunction getWorldQuaternionLite(object, out) {\n object.matrixWorld.decompose(_position, out, _scale);\n return out;\n}\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nfunction calcAzimuthAltitude(vector) {\n return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n\n/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nfunction sanitizeAngle(angle) {\n const roundTurn = Math.round(angle / 2.0 / Math.PI);\n return angle - 2.0 * Math.PI * roundTurn;\n}\n\nconst VEC3_POSITIVE_Z$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\nconst _v3A$6 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B$3 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3C$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$1$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB$1$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatC$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatD = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _eulerA$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Euler();\n/**\n * A class controls eye gaze movements of a VRM.\n */\nclass VRMLookAt {\n /**\n * Its current angle around Y axis, in degree.\n */\n get yaw() {\n return this._yaw;\n }\n /**\n * Its current angle around Y axis, in degree.\n */\n set yaw(value) {\n this._yaw = value;\n this._needsUpdate = true;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n get pitch() {\n return this._pitch;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n set pitch(value) {\n this._pitch = value;\n this._needsUpdate = true;\n }\n /**\n * @deprecated Use {@link getEuler} instead.\n */\n get euler() {\n console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n return this.getEuler(new three__WEBPACK_IMPORTED_MODULE_0__.Euler());\n }\n /**\n * Create a new {@link VRMLookAt}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param applier A {@link VRMLookAtApplier}\n */\n constructor(humanoid, applier) {\n /**\n * The origin of LookAt. Position offset from the head bone.\n */\n this.offsetFromHeadBone = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n /**\n * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n * `true` by default.\n *\n * See also: {@link target}\n */\n this.autoUpdate = true;\n /**\n * The front direction of the face.\n * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n * You usually don't want to touch this.\n */\n this.faceFront = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\n this.humanoid = humanoid;\n this.applier = applier;\n this._yaw = 0.0;\n this._pitch = 0.0;\n this._needsUpdate = true;\n this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion());\n }\n /**\n * Get its yaw-pitch angles as an `Euler`.\n * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n *\n * @param target The target euler\n */\n getEuler(target) {\n return target.set(three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this._pitch, three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n }\n /**\n * Copy the given {@link VRMLookAt} into this one.\n * {@link humanoid} must be same as the source one.\n * {@link applier} will reference the same instance as the source one.\n * @param source The {@link VRMLookAt} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error('VRMLookAt: humanoid must be same in order to copy');\n }\n this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n this.applier = source.applier;\n this.autoUpdate = source.autoUpdate;\n this.target = source.target;\n this.faceFront.copy(source.faceFront);\n return this;\n }\n /**\n * Returns a clone of this {@link VRMLookAt}.\n * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n * @returns Copied {@link VRMLookAt}\n */\n clone() {\n return new VRMLookAt(this.humanoid, this.applier).copy(this);\n }\n /**\n * Reset the lookAt direction (yaw and pitch) to the initial direction.\n */\n reset() {\n this._yaw = 0.0;\n this._pitch = 0.0;\n this._needsUpdate = true;\n }\n /**\n * Get its lookAt position in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldPosition(target) {\n const head = this.humanoid.getRawBoneNode('head');\n return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n }\n /**\n * Get its lookAt rotation in world coordinate.\n * Does NOT consider {@link faceFront}.\n *\n * @param target A target `THREE.Quaternion`\n */\n getLookAtWorldQuaternion(target) {\n const head = this.humanoid.getRawBoneNode('head');\n return getWorldQuaternionLite(head, target);\n }\n /**\n * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n getFaceFrontQuaternion(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z$1) < 0.01) {\n return target.copy(this._restHeadWorldQuaternion).invert();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA$1.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n return target.setFromEuler(_eulerA$1).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n }\n /**\n * Get its LookAt direction in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldDirection(target) {\n this.getLookAtWorldQuaternion(_quatB$1$1);\n this.getFaceFrontQuaternion(_quatC$1);\n return target\n .copy(VEC3_POSITIVE_Z$1)\n .applyQuaternion(_quatB$1$1)\n .applyQuaternion(_quatC$1)\n .applyEuler(this.getEuler(_eulerA$1));\n }\n /**\n * Set its lookAt target position.\n *\n * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n *\n * If you want to track an object continuously, you might want to use {@link target} instead.\n *\n * @param position A target position, in world space\n */\n lookAt(position) {\n // Look at direction in local coordinate\n const headRotDiffInv = _quatA$1$1\n .copy(this._restHeadWorldQuaternion)\n .multiply(quatInvertCompat$1(this.getLookAtWorldQuaternion(_quatB$1$1)));\n const headPos = this.getLookAtWorldPosition(_v3B$3);\n const lookAtDir = _v3C$2.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n // calculate angles\n const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n // apply angles\n this._yaw = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * yaw;\n this._pitch = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * pitch;\n this._needsUpdate = true;\n }\n /**\n * Update the VRMLookAtHead.\n * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n *\n * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n */\n update(delta) {\n if (this.target != null && this.autoUpdate) {\n this.lookAt(this.target.getWorldPosition(_v3A$6));\n }\n if (this._needsUpdate) {\n this._needsUpdate = false;\n this.applier.applyYawPitch(this._yaw, this._pitch);\n }\n }\n}\nVRMLookAt.EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\nconst VEC3_POSITIVE_Z = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\nconst _quatA$6 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB$3 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _eulerA = new three__WEBPACK_IMPORTED_MODULE_0__.Euler(0.0, 0.0, 0.0, 'YXZ');\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nclass VRMLookAtBoneApplier {\n /**\n * Create a new {@link VRMLookAtBoneApplier}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n */\n constructor(humanoid, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n this.humanoid = humanoid;\n this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n this.rangeMapVerticalDown = rangeMapVerticalDown;\n this.rangeMapVerticalUp = rangeMapVerticalUp;\n this.faceFront = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 1.0);\n // set rest quaternions\n this._restQuatLeftEye = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n this._restQuatRightEye = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n this._restLeftEyeParentWorldQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n this._restRightEyeParentWorldQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n const leftEye = this.humanoid.getRawBoneNode('leftEye');\n const rightEye = this.humanoid.getRawBoneNode('rightEye');\n if (leftEye) {\n this._restQuatLeftEye.copy(leftEye.quaternion);\n getWorldQuaternionLite(leftEye.parent, this._restLeftEyeParentWorldQuat);\n }\n if (rightEye) {\n this._restQuatRightEye.copy(rightEye.quaternion);\n getWorldQuaternionLite(rightEye.parent, this._restRightEyeParentWorldQuat);\n }\n }\n /**\n * Apply the input angle to its associated VRM model.\n *\n * @param yaw Rotation around Y axis, in degree\n * @param pitch Rotation around X axis, in degree\n */\n applyYawPitch(yaw, pitch) {\n const leftEye = this.humanoid.getRawBoneNode('leftEye');\n const rightEye = this.humanoid.getRawBoneNode('rightEye');\n const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n // left\n if (leftEye) {\n if (pitch < 0.0) {\n _eulerA.x = -three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n }\n else {\n _eulerA.x = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n }\n if (yaw < 0.0) {\n _eulerA.y = -three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n }\n else {\n _eulerA.y = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n }\n _quatA$6.setFromEuler(_eulerA);\n this._getWorldFaceFrontQuat(_quatB$3);\n // _quatB * _quatA * _quatB^-1\n // where _quatA is LookAt rotation\n // and _quatB is worldFaceFrontQuat\n leftEyeNormalized.quaternion.copy(_quatB$3).multiply(_quatA$6).multiply(_quatB$3.invert());\n _quatA$6.copy(this._restLeftEyeParentWorldQuat);\n // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n // where _quatA is restLeftEyeParentWorldQuat\n leftEye.quaternion\n .copy(leftEyeNormalized.quaternion)\n .multiply(_quatA$6)\n .premultiply(_quatA$6.invert())\n .multiply(this._restQuatLeftEye);\n }\n // right\n if (rightEye) {\n if (pitch < 0.0) {\n _eulerA.x = -three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n }\n else {\n _eulerA.x = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n }\n if (yaw < 0.0) {\n _eulerA.y = -three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n }\n else {\n _eulerA.y = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n }\n _quatA$6.setFromEuler(_eulerA);\n this._getWorldFaceFrontQuat(_quatB$3);\n // _quatB * _quatA * _quatB^-1\n // where _quatA is LookAt rotation\n // and _quatB is worldFaceFrontQuat\n rightEyeNormalized.quaternion.copy(_quatB$3).multiply(_quatA$6).multiply(_quatB$3.invert());\n _quatA$6.copy(this._restRightEyeParentWorldQuat);\n // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n // where _quatA is restRightEyeParentWorldQuat\n rightEye.quaternion\n .copy(rightEyeNormalized.quaternion)\n .multiply(_quatA$6)\n .premultiply(_quatA$6.invert())\n .multiply(this._restQuatRightEye);\n }\n }\n /**\n * @deprecated Use {@link applyYawPitch} instead.\n */\n lookAt(euler) {\n console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n const yaw = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * euler.y;\n const pitch = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * euler.x;\n this.applyYawPitch(yaw, pitch);\n }\n /**\n * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n _getWorldFaceFrontQuat(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n return target.identity();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n return target.setFromEuler(_eulerA);\n }\n}\n/**\n * Represent its type of applier.\n */\nVRMLookAtBoneApplier.type = 'bone';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nclass VRMLookAtExpressionApplier {\n /**\n * Create a new {@link VRMLookAtExpressionApplier}.\n *\n * @param expressions A {@link VRMExpressionManager}\n * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n */\n constructor(expressions, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n this.expressions = expressions;\n this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n this.rangeMapVerticalDown = rangeMapVerticalDown;\n this.rangeMapVerticalUp = rangeMapVerticalUp;\n }\n /**\n * Apply the input angle to its associated VRM model.\n *\n * @param yaw Rotation around Y axis, in degree\n * @param pitch Rotation around X axis, in degree\n */\n applyYawPitch(yaw, pitch) {\n if (pitch < 0.0) {\n this.expressions.setValue('lookDown', 0.0);\n this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n }\n else {\n this.expressions.setValue('lookUp', 0.0);\n this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n }\n if (yaw < 0.0) {\n this.expressions.setValue('lookLeft', 0.0);\n this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n }\n else {\n this.expressions.setValue('lookRight', 0.0);\n this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n }\n }\n /**\n * @deprecated Use {@link applyYawPitch} instead.\n */\n lookAt(euler) {\n console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n const yaw = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * euler.y;\n const pitch = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.RAD2DEG * euler.x;\n this.applyYawPitch(yaw, pitch);\n }\n}\n/**\n * Represent its type of applier.\n */\nVRMLookAtExpressionApplier.type = 'expression';\n\nclass VRMLookAtRangeMap {\n /**\n * Create a new {@link VRMLookAtRangeMap}.\n *\n * @param inputMaxValue The {@link inputMaxValue} of the map\n * @param outputScale The {@link outputScale} of the map\n */\n constructor(inputMaxValue, outputScale) {\n this.inputMaxValue = inputMaxValue;\n this.outputScale = outputScale;\n }\n /**\n * Evaluate an input value and output a mapped value.\n * @param src The input value\n */\n map(src) {\n return this.outputScale * saturate(src / this.inputMaxValue);\n }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$1$1 = new Set(['1.0', '1.0-beta']);\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nclass VRMLookAtLoaderPlugin {\n get name() {\n // We should use the extension name instead but we have multiple plugins for an extension...\n return 'VRMLookAtLoaderPlugin';\n }\n constructor(parser, options) {\n this.parser = parser;\n this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n }\n afterRoot(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const vrmHumanoid = gltf.userData.vrmHumanoid;\n // explicitly distinguish null and undefined\n // since vrmHumanoid might be null as a result\n if (vrmHumanoid === null) {\n return;\n }\n else if (vrmHumanoid === undefined) {\n throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n }\n const vrmExpressionManager = gltf.userData.vrmExpressionManager;\n if (vrmExpressionManager === null) {\n return;\n }\n else if (vrmExpressionManager === undefined) {\n throw new Error('VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first');\n }\n gltf.userData.vrmLookAt = yield this._import(gltf, vrmHumanoid, vrmExpressionManager);\n });\n }\n /**\n * Import a {@link VRMLookAt} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n */\n _import(gltf, humanoid, expressions) {\n return __awaiter$6(this, void 0, void 0, function* () {\n if (humanoid == null || expressions == null) {\n return null;\n }\n const v1Result = yield this._v1Import(gltf, humanoid, expressions);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf, humanoid, expressions);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf, humanoid, expressions) {\n var _a, _b, _c;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$1$1.has(specVersion)) {\n console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaLookAt = extension.lookAt;\n if (!schemaLookAt) {\n return null;\n }\n const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n let applier;\n if (schemaLookAt.type === 'expression') {\n applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n }\n else {\n applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n }\n const lookAt = this._importLookAt(humanoid, applier);\n lookAt.offsetFromHeadBone.fromArray((_c = schemaLookAt.offsetFromHeadBone) !== null && _c !== void 0 ? _c : [0.0, 0.06, 0.0]);\n return lookAt;\n });\n }\n _v1ImportRangeMap(schemaRangeMap, defaultOutputScale) {\n var _a, _b;\n let inputMaxValue = (_a = schemaRangeMap === null || schemaRangeMap === void 0 ? void 0 : schemaRangeMap.inputMaxValue) !== null && _a !== void 0 ? _a : 90.0;\n const outputScale = (_b = schemaRangeMap === null || schemaRangeMap === void 0 ? void 0 : schemaRangeMap.outputScale) !== null && _b !== void 0 ? _b : defaultOutputScale;\n // It might cause NaN when `inputMaxValue` is too small\n // which makes the mesh of the head disappear\n // See: https://github.com/pixiv/three-vrm/issues/1201\n if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n console.warn('VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!');\n inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n }\n return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n }\n _v0Import(gltf, humanoid, expressions) {\n var _a, _b, _c, _d;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaFirstPerson = vrmExt.firstPerson;\n if (!schemaFirstPerson) {\n return null;\n }\n const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n let applier;\n if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n }\n else {\n applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n }\n const lookAt = this._importLookAt(humanoid, applier);\n if (schemaFirstPerson.firstPersonBoneOffset) {\n lookAt.offsetFromHeadBone.set((_b = schemaFirstPerson.firstPersonBoneOffset.x) !== null && _b !== void 0 ? _b : 0.0, (_c = schemaFirstPerson.firstPersonBoneOffset.y) !== null && _c !== void 0 ? _c : 0.06, -((_d = schemaFirstPerson.firstPersonBoneOffset.z) !== null && _d !== void 0 ? _d : 0.0));\n }\n else {\n lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n }\n // VRM 0.0 are facing Z- instead of Z+\n lookAt.faceFront.set(0.0, 0.0, -1.0);\n if (applier instanceof VRMLookAtBoneApplier) {\n applier.faceFront.set(0.0, 0.0, -1.0);\n }\n return lookAt;\n });\n }\n _v0ImportDegreeMap(schemaDegreeMap, defaultOutputScale) {\n var _a, _b;\n const curve = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.curve;\n if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n }\n let xRange = (_a = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.xRange) !== null && _a !== void 0 ? _a : 90.0;\n const yRange = (_b = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.yRange) !== null && _b !== void 0 ? _b : defaultOutputScale;\n // It might cause NaN when `xRange` is too small\n // which makes the mesh of the head disappear\n // See: https://github.com/pixiv/three-vrm/issues/1201\n if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n xRange = INPUT_MAX_VALUE_MINIMUM;\n }\n return new VRMLookAtRangeMap(xRange, yRange);\n }\n _importLookAt(humanoid, applier) {\n const lookAt = new VRMLookAt(humanoid, applier);\n if (this.helperRoot) {\n const helper = new VRMLookAtHelper(lookAt);\n this.helperRoot.add(helper);\n helper.renderOrder = this.helperRoot.renderOrder;\n }\n return lookAt;\n }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Represents a type of applier.\n */\nconst VRMLookAtTypeName = {\n Bone: 'bone',\n Expression: 'expression',\n};\n\n/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nfunction resolveURL(url, path) {\n // Invalid URL\n if (typeof url !== 'string' || url === '')\n return '';\n // Host Relative URL\n if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n }\n // Absolute URL http://,https://,//\n if (/^(https?:)?\\/\\//i.test(url))\n return url;\n // Data URI\n if (/^data:.*,.*$/i.test(url))\n return url;\n // Blob URL\n if (/^blob:.*$/i.test(url))\n return url;\n // Relative URL\n return path + url;\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$5 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nclass VRMMetaLoaderPlugin {\n get name() {\n // We should use the extension name instead but we have multiple plugins for an extension...\n return 'VRMMetaLoaderPlugin';\n }\n constructor(parser, options) {\n var _a, _b, _c;\n this.parser = parser;\n this.needThumbnailImage = (_a = options === null || options === void 0 ? void 0 : options.needThumbnailImage) !== null && _a !== void 0 ? _a : true;\n this.acceptLicenseUrls = (_b = options === null || options === void 0 ? void 0 : options.acceptLicenseUrls) !== null && _b !== void 0 ? _b : ['https://vrm.dev/licenses/1.0/'];\n this.acceptV0Meta = (_c = options === null || options === void 0 ? void 0 : options.acceptV0Meta) !== null && _c !== void 0 ? _c : true;\n }\n afterRoot(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n gltf.userData.vrmMeta = yield this._import(gltf);\n });\n }\n _import(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result != null) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result != null) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n var _a, _b, _c;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n if (extension == null) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$5.has(specVersion)) {\n console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaMeta = extension.meta;\n if (!schemaMeta) {\n return null;\n }\n // throw an error if acceptV0Meta is false\n const licenseUrl = schemaMeta.licenseUrl;\n const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n }\n let thumbnailImage = undefined;\n if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n thumbnailImage = (_c = (yield this._extractGLTFImage(schemaMeta.thumbnailImage))) !== null && _c !== void 0 ? _c : undefined;\n }\n return {\n metaVersion: '1',\n name: schemaMeta.name,\n version: schemaMeta.version,\n authors: schemaMeta.authors,\n copyrightInformation: schemaMeta.copyrightInformation,\n contactInformation: schemaMeta.contactInformation,\n references: schemaMeta.references,\n thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n thumbnailImage,\n licenseUrl: schemaMeta.licenseUrl,\n avatarPermission: schemaMeta.avatarPermission,\n allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n commercialUsage: schemaMeta.commercialUsage,\n allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n creditNotation: schemaMeta.creditNotation,\n allowRedistribution: schemaMeta.allowRedistribution,\n modification: schemaMeta.modification,\n otherLicenseUrl: schemaMeta.otherLicenseUrl,\n };\n });\n }\n _v0Import(gltf) {\n var _a;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use vrm\n const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaMeta = vrmExt.meta;\n if (!schemaMeta) {\n return null;\n }\n // throw an error if acceptV0Meta is false\n if (!this.acceptV0Meta) {\n throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n }\n // load thumbnail texture\n let texture;\n if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n texture = yield this.parser.getDependency('texture', schemaMeta.texture);\n }\n return {\n metaVersion: '0',\n allowedUserName: schemaMeta.allowedUserName,\n author: schemaMeta.author,\n commercialUssageName: schemaMeta.commercialUssageName,\n contactInformation: schemaMeta.contactInformation,\n licenseName: schemaMeta.licenseName,\n otherLicenseUrl: schemaMeta.otherLicenseUrl,\n otherPermissionUrl: schemaMeta.otherPermissionUrl,\n reference: schemaMeta.reference,\n sexualUssageName: schemaMeta.sexualUssageName,\n texture: texture !== null && texture !== void 0 ? texture : undefined,\n title: schemaMeta.title,\n version: schemaMeta.version,\n violentUssageName: schemaMeta.violentUssageName,\n };\n });\n }\n _extractGLTFImage(index) {\n var _a;\n return __awaiter$6(this, void 0, void 0, function* () {\n const json = this.parser.json;\n const source = (_a = json.images) === null || _a === void 0 ? void 0 : _a[index];\n if (source == null) {\n console.warn(`VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`);\n return null;\n }\n // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n // `source.uri` might be a reference to a file\n let sourceURI = source.uri;\n // Load the binary as a blob\n if (source.bufferView != null) {\n const bufferView = yield this.parser.getDependency('bufferView', source.bufferView);\n const blob = new Blob([bufferView], { type: source.mimeType });\n sourceURI = URL.createObjectURL(blob);\n }\n if (sourceURI == null) {\n console.warn(`VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`);\n return null;\n }\n const loader = new three__WEBPACK_IMPORTED_MODULE_0__.ImageLoader();\n return yield loader.loadAsync(resolveURL(sourceURI, this.parser.options.path)).catch((error) => {\n console.error(error);\n console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n return null;\n });\n });\n }\n}\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nclass VRMCore {\n /**\n * Create a new VRM instance.\n *\n * @param params [[VRMParameters]] that represents components of the VRM\n */\n constructor(params) {\n this.scene = params.scene;\n this.meta = params.meta;\n this.humanoid = params.humanoid;\n this.expressionManager = params.expressionManager;\n this.firstPerson = params.firstPerson;\n this.lookAt = params.lookAt;\n }\n /**\n * **You need to call this on your update loop.**\n *\n * This function updates every VRM components.\n *\n * @param delta deltaTime\n */\n update(delta) {\n this.humanoid.update();\n if (this.lookAt) {\n this.lookAt.update(delta);\n }\n if (this.expressionManager) {\n this.expressionManager.update();\n }\n }\n}\n\nclass VRMCoreLoaderPlugin {\n get name() {\n // We should use the extension name instead but we have multiple plugins for an extension...\n return 'VRMC_vrm';\n }\n constructor(parser, options) {\n var _a, _b, _c, _d, _e;\n this.parser = parser;\n const helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n const autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n this.expressionPlugin = (_a = options === null || options === void 0 ? void 0 : options.expressionPlugin) !== null && _a !== void 0 ? _a : new VRMExpressionLoaderPlugin(parser);\n this.firstPersonPlugin = (_b = options === null || options === void 0 ? void 0 : options.firstPersonPlugin) !== null && _b !== void 0 ? _b : new VRMFirstPersonLoaderPlugin(parser);\n this.humanoidPlugin =\n (_c = options === null || options === void 0 ? void 0 : options.humanoidPlugin) !== null && _c !== void 0 ? _c : new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n this.lookAtPlugin = (_d = options === null || options === void 0 ? void 0 : options.lookAtPlugin) !== null && _d !== void 0 ? _d : new VRMLookAtLoaderPlugin(parser, { helperRoot });\n this.metaPlugin = (_e = options === null || options === void 0 ? void 0 : options.metaPlugin) !== null && _e !== void 0 ? _e : new VRMMetaLoaderPlugin(parser);\n }\n afterRoot(gltf) {\n return __awaiter$6(this, void 0, void 0, function* () {\n yield this.metaPlugin.afterRoot(gltf);\n yield this.humanoidPlugin.afterRoot(gltf);\n yield this.expressionPlugin.afterRoot(gltf);\n yield this.lookAtPlugin.afterRoot(gltf);\n yield this.firstPersonPlugin.afterRoot(gltf);\n const meta = gltf.userData.vrmMeta;\n const humanoid = gltf.userData.vrmHumanoid;\n // meta and humanoid are required to be a VRM.\n // Don't create VRM if they are null\n if (meta && humanoid) {\n const vrmCore = new VRMCore({\n scene: gltf.scene,\n expressionManager: gltf.userData.vrmExpressionManager,\n firstPerson: gltf.userData.vrmFirstPerson,\n humanoid,\n lookAt: gltf.userData.vrmLookAt,\n meta,\n });\n gltf.userData.vrmCore = vrmCore;\n }\n });\n }\n}\n\n/**\n * A class that represents a single VRM model.\n */\nclass VRM extends VRMCore {\n /**\n * Create a new VRM instance.\n *\n * @param params [[VRMParameters]] that represents components of the VRM\n */\n constructor(params) {\n super(params);\n this.materials = params.materials;\n this.springBoneManager = params.springBoneManager;\n this.nodeConstraintManager = params.nodeConstraintManager;\n }\n /**\n * **You need to call this on your update loop.**\n *\n * This function updates every VRM components.\n *\n * @param delta deltaTime\n */\n update(delta) {\n super.update(delta);\n if (this.nodeConstraintManager) {\n this.nodeConstraintManager.update();\n }\n if (this.springBoneManager) {\n this.springBoneManager.update(delta);\n }\n if (this.materials) {\n this.materials.forEach((material) => {\n if (material.update) {\n material.update(delta);\n }\n });\n }\n }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter$5(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\n/*!\n * @pixiv/three-vrm-materials-mtoon v2.1.1\n * MToon (toon material) module for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-mtoon is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter$4(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nvar vertexShader = \"// #define PHONG\\n\\nvarying vec3 vViewPosition;\\n\\n#ifndef FLAT_SHADED\\n varying vec3 vNormal;\\n#endif\\n\\n#include \\n\\n// #include \\n#ifdef MTOON_USE_UV\\n varying vec2 vUv;\\n\\n // COMPAT: pre-r151 uses a common uvTransform\\n #if THREE_VRM_THREE_REVISION < 151\\n uniform mat3 uvTransform;\\n #endif\\n#endif\\n\\n// #include \\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n#if THREE_VRM_THREE_REVISION < 151\\n #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n attribute vec2 uv2;\\n varying vec2 vUv2;\\n uniform mat3 uv2Transform;\\n #endif\\n#endif\\n\\n// #include \\n// #include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\n#ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\\n uniform sampler2D outlineWidthMultiplyTexture;\\n uniform mat3 outlineWidthMultiplyTextureUvTransform;\\n#endif\\n\\nuniform float outlineWidthFactor;\\n\\nvoid main() {\\n\\n // #include \\n #ifdef MTOON_USE_UV\\n // COMPAT: pre-r151 uses a common uvTransform\\n #if THREE_VRM_THREE_REVISION >= 151\\n vUv = uv;\\n #else\\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n #endif\\n #endif\\n\\n // #include \\n // COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n #if THREE_VRM_THREE_REVISION < 151\\n #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n #endif\\n #endif\\n\\n #include \\n\\n #include \\n #include \\n #include \\n #include \\n\\n // we need this to compute the outline properly\\n objectNormal = normalize( objectNormal );\\n\\n #include \\n\\n #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n vNormal = normalize( transformedNormal );\\n #endif\\n\\n #include \\n\\n #include \\n #include \\n // #include \\n #include \\n #include \\n #include \\n\\n vViewPosition = - mvPosition.xyz;\\n\\n float outlineTex = 1.0;\\n\\n #ifdef OUTLINE\\n #ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\\n vec2 outlineWidthMultiplyTextureUv = ( outlineWidthMultiplyTextureUvTransform * vec3( vUv, 1 ) ).xy;\\n outlineTex = texture2D( outlineWidthMultiplyTexture, outlineWidthMultiplyTextureUv ).g;\\n #endif\\n\\n #ifdef OUTLINE_WIDTH_WORLD\\n float worldNormalLength = length( transformedNormal );\\n vec3 outlineOffset = outlineWidthFactor * outlineTex * worldNormalLength * objectNormal;\\n gl_Position = projectionMatrix * modelViewMatrix * vec4( outlineOffset + transformed, 1.0 );\\n #endif\\n\\n #ifdef OUTLINE_WIDTH_SCREEN\\n vec3 clipNormal = ( projectionMatrix * modelViewMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n vec2 projectedNormal = normalize( clipNormal.xy );\\n projectedNormal.x *= projectionMatrix[ 0 ].x / projectionMatrix[ 1 ].y;\\n gl_Position.xy += 2.0 * outlineWidthFactor * outlineTex * projectedNormal.xy;\\n #endif\\n\\n gl_Position.z += 1E-6 * gl_Position.w; // anti-artifact magic\\n #endif\\n\\n #include \\n // #include \\n #include \\n #include \\n\\n}\";\n\nvar fragmentShader = \"// #define PHONG\\n\\nuniform vec3 litFactor;\\n\\nuniform float opacity;\\n\\nuniform vec3 shadeColorFactor;\\n#ifdef USE_SHADEMULTIPLYTEXTURE\\n uniform sampler2D shadeMultiplyTexture;\\n uniform mat3 shadeMultiplyTextureUvTransform;\\n#endif\\n\\nuniform float shadingShiftFactor;\\nuniform float shadingToonyFactor;\\n\\n#ifdef USE_SHADINGSHIFTTEXTURE\\n uniform sampler2D shadingShiftTexture;\\n uniform mat3 shadingShiftTextureUvTransform;\\n uniform float shadingShiftTextureScale;\\n#endif\\n\\nuniform float giEqualizationFactor;\\n\\nuniform vec3 parametricRimColorFactor;\\n#ifdef USE_RIMMULTIPLYTEXTURE\\n uniform sampler2D rimMultiplyTexture;\\n uniform mat3 rimMultiplyTextureUvTransform;\\n#endif\\nuniform float rimLightingMixFactor;\\nuniform float parametricRimFresnelPowerFactor;\\nuniform float parametricRimLiftFactor;\\n\\n#ifdef USE_MATCAPTEXTURE\\n uniform vec3 matcapFactor;\\n uniform sampler2D matcapTexture;\\n uniform mat3 matcapTextureUvTransform;\\n#endif\\n\\nuniform vec3 emissive;\\nuniform float emissiveIntensity;\\n\\nuniform vec3 outlineColorFactor;\\nuniform float outlineLightingMixFactor;\\n\\n#ifdef USE_UVANIMATIONMASKTEXTURE\\n uniform sampler2D uvAnimationMaskTexture;\\n uniform mat3 uvAnimationMaskTextureUvTransform;\\n#endif\\n\\nuniform float uvAnimationScrollXOffset;\\nuniform float uvAnimationScrollYOffset;\\nuniform float uvAnimationRotationPhase;\\n\\n#include \\n#include \\n#include \\n#include \\n\\n// #include \\n#if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n varying vec2 vUv;\\n#endif\\n\\n// #include \\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n#if THREE_VRM_THREE_REVISION < 151\\n #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n varying vec2 vUv2;\\n #endif\\n#endif\\n\\n#include \\n\\n#ifdef USE_MAP\\n uniform mat3 mapUvTransform;\\n#endif\\n\\n// #include \\n\\n#if THREE_VRM_THREE_REVISION >= 132\\n #include \\n#endif\\n\\n#include \\n// #include \\n#include \\n\\n#ifdef USE_EMISSIVEMAP\\n uniform mat3 emissiveMapUvTransform;\\n#endif\\n\\n// #include \\n// #include \\n// #include \\n#include \\n\\n// #include \\n// COMPAT: pre-r151 doesn't have BRDF_Lambert in \\n#if THREE_VRM_THREE_REVISION < 151\\n vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n return RECIPROCAL_PI * diffuseColor;\\n }\\n#endif\\n\\n#include \\n\\n#if THREE_VRM_THREE_REVISION >= 132\\n #include \\n#endif\\n\\n// #include \\nvarying vec3 vViewPosition;\\n\\n#if THREE_VRM_THREE_REVISION < 132\\n #ifndef FLAT_SHADED\\n varying vec3 vNormal;\\n #endif\\n#endif\\n\\nstruct MToonMaterial {\\n vec3 diffuseColor;\\n vec3 shadeColor;\\n float shadingShift;\\n};\\n\\nfloat linearstep( float a, float b, float t ) {\\n return clamp( ( t - a ) / ( b - a ), 0.0, 1.0 );\\n}\\n\\n/**\\n * Convert NdotL into toon shading factor using shadingShift and shadingToony\\n */\\nfloat getShading(\\n const in float dotNL,\\n const in float shadow,\\n const in float shadingShift\\n) {\\n float shading = dotNL;\\n shading = shading + shadingShift;\\n shading = linearstep( -1.0 + shadingToonyFactor, 1.0 - shadingToonyFactor, shading );\\n shading *= shadow;\\n return shading;\\n}\\n\\n/**\\n * Mix diffuseColor and shadeColor using shading factor and light color\\n */\\nvec3 getDiffuse(\\n const in MToonMaterial material,\\n const in float shading,\\n in vec3 lightColor\\n) {\\n #ifdef DEBUG_LITSHADERATE\\n return vec3( BRDF_Lambert( shading * lightColor ) );\\n #endif\\n\\n #if THREE_VRM_THREE_REVISION < 132\\n #ifndef PHYSICALLY_CORRECT_LIGHTS\\n lightColor *= PI;\\n #endif\\n #endif\\n\\n vec3 col = lightColor * BRDF_Lambert( mix( material.shadeColor, material.diffuseColor, shading ) );\\n\\n // The \\\"comment out if you want to PBR absolutely\\\" line\\n #ifdef V0_COMPAT_SHADE\\n col = min( col, material.diffuseColor );\\n #endif\\n\\n return col;\\n}\\n\\n// COMPAT: pre-r156 uses a struct GeometricContext\\n#if THREE_VRM_THREE_REVISION >= 157\\n void RE_Direct_MToon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\\n float dotNL = clamp( dot( geometryNormal, directLight.direction ), -1.0, 1.0 );\\n vec3 irradiance = directLight.color;\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n\\n irradiance *= dotNL;\\n\\n float shading = getShading( dotNL, shadow, material.shadingShift );\\n\\n // toon shaded diffuse\\n reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\\n }\\n\\n void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\\n // indirect diffuse will use diffuseColor, no shadeColor involved\\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n }\\n#else\\n void RE_Direct_MToon( const in IncidentLight directLight, const in GeometricContext geometry, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\\n float dotNL = clamp( dot( geometry.normal, directLight.direction ), -1.0, 1.0 );\\n vec3 irradiance = directLight.color;\\n\\n #if THREE_VRM_THREE_REVISION < 132\\n #ifndef PHYSICALLY_CORRECT_LIGHTS\\n irradiance *= PI;\\n #endif\\n #endif\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n\\n irradiance *= dotNL;\\n\\n float shading = getShading( dotNL, shadow, material.shadingShift );\\n\\n // toon shaded diffuse\\n reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\\n }\\n\\n void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in GeometricContext geometry, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\\n // indirect diffuse will use diffuseColor, no shadeColor involved\\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n }\\n#endif\\n\\n#define RE_Direct RE_Direct_MToon\\n#define RE_IndirectDiffuse RE_IndirectDiffuse_MToon\\n#define Material_LightProbeLOD( material ) (0)\\n\\n#include \\n// #include \\n\\n// #include \\n#ifdef USE_NORMALMAP\\n\\n uniform sampler2D normalMap;\\n uniform mat3 normalMapUvTransform;\\n uniform vec2 normalScale;\\n\\n#endif\\n\\n// COMPAT: USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\\n#if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\\n\\n uniform mat3 normalMatrix;\\n\\n#endif\\n\\n// COMPAT: USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( TANGENTSPACE_NORMALMAP ) )\\n\\n // Per-Pixel Tangent Space Normal Mapping\\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\\n\\n // three-vrm specific change: it requires `uv` as an input in order to support uv scrolls\\n\\n // Temporary compat against shader change @ Three.js r126, r151\\n #if THREE_VRM_THREE_REVISION >= 151\\n\\n mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\n vec3 q0 = dFdx( eye_pos.xyz );\\n vec3 q1 = dFdy( eye_pos.xyz );\\n vec2 st0 = dFdx( uv.st );\\n vec2 st1 = dFdy( uv.st );\\n\\n vec3 N = surf_norm;\\n\\n vec3 q1perp = cross( q1, N );\\n vec3 q0perp = cross( N, q0 );\\n\\n vec3 T = q1perp * st0.x + q0perp * st1.x;\\n vec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\n float det = max( dot( T, T ), dot( B, B ) );\\n float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\n return mat3( T * scale, B * scale, N );\\n\\n }\\n\\n #elif THREE_VRM_THREE_REVISION >= 126\\n\\n vec3 perturbNormal2Arb( vec2 uv, vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\n vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n vec2 st0 = dFdx( uv.st );\\n vec2 st1 = dFdy( uv.st );\\n\\n vec3 N = normalize( surf_norm );\\n\\n vec3 q1perp = cross( q1, N );\\n vec3 q0perp = cross( N, q0 );\\n\\n vec3 T = q1perp * st0.x + q0perp * st1.x;\\n vec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\n // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0\\n // TODO: Is this still required? Or shall I make a PR about it?\\n if ( length( T ) == 0.0 || length( B ) == 0.0 ) {\\n return surf_norm;\\n }\\n\\n float det = max( dot( T, T ), dot( B, B ) );\\n float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\n return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\n }\\n\\n #else\\n\\n vec3 perturbNormal2Arb( vec2 uv, vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\n // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\\n\\n vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n vec2 st0 = dFdx( uv.st );\\n vec2 st1 = dFdy( uv.st );\\n\\n float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude\\n\\n vec3 S = ( q0 * st1.t - q1 * st0.t ) * scale;\\n vec3 T = ( - q0 * st1.s + q1 * st0.s ) * scale;\\n\\n // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0\\n // TODO: Is this still required? Or shall I make a PR about it?\\n\\n if ( length( S ) == 0.0 || length( T ) == 0.0 ) {\\n return surf_norm;\\n }\\n\\n S = normalize( S );\\n T = normalize( T );\\n vec3 N = normalize( surf_norm );\\n\\n #ifdef DOUBLE_SIDED\\n\\n // Workaround for Adreno GPUs gl_FrontFacing bug. See #15850 and #10331\\n\\n bool frontFacing = dot( cross( S, T ), N ) > 0.0;\\n\\n mapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\\n\\n #else\\n\\n mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\n #endif\\n\\n mat3 tsn = mat3( S, T, N );\\n return normalize( tsn * mapN );\\n\\n }\\n\\n #endif\\n\\n#endif\\n\\n// #include \\n#include \\n#include \\n\\n// == post correction ==========================================================\\nvoid postCorrection() {\\n #include \\n #include \\n #include \\n #include \\n #include \\n}\\n\\n// == main procedure ===========================================================\\nvoid main() {\\n #include \\n\\n vec2 uv = vec2(0.5, 0.5);\\n\\n #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n uv = vUv;\\n\\n float uvAnimMask = 1.0;\\n #ifdef USE_UVANIMATIONMASKTEXTURE\\n vec2 uvAnimationMaskTextureUv = ( uvAnimationMaskTextureUvTransform * vec3( uv, 1 ) ).xy;\\n uvAnimMask = texture2D( uvAnimationMaskTexture, uvAnimationMaskTextureUv ).b;\\n #endif\\n\\n uv = uv + vec2( uvAnimationScrollXOffset, uvAnimationScrollYOffset ) * uvAnimMask;\\n float uvRotCos = cos( uvAnimationRotationPhase * uvAnimMask );\\n float uvRotSin = sin( uvAnimationRotationPhase * uvAnimMask );\\n uv = mat2( uvRotCos, -uvRotSin, uvRotSin, uvRotCos ) * ( uv - 0.5 ) + 0.5;\\n #endif\\n\\n #ifdef DEBUG_UV\\n gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n gl_FragColor = vec4( uv, 0.0, 1.0 );\\n #endif\\n return;\\n #endif\\n\\n vec4 diffuseColor = vec4( litFactor, opacity );\\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n vec3 totalEmissiveRadiance = emissive * emissiveIntensity;\\n\\n #include \\n\\n // #include \\n #ifdef USE_MAP\\n vec2 mapUv = ( mapUvTransform * vec3( uv, 1 ) ).xy;\\n vec4 sampledDiffuseColor = texture2D( map, mapUv );\\n #ifdef DECODE_VIDEO_TEXTURE\\n sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n #endif\\n diffuseColor *= sampledDiffuseColor;\\n #endif\\n\\n // #include \\n #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\\n diffuseColor.rgb *= vColor;\\n #endif\\n\\n // #include \\n\\n #include \\n\\n // #include \\n\\n // #include \\n float faceDirection = gl_FrontFacing ? 1.0 : -1.0;\\n\\n #ifdef FLAT_SHADED\\n\\n vec3 fdx = dFdx( vViewPosition );\\n vec3 fdy = dFdy( vViewPosition );\\n vec3 normal = normalize( cross( fdx, fdy ) );\\n\\n #else\\n\\n vec3 normal = normalize( vNormal );\\n\\n #ifdef DOUBLE_SIDED\\n\\n normal *= faceDirection;\\n\\n #endif\\n\\n #endif\\n\\n #ifdef USE_NORMALMAP\\n\\n vec2 normalMapUv = ( normalMapUvTransform * vec3( uv, 1 ) ).xy;\\n\\n #endif\\n\\n #ifdef USE_NORMALMAP_TANGENTSPACE\\n\\n #ifdef USE_TANGENT\\n\\n mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\n #else\\n\\n mat3 tbn = getTangentFrame( - vViewPosition, normal, normalMapUv );\\n\\n #endif\\n\\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\n tbn[0] *= faceDirection;\\n tbn[1] *= faceDirection;\\n\\n #endif\\n\\n #endif\\n\\n #ifdef USE_CLEARCOAT_NORMALMAP\\n\\n #ifdef USE_TANGENT\\n\\n mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\n #else\\n\\n mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\n #endif\\n\\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\n tbn2[0] *= faceDirection;\\n tbn2[1] *= faceDirection;\\n\\n #endif\\n\\n #endif\\n\\n // non perturbed normal for clearcoat among others\\n\\n vec3 nonPerturbedNormal = normal;\\n\\n #ifdef OUTLINE\\n normal *= -1.0;\\n #endif\\n\\n // #include \\n\\n // COMPAT: USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\\n #if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\\n\\n normal = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\\n\\n #ifdef FLIP_SIDED\\n\\n normal = - normal;\\n\\n #endif\\n\\n #ifdef DOUBLE_SIDED\\n\\n // Temporary compat against shader change @ Three.js r126\\n // See: #21205, #21307, #21299\\n #if THREE_VRM_THREE_REVISION >= 126\\n\\n normal = normal * faceDirection;\\n\\n #else\\n\\n normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\n #endif\\n\\n #endif\\n\\n normal = normalize( normalMatrix * normal );\\n\\n // COMPAT: USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\\n #elif defined( USE_NORMALMAP_TANGENTSPACE ) || defined( TANGENTSPACE_NORMALMAP )\\n\\n vec3 mapN = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0;\\n mapN.xy *= normalScale;\\n\\n // COMPAT: pre-r151\\n #if THREE_VRM_THREE_REVISION >= 151 || defined( USE_TANGENT )\\n\\n normal = normalize( tbn * mapN );\\n\\n #else\\n\\n // pre-r126\\n #if THREE_VRM_THREE_REVISION >= 126\\n\\n normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN, faceDirection );\\n\\n #else\\n\\n normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN );\\n\\n #endif\\n\\n #endif\\n\\n #endif\\n\\n // #include \\n #ifdef USE_EMISSIVEMAP\\n vec2 emissiveMapUv = ( emissiveMapUvTransform * vec3( uv, 1 ) ).xy;\\n totalEmissiveRadiance *= texture2D( emissiveMap, emissiveMapUv ).rgb;\\n #endif\\n\\n #ifdef DEBUG_NORMAL\\n gl_FragColor = vec4( 0.5 + 0.5 * normal, 1.0 );\\n return;\\n #endif\\n\\n // -- MToon: lighting --------------------------------------------------------\\n // accumulation\\n // #include \\n MToonMaterial material;\\n\\n material.diffuseColor = diffuseColor.rgb;\\n\\n material.shadeColor = shadeColorFactor;\\n #ifdef USE_SHADEMULTIPLYTEXTURE\\n vec2 shadeMultiplyTextureUv = ( shadeMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\\n material.shadeColor *= texture2D( shadeMultiplyTexture, shadeMultiplyTextureUv ).rgb;\\n #endif\\n\\n #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\\n material.shadeColor.rgb *= vColor;\\n #endif\\n\\n material.shadingShift = shadingShiftFactor;\\n #ifdef USE_SHADINGSHIFTTEXTURE\\n vec2 shadingShiftTextureUv = ( shadingShiftTextureUvTransform * vec3( uv, 1 ) ).xy;\\n material.shadingShift += texture2D( shadingShiftTexture, shadingShiftTextureUv ).r * shadingShiftTextureScale;\\n #endif\\n\\n // #include \\n\\n // MToon Specific changes:\\n // Since we want to take shadows into account of shading instead of irradiance,\\n // we had to modify the codes that multiplies the results of shadowmap into color of direct lights.\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n vec3 geometryPosition = - vViewPosition;\\n vec3 geometryNormal = normal;\\n vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n\\n vec3 geometryClearcoatNormal;\\n\\n #ifdef USE_CLEARCOAT\\n\\n geometryClearcoatNormal = clearcoatNormal;\\n\\n #endif\\n #else\\n GeometricContext geometry;\\n\\n geometry.position = - vViewPosition;\\n geometry.normal = normal;\\n geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n\\n #ifdef USE_CLEARCOAT\\n\\n geometry.clearcoatNormal = clearcoatNormal;\\n\\n #endif\\n #endif\\n\\n IncidentLight directLight;\\n\\n // since these variables will be used in unrolled loop, we have to define in prior\\n float shadow;\\n\\n #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n PointLight pointLight;\\n #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n PointLightShadow pointLightShadow;\\n #endif\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\n pointLight = pointLights[ i ];\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n getPointLightInfo( pointLight, geometryPosition, directLight );\\n #elif THREE_VRM_THREE_REVISION >= 132\\n getPointLightInfo( pointLight, geometry, directLight );\\n #else\\n getPointDirectLightIrradiance( pointLight, geometry, directLight );\\n #endif\\n\\n shadow = 1.0;\\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n pointLightShadow = pointLightShadows[ i ];\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n #endif\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n #else\\n RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n SpotLight spotLight;\\n #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n SpotLightShadow spotLightShadow;\\n #endif\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\n spotLight = spotLights[ i ];\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n getSpotLightInfo( spotLight, geometryPosition, directLight );\\n #elif THREE_VRM_THREE_REVISION >= 132\\n getSpotLightInfo( spotLight, geometry, directLight );\\n #else\\n getSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n #endif\\n\\n shadow = 1.0;\\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n spotLightShadow = spotLightShadows[ i ];\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n #endif\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n #else\\n RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n DirectionalLight directionalLight;\\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n DirectionalLightShadow directionalLightShadow;\\n #endif\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\n directionalLight = directionalLights[ i ];\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n getDirectionalLightInfo( directionalLight, directLight );\\n #elif THREE_VRM_THREE_REVISION >= 132\\n getDirectionalLightInfo( directionalLight, geometry, directLight );\\n #else\\n getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n #endif\\n\\n shadow = 1.0;\\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n directionalLightShadow = directionalLightShadows[ i ];\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n #endif\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n #else\\n RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n // #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\n // RectAreaLight rectAreaLight;\\n\\n // #pragma unroll_loop_start\\n // for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\n // rectAreaLight = rectAreaLights[ i ];\\n // RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\n // }\\n // #pragma unroll_loop_end\\n\\n // #endif\\n\\n #if defined( RE_IndirectDiffuse )\\n\\n vec3 iblIrradiance = vec3( 0.0 );\\n\\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n // COMPAT: pre-r156 doesn't have a define USE_LIGHT_PROBES\\n #if THREE_VRM_THREE_REVISION >= 157\\n #if defined( USE_LIGHT_PROBES )\\n irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n #endif\\n #elif THREE_VRM_THREE_REVISION >= 133\\n irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n #else\\n irradiance += getLightProbeIrradiance( lightProbe, geometry );\\n #endif\\n\\n #if ( NUM_HEMI_LIGHTS > 0 )\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n #elif THREE_VRM_THREE_REVISION >= 133\\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n #else\\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n #endif\\n\\n // #if defined( RE_IndirectSpecular )\\n\\n // vec3 radiance = vec3( 0.0 );\\n // vec3 clearcoatRadiance = vec3( 0.0 );\\n\\n // #endif\\n\\n #include \\n #include \\n\\n // modulation\\n #include \\n\\n vec3 col = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\n #ifdef DEBUG_LITSHADERATE\\n gl_FragColor = vec4( col, diffuseColor.a );\\n postCorrection();\\n return;\\n #endif\\n\\n // -- MToon: rim lighting -----------------------------------------\\n vec3 viewDir = normalize( vViewPosition );\\n\\n #ifndef PHYSICALLY_CORRECT_LIGHTS\\n reflectedLight.directSpecular /= PI;\\n #endif\\n vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, 1.0 );\\n\\n vec3 rim = parametricRimColorFactor * pow( saturate( 1.0 - dot( viewDir, normal ) + parametricRimLiftFactor ), parametricRimFresnelPowerFactor );\\n\\n #ifdef USE_MATCAPTEXTURE\\n {\\n vec3 x = normalize( vec3( viewDir.z, 0.0, -viewDir.x ) );\\n vec3 y = cross( viewDir, x ); // guaranteed to be normalized\\n vec2 sphereUv = 0.5 + 0.5 * vec2( dot( x, normal ), -dot( y, normal ) );\\n sphereUv = ( matcapTextureUvTransform * vec3( sphereUv, 1 ) ).xy;\\n vec3 matcap = texture2D( matcapTexture, sphereUv ).rgb;\\n rim += matcapFactor * matcap;\\n }\\n #endif\\n\\n #ifdef USE_RIMMULTIPLYTEXTURE\\n vec2 rimMultiplyTextureUv = ( rimMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\\n rim *= texture2D( rimMultiplyTexture, rimMultiplyTextureUv ).rgb;\\n #endif\\n\\n col += rimMix * rim;\\n\\n // -- MToon: Emission --------------------------------------------------------\\n col += totalEmissiveRadiance;\\n\\n // #include \\n\\n // -- Almost done! -----------------------------------------------------------\\n #if defined( OUTLINE )\\n col = outlineColorFactor.rgb * mix( vec3( 1.0 ), col, outlineLightingMixFactor );\\n #endif\\n\\n #ifdef OPAQUE\\n diffuseColor.a = 1.0;\\n #endif\\n\\n gl_FragColor = vec4( col, diffuseColor.a );\\n postCorrection();\\n}\\n\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Specifiers of debug mode of {@link MToonMaterial}.\n *\n * See: {@link MToonMaterial.debugMode}\n */\nconst MToonMaterialDebugMode = {\n /**\n * Render normally.\n */\n None: 'none',\n /**\n * Visualize normals of the surface.\n */\n Normal: 'normal',\n /**\n * Visualize lit/shade of the surface.\n */\n LitShadeRate: 'litShadeRate',\n /**\n * Visualize UV of the surface.\n */\n UV: 'uv',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst MToonMaterialOutlineWidthMode = {\n None: 'none',\n WorldCoordinates: 'worldCoordinates',\n ScreenCoordinates: 'screenCoordinates',\n};\n\nconst encodingColorSpaceMap = {\n 3000: '',\n 3001: 'srgb',\n};\n/**\n * A compat function to get texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to get the color space from\n */\nfunction getTextureColorSpace(texture) {\n if (parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10) >= 152) {\n return texture.colorSpace;\n }\n else {\n return encodingColorSpaceMap[texture.encoding];\n }\n}\n\n/* tslint:disable:member-ordering */\n/**\n * MToon is a material specification that has various features.\n * The spec and implementation are originally founded for Unity engine and this is a port of the material.\n *\n * See: https://github.com/Santarh/MToon\n */\nclass MToonMaterial extends three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial {\n get color() {\n return this.uniforms.litFactor.value;\n }\n set color(value) {\n this.uniforms.litFactor.value = value;\n }\n get map() {\n return this.uniforms.map.value;\n }\n set map(value) {\n this.uniforms.map.value = value;\n }\n get normalMap() {\n return this.uniforms.normalMap.value;\n }\n set normalMap(value) {\n this.uniforms.normalMap.value = value;\n }\n get normalScale() {\n return this.uniforms.normalScale.value;\n }\n set normalScale(value) {\n this.uniforms.normalScale.value = value;\n }\n get emissive() {\n return this.uniforms.emissive.value;\n }\n set emissive(value) {\n this.uniforms.emissive.value = value;\n }\n get emissiveIntensity() {\n return this.uniforms.emissiveIntensity.value;\n }\n set emissiveIntensity(value) {\n this.uniforms.emissiveIntensity.value = value;\n }\n get emissiveMap() {\n return this.uniforms.emissiveMap.value;\n }\n set emissiveMap(value) {\n this.uniforms.emissiveMap.value = value;\n }\n get shadeColorFactor() {\n return this.uniforms.shadeColorFactor.value;\n }\n set shadeColorFactor(value) {\n this.uniforms.shadeColorFactor.value = value;\n }\n get shadeMultiplyTexture() {\n return this.uniforms.shadeMultiplyTexture.value;\n }\n set shadeMultiplyTexture(value) {\n this.uniforms.shadeMultiplyTexture.value = value;\n }\n get shadingShiftFactor() {\n return this.uniforms.shadingShiftFactor.value;\n }\n set shadingShiftFactor(value) {\n this.uniforms.shadingShiftFactor.value = value;\n }\n get shadingShiftTexture() {\n return this.uniforms.shadingShiftTexture.value;\n }\n set shadingShiftTexture(value) {\n this.uniforms.shadingShiftTexture.value = value;\n }\n get shadingShiftTextureScale() {\n return this.uniforms.shadingShiftTextureScale.value;\n }\n set shadingShiftTextureScale(value) {\n this.uniforms.shadingShiftTextureScale.value = value;\n }\n get shadingToonyFactor() {\n return this.uniforms.shadingToonyFactor.value;\n }\n set shadingToonyFactor(value) {\n this.uniforms.shadingToonyFactor.value = value;\n }\n get giEqualizationFactor() {\n return this.uniforms.giEqualizationFactor.value;\n }\n set giEqualizationFactor(value) {\n this.uniforms.giEqualizationFactor.value = value;\n }\n get matcapFactor() {\n return this.uniforms.matcapFactor.value;\n }\n set matcapFactor(value) {\n this.uniforms.matcapFactor.value = value;\n }\n get matcapTexture() {\n return this.uniforms.matcapTexture.value;\n }\n set matcapTexture(value) {\n this.uniforms.matcapTexture.value = value;\n }\n get parametricRimColorFactor() {\n return this.uniforms.parametricRimColorFactor.value;\n }\n set parametricRimColorFactor(value) {\n this.uniforms.parametricRimColorFactor.value = value;\n }\n get rimMultiplyTexture() {\n return this.uniforms.rimMultiplyTexture.value;\n }\n set rimMultiplyTexture(value) {\n this.uniforms.rimMultiplyTexture.value = value;\n }\n get rimLightingMixFactor() {\n return this.uniforms.rimLightingMixFactor.value;\n }\n set rimLightingMixFactor(value) {\n this.uniforms.rimLightingMixFactor.value = value;\n }\n get parametricRimFresnelPowerFactor() {\n return this.uniforms.parametricRimFresnelPowerFactor.value;\n }\n set parametricRimFresnelPowerFactor(value) {\n this.uniforms.parametricRimFresnelPowerFactor.value = value;\n }\n get parametricRimLiftFactor() {\n return this.uniforms.parametricRimLiftFactor.value;\n }\n set parametricRimLiftFactor(value) {\n this.uniforms.parametricRimLiftFactor.value = value;\n }\n get outlineWidthMultiplyTexture() {\n return this.uniforms.outlineWidthMultiplyTexture.value;\n }\n set outlineWidthMultiplyTexture(value) {\n this.uniforms.outlineWidthMultiplyTexture.value = value;\n }\n get outlineWidthFactor() {\n return this.uniforms.outlineWidthFactor.value;\n }\n set outlineWidthFactor(value) {\n this.uniforms.outlineWidthFactor.value = value;\n }\n get outlineColorFactor() {\n return this.uniforms.outlineColorFactor.value;\n }\n set outlineColorFactor(value) {\n this.uniforms.outlineColorFactor.value = value;\n }\n get outlineLightingMixFactor() {\n return this.uniforms.outlineLightingMixFactor.value;\n }\n set outlineLightingMixFactor(value) {\n this.uniforms.outlineLightingMixFactor.value = value;\n }\n get uvAnimationMaskTexture() {\n return this.uniforms.uvAnimationMaskTexture.value;\n }\n set uvAnimationMaskTexture(value) {\n this.uniforms.uvAnimationMaskTexture.value = value;\n }\n get uvAnimationScrollXOffset() {\n return this.uniforms.uvAnimationScrollXOffset.value;\n }\n set uvAnimationScrollXOffset(value) {\n this.uniforms.uvAnimationScrollXOffset.value = value;\n }\n get uvAnimationScrollYOffset() {\n return this.uniforms.uvAnimationScrollYOffset.value;\n }\n set uvAnimationScrollYOffset(value) {\n this.uniforms.uvAnimationScrollYOffset.value = value;\n }\n get uvAnimationRotationPhase() {\n return this.uniforms.uvAnimationRotationPhase.value;\n }\n set uvAnimationRotationPhase(value) {\n this.uniforms.uvAnimationRotationPhase.value = value;\n }\n /**\n * When this is `true`, vertex colors will be ignored.\n * `true` by default.\n */\n get ignoreVertexColor() {\n return this._ignoreVertexColor;\n }\n set ignoreVertexColor(value) {\n this._ignoreVertexColor = value;\n this.needsUpdate = true;\n }\n /**\n * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n * Usually not recommended to turn this on.\n * `false` by default.\n */\n get v0CompatShade() {\n return this._v0CompatShade;\n }\n /**\n * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n * Usually not recommended to turn this on.\n * `false` by default.\n */\n set v0CompatShade(v) {\n this._v0CompatShade = v;\n this.needsUpdate = true;\n }\n /**\n * Debug mode for the material.\n * You can visualize several components for diagnosis using debug mode.\n *\n * See: {@link MToonMaterialDebugMode}\n */\n get debugMode() {\n return this._debugMode;\n }\n /**\n * Debug mode for the material.\n * You can visualize several components for diagnosis using debug mode.\n *\n * See: {@link MToonMaterialDebugMode}\n */\n set debugMode(m) {\n this._debugMode = m;\n this.needsUpdate = true;\n }\n get outlineWidthMode() {\n return this._outlineWidthMode;\n }\n set outlineWidthMode(m) {\n this._outlineWidthMode = m;\n this.needsUpdate = true;\n }\n get isOutline() {\n return this._isOutline;\n }\n set isOutline(b) {\n this._isOutline = b;\n this.needsUpdate = true;\n }\n /**\n * Readonly boolean that indicates this is a [[MToonMaterial]].\n */\n get isMToonMaterial() {\n return true;\n }\n constructor(parameters = {}) {\n var _a;\n super({ vertexShader, fragmentShader });\n this.uvAnimationScrollXSpeedFactor = 0.0;\n this.uvAnimationScrollYSpeedFactor = 0.0;\n this.uvAnimationRotationSpeedFactor = 0.0;\n /**\n * Whether the material is affected by fog.\n * `true` by default.\n */\n this.fog = true;\n /**\n * Will be read in WebGLPrograms\n *\n * See: https://github.com/mrdoob/three.js/blob/4f5236ac3d6f41d904aa58401b40554e8fbdcb15/src/renderers/webgl/WebGLPrograms.js#L190-L191\n */\n this.normalMapType = three__WEBPACK_IMPORTED_MODULE_0__.TangentSpaceNormalMap;\n /**\n * When this is `true`, vertex colors will be ignored.\n * `true` by default.\n */\n this._ignoreVertexColor = true;\n this._v0CompatShade = false;\n this._debugMode = MToonMaterialDebugMode.None;\n this._outlineWidthMode = MToonMaterialOutlineWidthMode.None;\n this._isOutline = false;\n // override depthWrite with transparentWithZWrite\n if (parameters.transparentWithZWrite) {\n parameters.depthWrite = true;\n }\n delete parameters.transparentWithZWrite;\n // == enabling bunch of stuff ==================================================================\n parameters.fog = true;\n parameters.lights = true;\n parameters.clipping = true;\n // COMPAT: pre-r129\n // See: https://github.com/mrdoob/three.js/pull/21788\n if (parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10) < 129) {\n parameters.skinning = parameters.skinning || false;\n }\n // COMPAT: pre-r131\n // See: https://github.com/mrdoob/three.js/pull/22169\n if (parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10) < 131) {\n parameters.morphTargets = parameters.morphTargets || false;\n parameters.morphNormals = parameters.morphNormals || false;\n }\n // == uniforms =================================================================================\n this.uniforms = three__WEBPACK_IMPORTED_MODULE_0__.UniformsUtils.merge([\n three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib.common,\n three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib.normalmap,\n three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib.emissivemap,\n three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib.fog,\n three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib.lights,\n {\n litFactor: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Color(1.0, 1.0, 1.0) },\n mapUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n colorAlpha: { value: 1.0 },\n normalMapUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n shadeColorFactor: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Color(0.97, 0.81, 0.86) },\n shadeMultiplyTexture: { value: null },\n shadeMultiplyTextureUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n shadingShiftFactor: { value: 0.0 },\n shadingShiftTexture: { value: null },\n shadingShiftTextureUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n shadingShiftTextureScale: { value: 1.0 },\n shadingToonyFactor: { value: 0.9 },\n giEqualizationFactor: { value: 0.9 },\n matcapFactor: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Color(0.0, 0.0, 0.0) },\n matcapTexture: { value: null },\n matcapTextureUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n parametricRimColorFactor: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Color(0.0, 0.0, 0.0) },\n rimMultiplyTexture: { value: null },\n rimMultiplyTextureUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n rimLightingMixFactor: { value: 0.0 },\n parametricRimFresnelPowerFactor: { value: 1.0 },\n parametricRimLiftFactor: { value: 0.0 },\n emissive: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Color(0.0, 0.0, 0.0) },\n emissiveIntensity: { value: 1.0 },\n emissiveMapUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n outlineWidthMultiplyTexture: { value: null },\n outlineWidthMultiplyTextureUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n outlineWidthFactor: { value: 0.5 },\n outlineColorFactor: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Color(0.0, 0.0, 0.0) },\n outlineLightingMixFactor: { value: 1.0 },\n uvAnimationMaskTexture: { value: null },\n uvAnimationMaskTextureUvTransform: { value: new three__WEBPACK_IMPORTED_MODULE_0__.Matrix3() },\n uvAnimationScrollXOffset: { value: 0.0 },\n uvAnimationScrollYOffset: { value: 0.0 },\n uvAnimationRotationPhase: { value: 0.0 },\n },\n (_a = parameters.uniforms) !== null && _a !== void 0 ? _a : {},\n ]);\n // == finally compile the shader program =======================================================\n this.setValues(parameters);\n // == upload uniforms that need to upload ======================================================\n this._uploadUniformsWorkaround();\n // == update shader stuff ======================================================================\n this.customProgramCacheKey = () => [\n ...Object.entries(this._generateDefines()).map(([token, macro]) => `${token}:${macro}`),\n this.matcapTexture ? `matcapTextureColorSpace:${getTextureColorSpace(this.matcapTexture)}` : '',\n this.shadeMultiplyTexture\n ? `shadeMultiplyTextureColorSpace:${getTextureColorSpace(this.shadeMultiplyTexture)}`\n : '',\n this.rimMultiplyTexture ? `rimMultiplyTextureColorSpace:${getTextureColorSpace(this.rimMultiplyTexture)}` : '',\n ].join(',');\n this.onBeforeCompile = (shader) => {\n const threeRevision = parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10);\n const defines = Object.entries(Object.assign(Object.assign({}, this._generateDefines()), this.defines))\n .filter(([token, macro]) => !!macro)\n .map(([token, macro]) => `#define ${token} ${macro}`)\n .join('\\n') + '\\n';\n // -- generate shader code -------------------------------------------------------------------\n shader.vertexShader = defines + shader.vertexShader;\n shader.fragmentShader = defines + shader.fragmentShader;\n // -- compat ---------------------------------------------------------------------------------\n // COMPAT: pre-r154\n // Three.js r154 renames the shader chunk to \n if (threeRevision < 154) {\n shader.fragmentShader = shader.fragmentShader.replace('#include ', '#include ');\n }\n // COMPAT: pre-r132\n // Three.js r132 introduces new shader chunks and \n if (threeRevision < 132) {\n shader.fragmentShader = shader.fragmentShader.replace('#include ', '');\n shader.fragmentShader = shader.fragmentShader.replace('#include ', '');\n }\n };\n }\n /**\n * Update this material.\n *\n * @param delta deltaTime since last update\n */\n update(delta) {\n this._uploadUniformsWorkaround();\n this._updateUVAnimation(delta);\n }\n copy(source) {\n super.copy(source);\n // uniforms are already copied at this moment\n // Beginning from r133, uniform textures will be cloned instead of reference\n // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/examples/jsm/loaders/GLTFLoader.js#L3047\n // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/src/renderers/shaders/UniformsUtils.js#L22\n // This will leave their `.version` to be `0`\n // and these textures won't be uploaded to GPU\n // We are going to workaround this in here\n // I've opened an issue for this: https://github.com/mrdoob/three.js/issues/22718\n this.map = source.map;\n this.normalMap = source.normalMap;\n this.emissiveMap = source.emissiveMap;\n this.shadeMultiplyTexture = source.shadeMultiplyTexture;\n this.shadingShiftTexture = source.shadingShiftTexture;\n this.matcapTexture = source.matcapTexture;\n this.rimMultiplyTexture = source.rimMultiplyTexture;\n this.outlineWidthMultiplyTexture = source.outlineWidthMultiplyTexture;\n this.uvAnimationMaskTexture = source.uvAnimationMaskTexture;\n // == copy members =============================================================================\n this.normalMapType = source.normalMapType;\n this.uvAnimationScrollXSpeedFactor = source.uvAnimationScrollXSpeedFactor;\n this.uvAnimationScrollYSpeedFactor = source.uvAnimationScrollYSpeedFactor;\n this.uvAnimationRotationSpeedFactor = source.uvAnimationRotationSpeedFactor;\n this.ignoreVertexColor = source.ignoreVertexColor;\n this.v0CompatShade = source.v0CompatShade;\n this.debugMode = source.debugMode;\n this.outlineWidthMode = source.outlineWidthMode;\n this.isOutline = source.isOutline;\n // == update shader stuff ======================================================================\n this.needsUpdate = true;\n return this;\n }\n /**\n * Update UV animation state.\n * Intended to be called via {@link update}.\n * @param delta deltaTime\n */\n _updateUVAnimation(delta) {\n this.uniforms.uvAnimationScrollXOffset.value += delta * this.uvAnimationScrollXSpeedFactor;\n this.uniforms.uvAnimationScrollYOffset.value += delta * this.uvAnimationScrollYSpeedFactor;\n this.uniforms.uvAnimationRotationPhase.value += delta * this.uvAnimationRotationSpeedFactor;\n this.uniformsNeedUpdate = true;\n }\n /**\n * Upload uniforms that need to upload but doesn't automatically because of reasons.\n * Intended to be called via {@link constructor} and {@link update}.\n */\n _uploadUniformsWorkaround() {\n // workaround: since opacity is defined as a property in THREE.Material\n // and cannot be overridden as an accessor,\n // We are going to update opacity here\n this.uniforms.opacity.value = this.opacity;\n // workaround: texture transforms are not updated automatically\n this._updateTextureMatrix(this.uniforms.map, this.uniforms.mapUvTransform);\n this._updateTextureMatrix(this.uniforms.normalMap, this.uniforms.normalMapUvTransform);\n this._updateTextureMatrix(this.uniforms.emissiveMap, this.uniforms.emissiveMapUvTransform);\n this._updateTextureMatrix(this.uniforms.shadeMultiplyTexture, this.uniforms.shadeMultiplyTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.shadingShiftTexture, this.uniforms.shadingShiftTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.matcapTexture, this.uniforms.matcapTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.rimMultiplyTexture, this.uniforms.rimMultiplyTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.outlineWidthMultiplyTexture, this.uniforms.outlineWidthMultiplyTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.uvAnimationMaskTexture, this.uniforms.uvAnimationMaskTextureUvTransform);\n // COMPAT workaround: starting from r132, alphaTest becomes a uniform instead of preprocessor value\n const threeRevision = parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10);\n if (threeRevision >= 132) {\n this.uniforms.alphaTest.value = this.alphaTest;\n }\n this.uniformsNeedUpdate = true;\n }\n /**\n * Returns a map object of preprocessor token and macro of the shader program.\n */\n _generateDefines() {\n const threeRevision = parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10);\n const useUvInVert = this.outlineWidthMultiplyTexture !== null;\n const useUvInFrag = this.map !== null ||\n this.emissiveMap !== null ||\n this.shadeMultiplyTexture !== null ||\n this.shadingShiftTexture !== null ||\n this.rimMultiplyTexture !== null ||\n this.uvAnimationMaskTexture !== null;\n return {\n // Temporary compat against shader change @ Three.js r126\n // See: #21205, #21307, #21299\n THREE_VRM_THREE_REVISION: threeRevision,\n OUTLINE: this._isOutline,\n MTOON_USE_UV: useUvInVert || useUvInFrag,\n MTOON_UVS_VERTEX_ONLY: useUvInVert && !useUvInFrag,\n V0_COMPAT_SHADE: this._v0CompatShade,\n USE_SHADEMULTIPLYTEXTURE: this.shadeMultiplyTexture !== null,\n USE_SHADINGSHIFTTEXTURE: this.shadingShiftTexture !== null,\n USE_MATCAPTEXTURE: this.matcapTexture !== null,\n USE_RIMMULTIPLYTEXTURE: this.rimMultiplyTexture !== null,\n USE_OUTLINEWIDTHMULTIPLYTEXTURE: this._isOutline && this.outlineWidthMultiplyTexture !== null,\n USE_UVANIMATIONMASKTEXTURE: this.uvAnimationMaskTexture !== null,\n IGNORE_VERTEX_COLOR: this._ignoreVertexColor === true,\n DEBUG_NORMAL: this._debugMode === 'normal',\n DEBUG_LITSHADERATE: this._debugMode === 'litShadeRate',\n DEBUG_UV: this._debugMode === 'uv',\n OUTLINE_WIDTH_WORLD: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.WorldCoordinates,\n OUTLINE_WIDTH_SCREEN: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.ScreenCoordinates,\n };\n }\n _updateTextureMatrix(src, dst) {\n if (src.value) {\n if (src.value.matrixAutoUpdate) {\n src.value.updateMatrix();\n }\n dst.value.copy(src.value.matrix);\n }\n }\n}\n\nconst colorSpaceEncodingMap = {\n '': 3000,\n srgb: 3001,\n};\n/**\n * A compat function to set texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to set the color space to\n * @param colorSpace The color space you want to set to the texture\n */\nfunction setTextureColorSpace(texture, colorSpace) {\n if (parseInt(three__WEBPACK_IMPORTED_MODULE_0__.REVISION, 10) >= 152) {\n texture.colorSpace = colorSpace;\n }\n else {\n texture.encoding = colorSpaceEncodingMap[colorSpace];\n }\n}\n\n/**\n * MaterialParameters hates `undefined`. This helper automatically rejects assign of these `undefined`.\n * It also handles asynchronous process of textures.\n * Make sure await for {@link GLTFMToonMaterialParamsAssignHelper.pending}.\n */\nclass GLTFMToonMaterialParamsAssignHelper {\n get pending() {\n return Promise.all(this._pendings);\n }\n constructor(parser, materialParams) {\n this._parser = parser;\n this._materialParams = materialParams;\n this._pendings = [];\n }\n assignPrimitive(key, value) {\n if (value != null) {\n this._materialParams[key] = value;\n }\n }\n assignColor(key, value, convertSRGBToLinear) {\n if (value != null) {\n this._materialParams[key] = new three__WEBPACK_IMPORTED_MODULE_0__.Color().fromArray(value);\n if (convertSRGBToLinear) {\n this._materialParams[key].convertSRGBToLinear();\n }\n }\n }\n assignTexture(key, texture, isColorTexture) {\n return __awaiter$4(this, void 0, void 0, function* () {\n const promise = (() => __awaiter$4(this, void 0, void 0, function* () {\n if (texture != null) {\n yield this._parser.assignTexture(this._materialParams, key, texture);\n if (isColorTexture) {\n setTextureColorSpace(this._materialParams[key], 'srgb');\n }\n }\n }))();\n this._pendings.push(promise);\n return promise;\n });\n }\n assignTextureByIndex(key, textureIndex, isColorTexture) {\n return __awaiter$4(this, void 0, void 0, function* () {\n return this.assignTexture(key, textureIndex != null ? { index: textureIndex } : undefined, isColorTexture);\n });\n }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$2 = new Set(['1.0', '1.0-beta']);\nclass MToonMaterialLoaderPlugin {\n get name() {\n return MToonMaterialLoaderPlugin.EXTENSION_NAME;\n }\n constructor(parser, options = {}) {\n var _a, _b, _c;\n this.parser = parser;\n this.renderOrderOffset = (_a = options.renderOrderOffset) !== null && _a !== void 0 ? _a : 0;\n this.v0CompatShade = (_b = options.v0CompatShade) !== null && _b !== void 0 ? _b : false;\n this.debugMode = (_c = options.debugMode) !== null && _c !== void 0 ? _c : 'none';\n this._mToonMaterialSet = new Set();\n }\n beforeRoot() {\n return __awaiter$4(this, void 0, void 0, function* () {\n this._removeUnlitExtensionIfMToonExists();\n });\n }\n afterRoot(gltf) {\n return __awaiter$4(this, void 0, void 0, function* () {\n gltf.userData.vrmMToonMaterials = Array.from(this._mToonMaterialSet);\n });\n }\n getMaterialType(materialIndex) {\n const v1Extension = this._getMToonExtension(materialIndex);\n if (v1Extension) {\n return MToonMaterial;\n }\n return null;\n }\n extendMaterialParams(materialIndex, materialParams) {\n const extension = this._getMToonExtension(materialIndex);\n if (extension) {\n return this._extendMaterialParams(extension, materialParams);\n }\n return null;\n }\n loadMesh(meshIndex) {\n var _a;\n return __awaiter$4(this, void 0, void 0, function* () {\n const parser = this.parser;\n const json = parser.json;\n const meshDef = (_a = json.meshes) === null || _a === void 0 ? void 0 : _a[meshIndex];\n if (meshDef == null) {\n throw new Error(`MToonMaterialLoaderPlugin: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n }\n const primitivesDef = meshDef.primitives;\n const meshOrGroup = yield parser.loadMesh(meshIndex);\n if (primitivesDef.length === 1) {\n const mesh = meshOrGroup;\n const materialIndex = primitivesDef[0].material;\n if (materialIndex != null) {\n this._setupPrimitive(mesh, materialIndex);\n }\n }\n else {\n const group = meshOrGroup;\n for (let i = 0; i < primitivesDef.length; i++) {\n const mesh = group.children[i];\n const materialIndex = primitivesDef[i].material;\n if (materialIndex != null) {\n this._setupPrimitive(mesh, materialIndex);\n }\n }\n }\n return meshOrGroup;\n });\n }\n /**\n * Delete use of `KHR_materials_unlit` from its `materials` if the material is using MToon.\n *\n * Since GLTFLoader have so many hardcoded procedure related to `KHR_materials_unlit`\n * we have to delete the extension before we start to parse the glTF.\n */\n _removeUnlitExtensionIfMToonExists() {\n const parser = this.parser;\n const json = parser.json;\n const materialDefs = json.materials;\n materialDefs === null || materialDefs === void 0 ? void 0 : materialDefs.map((materialDef, iMaterial) => {\n var _a;\n const extension = this._getMToonExtension(iMaterial);\n if (extension && ((_a = materialDef.extensions) === null || _a === void 0 ? void 0 : _a['KHR_materials_unlit'])) {\n delete materialDef.extensions['KHR_materials_unlit'];\n }\n });\n }\n _getMToonExtension(materialIndex) {\n var _a, _b;\n const parser = this.parser;\n const json = parser.json;\n const materialDef = (_a = json.materials) === null || _a === void 0 ? void 0 : _a[materialIndex];\n if (materialDef == null) {\n console.warn(`MToonMaterialLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`);\n return undefined;\n }\n const extension = (_b = materialDef.extensions) === null || _b === void 0 ? void 0 : _b[MToonMaterialLoaderPlugin.EXTENSION_NAME];\n if (extension == null) {\n return undefined;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$2.has(specVersion)) {\n console.warn(`MToonMaterialLoaderPlugin: Unknown ${MToonMaterialLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`);\n return undefined;\n }\n return extension;\n }\n _extendMaterialParams(extension, materialParams) {\n var _a;\n return __awaiter$4(this, void 0, void 0, function* () {\n // Removing material params that is not required to supress warnings.\n delete materialParams.metalness;\n delete materialParams.roughness;\n const assignHelper = new GLTFMToonMaterialParamsAssignHelper(this.parser, materialParams);\n assignHelper.assignPrimitive('transparentWithZWrite', extension.transparentWithZWrite);\n assignHelper.assignColor('shadeColorFactor', extension.shadeColorFactor);\n assignHelper.assignTexture('shadeMultiplyTexture', extension.shadeMultiplyTexture, true);\n assignHelper.assignPrimitive('shadingShiftFactor', extension.shadingShiftFactor);\n assignHelper.assignTexture('shadingShiftTexture', extension.shadingShiftTexture, true);\n assignHelper.assignPrimitive('shadingShiftTextureScale', (_a = extension.shadingShiftTexture) === null || _a === void 0 ? void 0 : _a.scale);\n assignHelper.assignPrimitive('shadingToonyFactor', extension.shadingToonyFactor);\n assignHelper.assignPrimitive('giEqualizationFactor', extension.giEqualizationFactor);\n assignHelper.assignColor('matcapFactor', extension.matcapFactor);\n assignHelper.assignTexture('matcapTexture', extension.matcapTexture, true);\n assignHelper.assignColor('parametricRimColorFactor', extension.parametricRimColorFactor);\n assignHelper.assignTexture('rimMultiplyTexture', extension.rimMultiplyTexture, true);\n assignHelper.assignPrimitive('rimLightingMixFactor', extension.rimLightingMixFactor);\n assignHelper.assignPrimitive('parametricRimFresnelPowerFactor', extension.parametricRimFresnelPowerFactor);\n assignHelper.assignPrimitive('parametricRimLiftFactor', extension.parametricRimLiftFactor);\n assignHelper.assignPrimitive('outlineWidthMode', extension.outlineWidthMode);\n assignHelper.assignPrimitive('outlineWidthFactor', extension.outlineWidthFactor);\n assignHelper.assignTexture('outlineWidthMultiplyTexture', extension.outlineWidthMultiplyTexture, false);\n assignHelper.assignColor('outlineColorFactor', extension.outlineColorFactor);\n assignHelper.assignPrimitive('outlineLightingMixFactor', extension.outlineLightingMixFactor);\n assignHelper.assignTexture('uvAnimationMaskTexture', extension.uvAnimationMaskTexture, false);\n assignHelper.assignPrimitive('uvAnimationScrollXSpeedFactor', extension.uvAnimationScrollXSpeedFactor);\n assignHelper.assignPrimitive('uvAnimationScrollYSpeedFactor', extension.uvAnimationScrollYSpeedFactor);\n assignHelper.assignPrimitive('uvAnimationRotationSpeedFactor', extension.uvAnimationRotationSpeedFactor);\n assignHelper.assignPrimitive('v0CompatShade', this.v0CompatShade);\n assignHelper.assignPrimitive('debugMode', this.debugMode);\n yield assignHelper.pending;\n });\n }\n /**\n * This will do two processes that is required to render MToon properly.\n *\n * - Set render order\n * - Generate outline\n *\n * @param mesh A target GLTF primitive\n * @param materialIndex The material index of the primitive\n */\n _setupPrimitive(mesh, materialIndex) {\n const extension = this._getMToonExtension(materialIndex);\n if (extension) {\n const renderOrder = this._parseRenderOrder(extension);\n mesh.renderOrder = renderOrder + this.renderOrderOffset;\n this._generateOutline(mesh);\n this._addToMaterialSet(mesh);\n return;\n }\n }\n /**\n * Generate outline for the given mesh, if it needs.\n *\n * @param mesh The target mesh\n */\n _generateOutline(mesh) {\n // OK, it's the hacky part.\n // We are going to duplicate the MToonMaterial for outline use.\n // Then we are going to create two geometry groups and refer same buffer but different material.\n // It's how we draw two materials at once using a single mesh.\n // make sure the material is mtoon\n const surfaceMaterial = mesh.material;\n if (!(surfaceMaterial instanceof MToonMaterial)) {\n return;\n }\n // check whether we really have to prepare outline or not\n if (surfaceMaterial.outlineWidthMode === 'none' || surfaceMaterial.outlineWidthFactor <= 0.0) {\n return;\n }\n // make its material an array\n mesh.material = [surfaceMaterial]; // mesh.material is guaranteed to be a Material in GLTFLoader\n // duplicate the material for outline use\n const outlineMaterial = surfaceMaterial.clone();\n outlineMaterial.name += ' (Outline)';\n outlineMaterial.isOutline = true;\n outlineMaterial.side = three__WEBPACK_IMPORTED_MODULE_0__.BackSide;\n mesh.material.push(outlineMaterial);\n // make two geometry groups out of a same buffer\n const geometry = mesh.geometry; // mesh.geometry is guaranteed to be a BufferGeometry in GLTFLoader\n const primitiveVertices = geometry.index ? geometry.index.count : geometry.attributes.position.count / 3;\n geometry.addGroup(0, primitiveVertices, 0);\n geometry.addGroup(0, primitiveVertices, 1);\n }\n _addToMaterialSet(mesh) {\n const materialOrMaterials = mesh.material;\n const materialSet = new Set();\n if (Array.isArray(materialOrMaterials)) {\n materialOrMaterials.forEach((material) => materialSet.add(material));\n }\n else {\n materialSet.add(materialOrMaterials);\n }\n for (const material of materialSet) {\n if (material instanceof MToonMaterial) {\n this._mToonMaterialSet.add(material);\n }\n }\n }\n _parseRenderOrder(extension) {\n var _a;\n // transparentWithZWrite ranges from 0 to +9\n // mere transparent ranges from -9 to 0\n const enabledZWrite = extension.transparentWithZWrite;\n return (enabledZWrite ? 0 : 19) + ((_a = extension.renderQueueOffsetNumber) !== null && _a !== void 0 ? _a : 0);\n }\n}\nMToonMaterialLoaderPlugin.EXTENSION_NAME = 'VRMC_materials_mtoon';\n\n/*!\n * @pixiv/three-vrm-materials-hdr-emissive-multiplier v2.1.1\n * Support VRMC_hdr_emissiveMultiplier for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-hdr-emissive-multiplier is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter$3(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nclass VRMMaterialsHDREmissiveMultiplierLoaderPlugin {\n get name() {\n return VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME;\n }\n constructor(parser) {\n this.parser = parser;\n }\n extendMaterialParams(materialIndex, materialParams) {\n return __awaiter$3(this, void 0, void 0, function* () {\n const extension = this._getHDREmissiveMultiplierExtension(materialIndex);\n if (extension == null) {\n return;\n }\n // This extension is archived. Emit warning\n // See: https://github.com/vrm-c/vrm-specification/pull/375\n console.warn('VRMMaterialsHDREmissiveMultiplierLoaderPlugin: `VRMC_materials_hdr_emissiveMultiplier` is archived. Use `KHR_materials_emissive_strength` instead.');\n const emissiveMultiplier = extension.emissiveMultiplier;\n materialParams.emissiveIntensity = emissiveMultiplier;\n });\n }\n _getHDREmissiveMultiplierExtension(materialIndex) {\n var _a, _b;\n const parser = this.parser;\n const json = parser.json;\n const materialDef = (_a = json.materials) === null || _a === void 0 ? void 0 : _a[materialIndex];\n if (materialDef == null) {\n console.warn(`VRMMaterialsHDREmissiveMultiplierLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`);\n return undefined;\n }\n const extension = (_b = materialDef.extensions) === null || _b === void 0 ? void 0 : _b[VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME];\n if (extension == null) {\n return undefined;\n }\n return extension;\n }\n}\nVRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME = 'VRMC_materials_hdr_emissiveMultiplier';\n\n/*!\n * @pixiv/three-vrm-materials-v0compat v2.1.1\n * VRM0.0 materials compatibility layer plugin for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-v0compat is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter$2(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction gammaEOTF(e) {\n return Math.pow(e, 2.2);\n}\n\nclass VRMMaterialsV0CompatPlugin {\n get name() {\n return 'VRMMaterialsV0CompatPlugin';\n }\n constructor(parser) {\n var _a;\n this.parser = parser;\n this._renderQueueMapTransparent = new Map();\n this._renderQueueMapTransparentZWrite = new Map();\n // WORKAROUND: Add KHR_texture_transform to extensionsUsed\n // It is too late to add this in beforeRoot\n const json = this.parser.json;\n json.extensionsUsed = (_a = json.extensionsUsed) !== null && _a !== void 0 ? _a : [];\n if (json.extensionsUsed.indexOf('KHR_texture_transform') === -1) {\n json.extensionsUsed.push('KHR_texture_transform');\n }\n }\n beforeRoot() {\n var _a;\n return __awaiter$2(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use V0VRM\n const v0VRMExtension = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a['VRM'];\n const v0MaterialProperties = v0VRMExtension === null || v0VRMExtension === void 0 ? void 0 : v0VRMExtension.materialProperties;\n if (!v0MaterialProperties) {\n return;\n }\n // populate render queue map\n this._populateRenderQueueMap(v0MaterialProperties);\n // convert V0 material properties into V1 compatible format\n v0MaterialProperties.forEach((materialProperties, materialIndex) => {\n var _a, _b;\n const materialDef = (_a = json.materials) === null || _a === void 0 ? void 0 : _a[materialIndex];\n if (materialDef == null) {\n console.warn(`VRMMaterialsV0CompatPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`);\n return;\n }\n if (materialProperties.shader === 'VRM/MToon') {\n const material = this._parseV0MToonProperties(materialProperties, materialDef);\n json.materials[materialIndex] = material;\n }\n else if ((_b = materialProperties.shader) === null || _b === void 0 ? void 0 : _b.startsWith('VRM/Unlit')) {\n const material = this._parseV0UnlitProperties(materialProperties, materialDef);\n json.materials[materialIndex] = material;\n }\n else if (materialProperties.shader === 'VRM_USE_GLTFSHADER') ;\n else {\n console.warn(`VRMMaterialsV0CompatPlugin: Unknown shader: ${materialProperties.shader}`);\n }\n });\n });\n }\n _parseV0MToonProperties(materialProperties, schemaMaterial) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x, _y, _z, _0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11, _12, _13, _14, _15, _16, _17, _18, _19;\n const isTransparent = (_b = (_a = materialProperties.keywordMap) === null || _a === void 0 ? void 0 : _a['_ALPHABLEND_ON']) !== null && _b !== void 0 ? _b : false;\n const enabledZWrite = ((_c = materialProperties.floatProperties) === null || _c === void 0 ? void 0 : _c['_ZWrite']) === 1;\n const transparentWithZWrite = enabledZWrite && isTransparent;\n const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n const isCutoff = (_e = (_d = materialProperties.keywordMap) === null || _d === void 0 ? void 0 : _d['_ALPHATEST_ON']) !== null && _e !== void 0 ? _e : false;\n const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n const alphaCutoff = isCutoff ? (_f = materialProperties.floatProperties) === null || _f === void 0 ? void 0 : _f['_Cutoff'] : undefined;\n const cullMode = (_h = (_g = materialProperties.floatProperties) === null || _g === void 0 ? void 0 : _g['_CullMode']) !== null && _h !== void 0 ? _h : 2; // enum, { Off, Front, Back }\n const doubleSided = cullMode === 0;\n const textureTransformExt = this._portTextureTransform(materialProperties);\n const baseColorFactor = (_k = (_j = materialProperties.vectorProperties) === null || _j === void 0 ? void 0 : _j['_Color']) === null || _k === void 0 ? void 0 : _k.map((v, i) => (i === 3 ? v : gammaEOTF(v)));\n const baseColorTextureIndex = (_l = materialProperties.textureProperties) === null || _l === void 0 ? void 0 : _l['_MainTex'];\n const baseColorTexture = baseColorTextureIndex != null\n ? {\n index: baseColorTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n const normalTextureScale = (_m = materialProperties.floatProperties) === null || _m === void 0 ? void 0 : _m['_BumpScale'];\n const normalTextureIndex = (_o = materialProperties.textureProperties) === null || _o === void 0 ? void 0 : _o['_BumpMap'];\n const normalTexture = normalTextureIndex != null\n ? {\n index: normalTextureIndex,\n scale: normalTextureScale,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n const emissiveFactor = (_q = (_p = materialProperties.vectorProperties) === null || _p === void 0 ? void 0 : _p['_EmissionColor']) === null || _q === void 0 ? void 0 : _q.map(gammaEOTF);\n const emissiveTextureIndex = (_r = materialProperties.textureProperties) === null || _r === void 0 ? void 0 : _r['_EmissionMap'];\n const emissiveTexture = emissiveTextureIndex != null\n ? {\n index: emissiveTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n const shadeColorFactor = (_t = (_s = materialProperties.vectorProperties) === null || _s === void 0 ? void 0 : _s['_ShadeColor']) === null || _t === void 0 ? void 0 : _t.map(gammaEOTF);\n const shadeMultiplyTextureIndex = (_u = materialProperties.textureProperties) === null || _u === void 0 ? void 0 : _u['_ShadeTexture'];\n const shadeMultiplyTexture = shadeMultiplyTextureIndex != null\n ? {\n index: shadeMultiplyTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n // // convert v0 shade shift / shade toony\n let shadingShiftFactor = (_w = (_v = materialProperties.floatProperties) === null || _v === void 0 ? void 0 : _v['_ShadeShift']) !== null && _w !== void 0 ? _w : 0.0;\n let shadingToonyFactor = (_y = (_x = materialProperties.floatProperties) === null || _x === void 0 ? void 0 : _x['_ShadeToony']) !== null && _y !== void 0 ? _y : 0.9;\n shadingToonyFactor = three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.lerp(shadingToonyFactor, 1.0, 0.5 + 0.5 * shadingShiftFactor);\n shadingShiftFactor = -shadingShiftFactor - (1.0 - shadingToonyFactor);\n const giIntensityFactor = (_z = materialProperties.floatProperties) === null || _z === void 0 ? void 0 : _z['_IndirectLightIntensity'];\n const giEqualizationFactor = giIntensityFactor ? 1.0 - giIntensityFactor : undefined;\n const matcapTextureIndex = (_0 = materialProperties.textureProperties) === null || _0 === void 0 ? void 0 : _0['_SphereAdd'];\n const matcapFactor = matcapTextureIndex != null ? [1.0, 1.0, 1.0] : undefined;\n const matcapTexture = matcapTextureIndex != null\n ? {\n index: matcapTextureIndex,\n }\n : undefined;\n const rimLightingMixFactor = (_1 = materialProperties.floatProperties) === null || _1 === void 0 ? void 0 : _1['_RimLightingMix'];\n const rimMultiplyTextureIndex = (_2 = materialProperties.textureProperties) === null || _2 === void 0 ? void 0 : _2['_RimTexture'];\n const rimMultiplyTexture = rimMultiplyTextureIndex != null\n ? {\n index: rimMultiplyTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n const parametricRimColorFactor = (_4 = (_3 = materialProperties.vectorProperties) === null || _3 === void 0 ? void 0 : _3['_RimColor']) === null || _4 === void 0 ? void 0 : _4.map(gammaEOTF);\n const parametricRimFresnelPowerFactor = (_5 = materialProperties.floatProperties) === null || _5 === void 0 ? void 0 : _5['_RimFresnelPower'];\n const parametricRimLiftFactor = (_6 = materialProperties.floatProperties) === null || _6 === void 0 ? void 0 : _6['_RimLift'];\n const outlineWidthMode = ['none', 'worldCoordinates', 'screenCoordinates'][(_8 = (_7 = materialProperties.floatProperties) === null || _7 === void 0 ? void 0 : _7['_OutlineWidthMode']) !== null && _8 !== void 0 ? _8 : 0];\n // // v0 outlineWidthFactor is in centimeter\n let outlineWidthFactor = (_10 = (_9 = materialProperties.floatProperties) === null || _9 === void 0 ? void 0 : _9['_OutlineWidth']) !== null && _10 !== void 0 ? _10 : 0.0;\n outlineWidthFactor = 0.01 * outlineWidthFactor;\n const outlineWidthMultiplyTextureIndex = (_11 = materialProperties.textureProperties) === null || _11 === void 0 ? void 0 : _11['_OutlineWidthTexture'];\n const outlineWidthMultiplyTexture = outlineWidthMultiplyTextureIndex != null\n ? {\n index: outlineWidthMultiplyTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n const outlineColorFactor = (_13 = (_12 = materialProperties.vectorProperties) === null || _12 === void 0 ? void 0 : _12['_OutlineColor']) === null || _13 === void 0 ? void 0 : _13.map(gammaEOTF);\n const outlineColorMode = (_14 = materialProperties.floatProperties) === null || _14 === void 0 ? void 0 : _14['_OutlineColorMode']; // enum, { Fixed, Mixed }\n const outlineLightingMixFactor = outlineColorMode === 1 ? (_15 = materialProperties.floatProperties) === null || _15 === void 0 ? void 0 : _15['_OutlineLightingMix'] : 0.0;\n const uvAnimationMaskTextureIndex = (_16 = materialProperties.textureProperties) === null || _16 === void 0 ? void 0 : _16['_UvAnimMaskTexture'];\n const uvAnimationMaskTexture = uvAnimationMaskTextureIndex != null\n ? {\n index: uvAnimationMaskTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n const uvAnimationScrollXSpeedFactor = (_17 = materialProperties.floatProperties) === null || _17 === void 0 ? void 0 : _17['_UvAnimScrollX'];\n // uvAnimationScrollYSpeedFactor will be opposite between V0 and V1\n let uvAnimationScrollYSpeedFactor = (_18 = materialProperties.floatProperties) === null || _18 === void 0 ? void 0 : _18['_UvAnimScrollY'];\n if (uvAnimationScrollYSpeedFactor != null) {\n uvAnimationScrollYSpeedFactor = -uvAnimationScrollYSpeedFactor;\n }\n const uvAnimationRotationSpeedFactor = (_19 = materialProperties.floatProperties) === null || _19 === void 0 ? void 0 : _19['_UvAnimRotation'];\n const mtoonExtension = {\n specVersion: '1.0',\n transparentWithZWrite,\n renderQueueOffsetNumber,\n shadeColorFactor,\n shadeMultiplyTexture,\n shadingShiftFactor,\n shadingToonyFactor,\n giEqualizationFactor,\n matcapFactor,\n matcapTexture,\n rimLightingMixFactor,\n rimMultiplyTexture,\n parametricRimColorFactor,\n parametricRimFresnelPowerFactor,\n parametricRimLiftFactor,\n outlineWidthMode,\n outlineWidthFactor,\n outlineWidthMultiplyTexture,\n outlineColorFactor,\n outlineLightingMixFactor,\n uvAnimationMaskTexture,\n uvAnimationScrollXSpeedFactor,\n uvAnimationScrollYSpeedFactor,\n uvAnimationRotationSpeedFactor,\n };\n return Object.assign(Object.assign({}, schemaMaterial), { pbrMetallicRoughness: {\n baseColorFactor,\n baseColorTexture,\n }, normalTexture,\n emissiveTexture,\n emissiveFactor,\n alphaMode,\n alphaCutoff,\n doubleSided, extensions: {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n VRMC_materials_mtoon: mtoonExtension,\n } });\n }\n _parseV0UnlitProperties(materialProperties, schemaMaterial) {\n var _a, _b, _c, _d;\n const isTransparentZWrite = materialProperties.shader === 'VRM/UnlitTransparentZWrite';\n const isTransparent = materialProperties.shader === 'VRM/UnlitTransparent' || isTransparentZWrite;\n const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n const isCutoff = materialProperties.shader === 'VRM/UnlitCutout';\n const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n const alphaCutoff = isCutoff ? (_a = materialProperties.floatProperties) === null || _a === void 0 ? void 0 : _a['_Cutoff'] : undefined;\n const textureTransformExt = this._portTextureTransform(materialProperties);\n const baseColorFactor = (_c = (_b = materialProperties.vectorProperties) === null || _b === void 0 ? void 0 : _b['_Color']) === null || _c === void 0 ? void 0 : _c.map(gammaEOTF);\n const baseColorTextureIndex = (_d = materialProperties.textureProperties) === null || _d === void 0 ? void 0 : _d['_MainTex'];\n const baseColorTexture = baseColorTextureIndex != null\n ? {\n index: baseColorTextureIndex,\n extensions: Object.assign({}, textureTransformExt),\n }\n : undefined;\n // use mtoon instead of unlit, since there might be VRM0.0 specific features that are not supported by gltf\n const mtoonExtension = {\n specVersion: '1.0',\n transparentWithZWrite: isTransparentZWrite,\n renderQueueOffsetNumber,\n shadeColorFactor: baseColorFactor,\n shadeMultiplyTexture: baseColorTexture,\n };\n return Object.assign(Object.assign({}, schemaMaterial), { pbrMetallicRoughness: {\n baseColorFactor,\n baseColorTexture,\n }, alphaMode,\n alphaCutoff, extensions: {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n VRMC_materials_mtoon: mtoonExtension,\n } });\n }\n /**\n * Create a glTF `KHR_texture_transform` extension from v0 texture transform info.\n */\n _portTextureTransform(materialProperties) {\n var _a, _b, _c, _d, _e;\n const textureTransform = (_a = materialProperties.vectorProperties) === null || _a === void 0 ? void 0 : _a['_MainTex'];\n if (textureTransform == null) {\n return {};\n }\n const offset = [(_b = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[0]) !== null && _b !== void 0 ? _b : 0.0, (_c = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[1]) !== null && _c !== void 0 ? _c : 0.0];\n const scale = [(_d = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[2]) !== null && _d !== void 0 ? _d : 1.0, (_e = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[3]) !== null && _e !== void 0 ? _e : 1.0];\n offset[1] = 1.0 - scale[1] - offset[1];\n return {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n KHR_texture_transform: { offset, scale },\n };\n }\n /**\n * Convert v0 render order into v1 render order.\n * This uses a map from v0 render queue to v1 compliant render queue offset which is generated in {@link _populateRenderQueueMap}.\n */\n _v0ParseRenderQueue(materialProperties) {\n var _a, _b, _c;\n const isTransparent = (_b = (_a = materialProperties.keywordMap) === null || _a === void 0 ? void 0 : _a['_ALPHABLEND_ON']) !== null && _b !== void 0 ? _b : false;\n const enabledZWrite = ((_c = materialProperties.floatProperties) === null || _c === void 0 ? void 0 : _c['_ZWrite']) === 1;\n let offset = 0;\n if (isTransparent) {\n const v0Queue = materialProperties.renderQueue;\n if (v0Queue != null) {\n if (enabledZWrite) {\n offset = this._renderQueueMapTransparentZWrite.get(v0Queue);\n }\n else {\n offset = this._renderQueueMapTransparent.get(v0Queue);\n }\n }\n }\n return offset;\n }\n /**\n * Create a map which maps v0 render queue to v1 compliant render queue offset.\n * This lists up all render queues the model use and creates a map to new render queue offsets in the same order.\n */\n _populateRenderQueueMap(materialPropertiesList) {\n /**\n * A set of used render queues in Transparent materials.\n */\n const renderQueuesTransparent = new Set();\n /**\n * A set of used render queues in TransparentZWrite materials.\n */\n const renderQueuesTransparentZWrite = new Set();\n // populate the render queue set\n materialPropertiesList.forEach((materialProperties) => {\n var _a, _b, _c;\n const isTransparent = (_b = (_a = materialProperties.keywordMap) === null || _a === void 0 ? void 0 : _a['_ALPHABLEND_ON']) !== null && _b !== void 0 ? _b : false;\n const enabledZWrite = ((_c = materialProperties.floatProperties) === null || _c === void 0 ? void 0 : _c['_ZWrite']) === 1;\n if (isTransparent) {\n const v0Queue = materialProperties.renderQueue;\n if (v0Queue != null) {\n if (enabledZWrite) {\n renderQueuesTransparentZWrite.add(v0Queue);\n }\n else {\n renderQueuesTransparent.add(v0Queue);\n }\n }\n }\n });\n // show a warning if the model uses v1 incompatible number of render queues\n if (renderQueuesTransparent.size > 10) {\n console.warn(`VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparent.size} render queues for Transparent materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`);\n }\n if (renderQueuesTransparentZWrite.size > 10) {\n console.warn(`VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparentZWrite.size} render queues for TransparentZWrite materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`);\n }\n // create a map from v0 render queue to v1 render queue offset\n Array.from(renderQueuesTransparent)\n .sort()\n .forEach((queue, i) => {\n const newQueueOffset = Math.min(Math.max(i - renderQueuesTransparent.size + 1, -9), 0);\n this._renderQueueMapTransparent.set(queue, newQueueOffset);\n });\n Array.from(renderQueuesTransparentZWrite)\n .sort()\n .forEach((queue, i) => {\n const newQueueOffset = Math.min(Math.max(i, 0), 9);\n this._renderQueueMapTransparentZWrite.set(queue, newQueueOffset);\n });\n }\n}\n\n/*!\n * @pixiv/three-vrm-node-constraint v2.1.1\n * Node constraint module for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-node-constraint is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\nconst _v3A$3$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nclass VRMNodeConstraintHelper extends three__WEBPACK_IMPORTED_MODULE_0__.Group {\n constructor(constraint) {\n super();\n this._attrPosition = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array([0, 0, 0, 0, 0, 0]), 3);\n this._attrPosition.setUsage(three__WEBPACK_IMPORTED_MODULE_0__.DynamicDrawUsage);\n const geometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\n geometry.setAttribute('position', this._attrPosition);\n const material = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial({\n color: 0xff00ff,\n depthTest: false,\n depthWrite: false,\n });\n this._line = new three__WEBPACK_IMPORTED_MODULE_0__.Line(geometry, material);\n this.add(this._line);\n this.constraint = constraint;\n }\n updateMatrixWorld(force) {\n _v3A$3$1.setFromMatrixPosition(this.constraint.destination.matrixWorld);\n this._attrPosition.setXYZ(0, _v3A$3$1.x, _v3A$3$1.y, _v3A$3$1.z);\n if (this.constraint.source) {\n _v3A$3$1.setFromMatrixPosition(this.constraint.source.matrixWorld);\n }\n this._attrPosition.setXYZ(1, _v3A$3$1.x, _v3A$3$1.y, _v3A$3$1.z);\n this._attrPosition.needsUpdate = true;\n super.updateMatrixWorld(force);\n }\n}\n\nfunction decomposePosition(matrix, target) {\n return target.set(matrix.elements[12], matrix.elements[13], matrix.elements[14]);\n}\n\nconst _v3A$2$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B$1$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nfunction decomposeRotation(matrix, target) {\n matrix.decompose(_v3A$2$1, target, _v3B$1$1);\n return target;\n}\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nfunction quatInvertCompat(target) {\n if (target.invert) {\n target.invert();\n }\n else {\n target.inverse();\n }\n return target;\n}\n\n/**\n * A base class of VRM constraint classes.\n */\nclass VRMNodeConstraint {\n /**\n * @param destination The destination object\n * @param source The source object\n */\n constructor(destination, source) {\n this.destination = destination;\n this.source = source;\n this.weight = 1.0;\n }\n}\n\nconst _v3A$1$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3C$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatC = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n/**\n * A constraint that makes it look at a source object.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nclass VRMAimConstraint extends VRMNodeConstraint {\n /**\n * The aim axis of the constraint.\n */\n get aimAxis() {\n return this._aimAxis;\n }\n /**\n * The aim axis of the constraint.\n */\n set aimAxis(aimAxis) {\n this._aimAxis = aimAxis;\n this._v3AimAxis.set(aimAxis === 'PositiveX' ? 1.0 : aimAxis === 'NegativeX' ? -1.0 : 0.0, aimAxis === 'PositiveY' ? 1.0 : aimAxis === 'NegativeY' ? -1.0 : 0.0, aimAxis === 'PositiveZ' ? 1.0 : aimAxis === 'NegativeZ' ? -1.0 : 0.0);\n }\n get dependencies() {\n const set = new Set([this.source]);\n if (this.destination.parent) {\n set.add(this.destination.parent);\n }\n return set;\n }\n constructor(destination, source) {\n super(destination, source);\n this._aimAxis = 'PositiveX';\n this._v3AimAxis = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(1, 0, 0);\n this._dstRestQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n }\n setInitState() {\n this._dstRestQuat.copy(this.destination.quaternion);\n }\n update() {\n // update world matrix of destination and source manually\n this.destination.updateWorldMatrix(true, false);\n this.source.updateWorldMatrix(true, false);\n // get world quaternion of the parent of the destination\n const dstParentWorldQuat = _quatA$2.identity();\n const invDstParentWorldQuat = _quatB$2.identity();\n if (this.destination.parent) {\n decomposeRotation(this.destination.parent.matrixWorld, dstParentWorldQuat);\n quatInvertCompat(invDstParentWorldQuat.copy(dstParentWorldQuat));\n }\n // calculate from-to vectors in world coord\n const a0 = _v3A$1$1.copy(this._v3AimAxis).applyQuaternion(this._dstRestQuat).applyQuaternion(dstParentWorldQuat);\n const a1 = decomposePosition(this.source.matrixWorld, _v3B$2)\n .sub(decomposePosition(this.destination.matrixWorld, _v3C$1))\n .normalize();\n // create a from-to quaternion, convert to destination local coord, then multiply rest quaternion\n const targetQuat = _quatC\n .setFromUnitVectors(a0, a1)\n .premultiply(invDstParentWorldQuat)\n .multiply(dstParentWorldQuat)\n .multiply(this._dstRestQuat);\n // blend with the rest quaternion using weight\n this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter$1(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\n/**\n * Traverse ancestors of given object and call given callback from root side.\n * It will include the given object itself.\n *\n * @param object The object you want to traverse\n * @param callback The call back function that will be called for each ancestors\n */\nfunction traverseAncestorsFromRoot$1(object, callback) {\n const ancestors = [object];\n let head = object.parent;\n while (head !== null) {\n ancestors.unshift(head);\n head = head.parent;\n }\n ancestors.forEach((ancestor) => {\n callback(ancestor);\n });\n}\n\nclass VRMNodeConstraintManager {\n constructor() {\n this._constraints = new Set();\n this._objectConstraintsMap = new Map();\n }\n get constraints() {\n return this._constraints;\n }\n addConstraint(constraint) {\n this._constraints.add(constraint);\n let objectSet = this._objectConstraintsMap.get(constraint.destination);\n if (objectSet == null) {\n objectSet = new Set();\n this._objectConstraintsMap.set(constraint.destination, objectSet);\n }\n objectSet.add(constraint);\n }\n deleteConstraint(constraint) {\n this._constraints.delete(constraint);\n const objectSet = this._objectConstraintsMap.get(constraint.destination);\n objectSet.delete(constraint);\n }\n setInitState() {\n const constraintsTried = new Set();\n const constraintsDone = new Set();\n for (const constraint of this._constraints) {\n this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.setInitState());\n }\n }\n update() {\n const constraintsTried = new Set();\n const constraintsDone = new Set();\n for (const constraint of this._constraints) {\n this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.update());\n }\n }\n /**\n * Update a constraint.\n * If there are other constraints that are dependant, it will try to update them recursively.\n * It might throw an error if there are circular dependencies.\n *\n * Intended to be used in {@link update} and {@link _processConstraint} itself recursively.\n *\n * @param constraint A constraint you want to update\n * @param constraintsTried Set of constraints that are already tried to be updated\n * @param constraintsDone Set of constraints that are already up to date\n */\n _processConstraint(constraint, constraintsTried, constraintsDone, callback) {\n if (constraintsDone.has(constraint)) {\n return;\n }\n if (constraintsTried.has(constraint)) {\n throw new Error('VRMNodeConstraintManager: Circular dependency detected while updating constraints');\n }\n constraintsTried.add(constraint);\n const depObjects = constraint.dependencies;\n for (const depObject of depObjects) {\n traverseAncestorsFromRoot$1(depObject, (depObjectAncestor) => {\n const objectSet = this._objectConstraintsMap.get(depObjectAncestor);\n if (objectSet) {\n for (const depConstraint of objectSet) {\n this._processConstraint(depConstraint, constraintsTried, constraintsDone, callback);\n }\n }\n });\n }\n callback(constraint);\n constraintsDone.add(constraint);\n }\n}\n\nconst _quatA$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nclass VRMRotationConstraint extends VRMNodeConstraint {\n get dependencies() {\n return new Set([this.source]);\n }\n constructor(destination, source) {\n super(destination, source);\n this._dstRestQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n this._invSrcRestQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n }\n setInitState() {\n this._dstRestQuat.copy(this.destination.quaternion);\n quatInvertCompat(this._invSrcRestQuat.copy(this.source.quaternion));\n }\n update() {\n // calculate the delta rotation from the rest about the source\n const srcDeltaQuat = _quatA$1.copy(this._invSrcRestQuat).multiply(this.source.quaternion);\n // multiply the delta to the rest of the destination\n const targetQuat = _quatB$1.copy(this._dstRestQuat).multiply(srcDeltaQuat);\n // blend with the rest quaternion using weight\n this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n }\n}\n\nconst _v3A$5 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA$3 = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _quatB = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nclass VRMRollConstraint extends VRMNodeConstraint {\n /**\n * The roll axis of the constraint.\n */\n get rollAxis() {\n return this._rollAxis;\n }\n /**\n * The roll axis of the constraint.\n */\n set rollAxis(rollAxis) {\n this._rollAxis = rollAxis;\n this._v3RollAxis.set(rollAxis === 'X' ? 1.0 : 0.0, rollAxis === 'Y' ? 1.0 : 0.0, rollAxis === 'Z' ? 1.0 : 0.0);\n }\n get dependencies() {\n return new Set([this.source]);\n }\n constructor(destination, source) {\n super(destination, source);\n this._rollAxis = 'X';\n this._v3RollAxis = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(1, 0, 0);\n this._dstRestQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n this._invDstRestQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n this._invSrcRestQuatMulDstRestQuat = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n }\n setInitState() {\n this._dstRestQuat.copy(this.destination.quaternion);\n quatInvertCompat(this._invDstRestQuat.copy(this._dstRestQuat));\n quatInvertCompat(this._invSrcRestQuatMulDstRestQuat.copy(this.source.quaternion)).multiply(this._dstRestQuat);\n }\n update() {\n // calculate the delta rotation from the rest about the source, then convert to the destination local coord\n /**\n * What the quatDelta is intended to be:\n *\n * ```ts\n * const quatSrcDelta = _quatA\n * .copy( this._invSrcRestQuat )\n * .multiply( this.source.quaternion );\n * const quatSrcDeltaInParent = _quatB\n * .copy( this._srcRestQuat )\n * .multiply( quatSrcDelta )\n * .multiply( this._invSrcRestQuat );\n * const quatSrcDeltaInDst = _quatA\n * .copy( this._invDstRestQuat )\n * .multiply( quatSrcDeltaInParent )\n * .multiply( this._dstRestQuat );\n * ```\n */\n const quatDelta = _quatA$3\n .copy(this._invDstRestQuat)\n .multiply(this.source.quaternion)\n .multiply(this._invSrcRestQuatMulDstRestQuat);\n // create a from-to quaternion\n const n1 = _v3A$5.copy(this._v3RollAxis).applyQuaternion(quatDelta);\n /**\n * What the quatFromTo is intended to be:\n *\n * ```ts\n * const quatFromTo = _quatB.setFromUnitVectors( this._v3RollAxis, n1 ).inverse();\n * ```\n */\n const quatFromTo = _quatB.setFromUnitVectors(n1, this._v3RollAxis);\n // quatFromTo * quatDelta == roll extracted from quatDelta\n const targetQuat = quatFromTo.premultiply(this._dstRestQuat).multiply(quatDelta);\n // blend with the rest quaternion using weight\n this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$1 = new Set(['1.0', '1.0-beta']);\nclass VRMNodeConstraintLoaderPlugin {\n get name() {\n return VRMNodeConstraintLoaderPlugin.EXTENSION_NAME;\n }\n constructor(parser, options) {\n this.parser = parser;\n this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n }\n afterRoot(gltf) {\n return __awaiter$1(this, void 0, void 0, function* () {\n gltf.userData.vrmNodeConstraintManager = yield this._import(gltf);\n });\n }\n /**\n * Import constraints from a GLTF and returns a {@link VRMNodeConstraintManager}.\n * It might return `null` instead when it does not need to be created or something go wrong.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n var _a;\n return __awaiter$1(this, void 0, void 0, function* () {\n const json = this.parser.json;\n // early abort if it doesn't use constraints\n const isConstraintsUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf(VRMNodeConstraintLoaderPlugin.EXTENSION_NAME)) !== -1;\n if (!isConstraintsUsed) {\n return null;\n }\n const manager = new VRMNodeConstraintManager();\n const threeNodes = yield this.parser.getDependencies('node');\n // import constraints for each nodes\n threeNodes.forEach((node, nodeIndex) => {\n var _a;\n const schemaNode = json.nodes[nodeIndex];\n // check if the extension uses the extension\n const extension = (_a = schemaNode === null || schemaNode === void 0 ? void 0 : schemaNode.extensions) === null || _a === void 0 ? void 0 : _a[VRMNodeConstraintLoaderPlugin.EXTENSION_NAME];\n if (extension == null) {\n return;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS$1.has(specVersion)) {\n console.warn(`VRMNodeConstraintLoaderPlugin: Unknown ${VRMNodeConstraintLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`);\n return;\n }\n const constraintDef = extension.constraint;\n // import constraints\n if (constraintDef.roll != null) {\n const constraint = this._importRollConstraint(node, threeNodes, constraintDef.roll);\n manager.addConstraint(constraint);\n }\n else if (constraintDef.aim != null) {\n const constraint = this._importAimConstraint(node, threeNodes, constraintDef.aim);\n manager.addConstraint(constraint);\n }\n else if (constraintDef.rotation != null) {\n const constraint = this._importRotationConstraint(node, threeNodes, constraintDef.rotation);\n manager.addConstraint(constraint);\n }\n });\n // init constraints\n gltf.scene.updateMatrixWorld();\n manager.setInitState();\n return manager;\n });\n }\n _importRollConstraint(destination, nodes, rollConstraintDef) {\n const { source: sourceIndex, rollAxis, weight } = rollConstraintDef;\n const source = nodes[sourceIndex];\n const constraint = new VRMRollConstraint(destination, source);\n if (rollAxis != null) {\n constraint.rollAxis = rollAxis;\n }\n if (weight != null) {\n constraint.weight = weight;\n }\n if (this.helperRoot) {\n const helper = new VRMNodeConstraintHelper(constraint);\n this.helperRoot.add(helper);\n }\n return constraint;\n }\n _importAimConstraint(destination, nodes, aimConstraintDef) {\n const { source: sourceIndex, aimAxis, weight } = aimConstraintDef;\n const source = nodes[sourceIndex];\n const constraint = new VRMAimConstraint(destination, source);\n if (aimAxis != null) {\n constraint.aimAxis = aimAxis;\n }\n if (weight != null) {\n constraint.weight = weight;\n }\n if (this.helperRoot) {\n const helper = new VRMNodeConstraintHelper(constraint);\n this.helperRoot.add(helper);\n }\n return constraint;\n }\n _importRotationConstraint(destination, nodes, rotationConstraintDef) {\n const { source: sourceIndex, weight } = rotationConstraintDef;\n const source = nodes[sourceIndex];\n const constraint = new VRMRotationConstraint(destination, source);\n if (weight != null) {\n constraint.weight = weight;\n }\n if (this.helperRoot) {\n const helper = new VRMNodeConstraintHelper(constraint);\n this.helperRoot.add(helper);\n }\n return constraint;\n }\n}\nVRMNodeConstraintLoaderPlugin.EXTENSION_NAME = 'VRMC_node_constraint';\n\n/*!\n * @pixiv/three-vrm-springbone v2.1.1\n * Spring bone module for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-springbone is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\n/**\n * Represents a shape of a collider.\n */\nclass VRMSpringBoneColliderShape {\n}\n\nconst _v3A$4 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nclass VRMSpringBoneColliderShapeCapsule extends VRMSpringBoneColliderShape {\n get type() {\n return 'capsule';\n }\n constructor(params) {\n var _a, _b, _c;\n super();\n this.offset = (_a = params === null || params === void 0 ? void 0 : params.offset) !== null && _a !== void 0 ? _a : new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 0.0);\n this.tail = (_b = params === null || params === void 0 ? void 0 : params.tail) !== null && _b !== void 0 ? _b : new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 0.0);\n this.radius = (_c = params === null || params === void 0 ? void 0 : params.radius) !== null && _c !== void 0 ? _c : 0.0;\n }\n calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n _v3A$4.copy(this.offset).applyMatrix4(colliderMatrix); // transformed head\n _v3B$1.copy(this.tail).applyMatrix4(colliderMatrix); // transformed tail\n _v3B$1.sub(_v3A$4); // from head to tail\n const lengthSqCapsule = _v3B$1.lengthSq();\n target.copy(objectPosition).sub(_v3A$4); // from head to object\n const dot = _v3B$1.dot(target); // dot product of offsetToTail and offsetToObject\n if (dot <= 0.0) ;\n else if (lengthSqCapsule <= dot) {\n // if object is near from the tail\n target.sub(_v3B$1); // from tail to object\n }\n else {\n // if object is between two ends\n _v3B$1.multiplyScalar(dot / lengthSqCapsule); // from head to the nearest point of the shaft\n target.sub(_v3B$1); // from the shaft point to object\n }\n const radius = objectRadius + this.radius;\n const distance = target.length() - radius;\n target.normalize();\n return distance;\n }\n}\n\nclass VRMSpringBoneColliderShapeSphere extends VRMSpringBoneColliderShape {\n get type() {\n return 'sphere';\n }\n constructor(params) {\n var _a, _b;\n super();\n this.offset = (_a = params === null || params === void 0 ? void 0 : params.offset) !== null && _a !== void 0 ? _a : new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 0.0);\n this.radius = (_b = params === null || params === void 0 ? void 0 : params.radius) !== null && _b !== void 0 ? _b : 0.0;\n }\n calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n target.copy(this.offset).applyMatrix4(colliderMatrix); // transformed offset\n target.negate().add(objectPosition); // a vector from collider center to object position\n const radius = objectRadius + this.radius;\n const distance = target.length() - radius;\n target.normalize();\n return distance;\n }\n}\n\nconst _v3A$3 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nclass ColliderShapeCapsuleBufferGeometry extends three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry {\n constructor(shape) {\n super();\n this.worldScale = 1.0;\n this._currentRadius = 0;\n this._currentOffset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this._currentTail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this._shape = shape;\n this._attrPos = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(396), 3);\n this.setAttribute('position', this._attrPos);\n this._attrIndex = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Uint16Array(264), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n const radius = this._shape.radius / this.worldScale;\n if (this._currentRadius !== radius) {\n this._currentRadius = radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentOffset.equals(this._shape.offset)) {\n this._currentOffset.copy(this._shape.offset);\n shouldUpdateGeometry = true;\n }\n const tail = _v3A$3.copy(this._shape.tail).divideScalar(this.worldScale);\n if (this._currentTail.distanceToSquared(tail) > 1e-10) {\n this._currentTail.copy(tail);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n _v3A$3.copy(this._currentTail).sub(this._currentOffset);\n const l = _v3A$3.length() / this._currentRadius;\n for (let i = 0; i <= 16; i++) {\n const t = (i / 16.0) * Math.PI;\n this._attrPos.setXYZ(i, -Math.sin(t), -Math.cos(t), 0.0);\n this._attrPos.setXYZ(17 + i, l + Math.sin(t), Math.cos(t), 0.0);\n this._attrPos.setXYZ(34 + i, -Math.sin(t), 0.0, -Math.cos(t));\n this._attrPos.setXYZ(51 + i, l + Math.sin(t), 0.0, Math.cos(t));\n }\n for (let i = 0; i < 32; i++) {\n const t = (i / 16.0) * Math.PI;\n this._attrPos.setXYZ(68 + i, 0.0, Math.sin(t), Math.cos(t));\n this._attrPos.setXYZ(100 + i, l, Math.sin(t), Math.cos(t));\n }\n const theta = Math.atan2(_v3A$3.y, Math.sqrt(_v3A$3.x * _v3A$3.x + _v3A$3.z * _v3A$3.z));\n const phi = -Math.atan2(_v3A$3.z, _v3A$3.x);\n this.rotateZ(theta);\n this.rotateY(phi);\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 34; i++) {\n const i1 = (i + 1) % 34;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(68 + i * 2, 34 + i, 34 + i1);\n }\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(136 + i * 2, 68 + i, 68 + i1);\n this._attrIndex.setXY(200 + i * 2, 100 + i, 100 + i1);\n }\n this._attrIndex.needsUpdate = true;\n }\n}\n\nclass ColliderShapeSphereBufferGeometry extends three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry {\n constructor(shape) {\n super();\n this.worldScale = 1.0;\n this._currentRadius = 0;\n this._currentOffset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this._shape = shape;\n this._attrPos = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(32 * 3 * 3), 3);\n this.setAttribute('position', this._attrPos);\n this._attrIndex = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Uint16Array(64 * 3), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n const radius = this._shape.radius / this.worldScale;\n if (this._currentRadius !== radius) {\n this._currentRadius = radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentOffset.equals(this._shape.offset)) {\n this._currentOffset.copy(this._shape.offset);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n for (let i = 0; i < 32; i++) {\n const t = (i / 16.0) * Math.PI;\n this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n }\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n }\n this._attrIndex.needsUpdate = true;\n }\n}\n\nconst _v3A$2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nclass VRMSpringBoneColliderHelper extends three__WEBPACK_IMPORTED_MODULE_0__.Group {\n constructor(collider) {\n super();\n this.matrixAutoUpdate = false;\n this.collider = collider;\n if (this.collider.shape instanceof VRMSpringBoneColliderShapeSphere) {\n this._geometry = new ColliderShapeSphereBufferGeometry(this.collider.shape);\n }\n else if (this.collider.shape instanceof VRMSpringBoneColliderShapeCapsule) {\n this._geometry = new ColliderShapeCapsuleBufferGeometry(this.collider.shape);\n }\n else {\n throw new Error('VRMSpringBoneColliderHelper: Unknown collider shape type detected');\n }\n const material = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial({\n color: 0xff00ff,\n depthTest: false,\n depthWrite: false,\n });\n this._line = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments(this._geometry, material);\n this.add(this._line);\n }\n dispose() {\n this._geometry.dispose();\n }\n updateMatrixWorld(force) {\n this.collider.updateWorldMatrix(true, false);\n this.matrix.copy(this.collider.matrixWorld);\n const matrixWorldElements = this.matrix.elements;\n this._geometry.worldScale = _v3A$2\n .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n .length(); // calculate scale of x component\n this._geometry.update();\n super.updateMatrixWorld(force);\n }\n}\n\nclass SpringBoneBufferGeometry extends three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry {\n constructor(springBone) {\n super();\n this.worldScale = 1.0;\n this._currentRadius = 0;\n this._currentTail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this._springBone = springBone;\n this._attrPos = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Float32Array(294), 3);\n this.setAttribute('position', this._attrPos);\n this._attrIndex = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(new Uint16Array(194), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n const radius = this._springBone.settings.hitRadius / this.worldScale;\n if (this._currentRadius !== radius) {\n this._currentRadius = radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentTail.equals(this._springBone.initialLocalChildPosition)) {\n this._currentTail.copy(this._springBone.initialLocalChildPosition);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n for (let i = 0; i < 32; i++) {\n const t = (i / 16.0) * Math.PI;\n this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n }\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.setXYZ(96, 0, 0, 0);\n this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n }\n this._attrIndex.setXY(192, 96, 97);\n this._attrIndex.needsUpdate = true;\n }\n}\n\nconst _v3A$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nclass VRMSpringBoneJointHelper extends three__WEBPACK_IMPORTED_MODULE_0__.Group {\n constructor(springBone) {\n super();\n this.matrixAutoUpdate = false;\n this.springBone = springBone;\n this._geometry = new SpringBoneBufferGeometry(this.springBone);\n const material = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial({\n color: 0xffff00,\n depthTest: false,\n depthWrite: false,\n });\n this._line = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments(this._geometry, material);\n this.add(this._line);\n }\n dispose() {\n this._geometry.dispose();\n }\n updateMatrixWorld(force) {\n this.springBone.bone.updateWorldMatrix(true, false);\n this.matrix.copy(this.springBone.bone.matrixWorld);\n const matrixWorldElements = this.matrix.elements;\n this._geometry.worldScale = _v3A$1\n .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n .length(); // calculate scale of x component\n this._geometry.update();\n super.updateMatrixWorld(force);\n }\n}\n\n/**\n * Represents a collider of a VRM.\n */\nclass VRMSpringBoneCollider extends three__WEBPACK_IMPORTED_MODULE_0__.Object3D {\n constructor(shape) {\n super();\n this.shape = shape;\n }\n}\n\nconst _matA$1 = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n/**\n * A compat function for `Matrix4.invert()` / `Matrix4.getInverse()`.\n * `Matrix4.invert()` is introduced in r123 and `Matrix4.getInverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target matrix\n */\nfunction mat4InvertCompat(target) {\n if (target.invert) {\n target.invert();\n }\n else {\n target.getInverse(_matA$1.copy(target));\n }\n return target;\n}\n\nclass Matrix4InverseCache {\n /**\n * Inverse of given matrix.\n * Note that it will return its internal private instance.\n * Make sure copying this before mutate this.\n */\n get inverse() {\n if (this._shouldUpdateInverse) {\n this._inverseCache.copy(this.matrix);\n mat4InvertCompat(this._inverseCache);\n this._shouldUpdateInverse = false;\n }\n return this._inverseCache;\n }\n constructor(matrix) {\n /**\n * A cache of inverse of current matrix.\n */\n this._inverseCache = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n /**\n * A flag that makes it want to recalculate its {@link _inverseCache}.\n * Will be set `true` when `elements` are mutated and be used in `getInverse`.\n */\n this._shouldUpdateInverse = true;\n this.matrix = matrix;\n const handler = {\n set: (obj, prop, newVal) => {\n this._shouldUpdateInverse = true;\n obj[prop] = newVal;\n return true;\n },\n };\n this._originalElements = matrix.elements;\n matrix.elements = new Proxy(matrix.elements, handler);\n }\n revert() {\n this.matrix.elements = this._originalElements;\n }\n}\n\n// based on\n// http://rocketjump.skr.jp/unity3d/109/\n// https://github.com/dwango/UniVRM/blob/master/Scripts/SpringBone/VRMSpringBone.cs\nconst IDENTITY_MATRIX4 = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n// 計算中の一時保存用変数(一度インスタンスを作ったらあとは使い回す)\nconst _v3A = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3B = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _v3C = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n/**\n * A temporary variable which is used in `update`\n */\nconst _worldSpacePosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n/**\n * A temporary variable which is used in `update`\n */\nconst _centerSpacePosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n/**\n * A temporary variable which is used in `update`\n */\nconst _nextTail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\nconst _quatA = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\nconst _matA = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\nconst _matB = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n/**\n * A class represents a single joint of a spring bone.\n * It should be managed by a [[VRMSpringBoneManager]].\n */\nclass VRMSpringBoneJoint {\n get center() {\n return this._center;\n }\n set center(center) {\n var _a;\n // uninstall inverse cache\n if ((_a = this._center) === null || _a === void 0 ? void 0 : _a.userData.inverseCacheProxy) {\n this._center.userData.inverseCacheProxy.revert();\n delete this._center.userData.inverseCacheProxy;\n }\n // change the center\n this._center = center;\n // install inverse cache\n if (this._center) {\n if (!this._center.userData.inverseCacheProxy) {\n this._center.userData.inverseCacheProxy = new Matrix4InverseCache(this._center.matrixWorld);\n }\n }\n }\n get initialLocalChildPosition() {\n return this._initialLocalChildPosition;\n }\n /**\n * Returns the world matrix of its parent object.\n * Note that it returns a reference to the matrix. Don't mutate this directly!\n */\n get _parentMatrixWorld() {\n return this.bone.parent ? this.bone.parent.matrixWorld : IDENTITY_MATRIX4;\n }\n /**\n * Create a new VRMSpringBone.\n *\n * @param bone An Object3D that will be attached to this bone\n * @param child An Object3D that will be used as a tail of this spring bone. It can be null when the spring bone is imported from VRM 0.0\n * @param settings Several parameters related to behavior of the spring bone\n * @param colliderGroups Collider groups that will be collided with this spring bone\n */\n constructor(bone, child, settings = {}, colliderGroups = []) {\n var _a, _b, _c, _d, _e, _f;\n /**\n * Current position of child tail, in center unit. Will be used for verlet integration.\n */\n this._currentTail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n /**\n * Previous position of child tail, in center unit. Will be used for verlet integration.\n */\n this._prevTail = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n /**\n * Initial axis of the bone, in local unit.\n */\n this._boneAxis = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n /**\n * Length of the bone in world unit.\n * Will be used for normalization in update loop, will be updated by {@link _calcWorldSpaceBoneLength}.\n *\n * It's same as local unit length unless there are scale transformations in the world space.\n */\n this._worldSpaceBoneLength = 0.0;\n /**\n * This springbone will be calculated based on the space relative from this object.\n * If this is `null`, springbone will be calculated in world space.\n */\n this._center = null;\n /**\n * Initial state of the local matrix of the bone.\n */\n this._initialLocalMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n /**\n * Initial state of the rotation of the bone.\n */\n this._initialLocalRotation = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n /**\n * Initial state of the position of its child.\n */\n this._initialLocalChildPosition = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n this.bone = bone; // uniVRMでの parent\n this.bone.matrixAutoUpdate = false; // updateにより計算されるのでthree.js内での自動処理は不要\n this.child = child;\n this.settings = {\n hitRadius: (_a = settings.hitRadius) !== null && _a !== void 0 ? _a : 0.0,\n stiffness: (_b = settings.stiffness) !== null && _b !== void 0 ? _b : 1.0,\n gravityPower: (_c = settings.gravityPower) !== null && _c !== void 0 ? _c : 0.0,\n gravityDir: (_e = (_d = settings.gravityDir) === null || _d === void 0 ? void 0 : _d.clone()) !== null && _e !== void 0 ? _e : new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, -1.0, 0.0),\n dragForce: (_f = settings.dragForce) !== null && _f !== void 0 ? _f : 0.4,\n };\n this.colliderGroups = colliderGroups;\n }\n /**\n * Set the initial state of this spring bone.\n * You might want to call {@link VRMSpringBoneManager.setInitState} instead.\n */\n setInitState() {\n // remember initial position of itself\n this._initialLocalMatrix.copy(this.bone.matrix);\n this._initialLocalRotation.copy(this.bone.quaternion);\n // see initial position of its local child\n if (this.child) {\n this._initialLocalChildPosition.copy(this.child.position);\n }\n else {\n // vrm0 requires a 7cm fixed bone length for the final node in a chain\n // See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_springBone-1.0#about-spring-configuration\n this._initialLocalChildPosition.copy(this.bone.position).normalize().multiplyScalar(0.07);\n }\n // copy the child position to tails\n const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n this._prevTail.copy(this._currentTail);\n // set initial states that are related to local child position\n this._boneAxis.copy(this._initialLocalChildPosition).normalize();\n }\n /**\n * Reset the state of this bone.\n * You might want to call [[VRMSpringBoneManager.reset]] instead.\n */\n reset() {\n this.bone.quaternion.copy(this._initialLocalRotation);\n // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n this.bone.updateMatrix();\n this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n // Apply updated position to tail states\n const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n this._prevTail.copy(this._currentTail);\n }\n /**\n * Update the state of this bone.\n * You might want to call [[VRMSpringBoneManager.update]] instead.\n *\n * @param delta deltaTime\n */\n update(delta) {\n if (delta <= 0)\n return;\n // Update the _worldSpaceBoneLength\n this._calcWorldSpaceBoneLength();\n // Get bone position in center space\n _worldSpacePosition.setFromMatrixPosition(this.bone.matrixWorld);\n let matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n _centerSpacePosition.copy(_worldSpacePosition).applyMatrix4(matrixWorldToCenter);\n const quatWorldToCenter = _quatA.setFromRotationMatrix(matrixWorldToCenter);\n // Get parent matrix in center space\n const centerSpaceParentMatrix = _matB.copy(matrixWorldToCenter).multiply(this._parentMatrixWorld);\n // Get boneAxis in center space\n const centerSpaceBoneAxis = _v3B\n .copy(this._boneAxis)\n .applyMatrix4(this._initialLocalMatrix)\n .applyMatrix4(centerSpaceParentMatrix)\n .sub(_centerSpacePosition)\n .normalize();\n // gravity in center space\n const centerSpaceGravity = _v3C.copy(this.settings.gravityDir).applyQuaternion(quatWorldToCenter).normalize();\n const matrixCenterToWorld = this._getMatrixCenterToWorld(_matA);\n // verlet積分で次の位置を計算\n _nextTail\n .copy(this._currentTail)\n .add(_v3A\n .copy(this._currentTail)\n .sub(this._prevTail)\n .multiplyScalar(1 - this.settings.dragForce)) // 前フレームの移動を継続する(減衰もあるよ)\n .add(_v3A.copy(centerSpaceBoneAxis).multiplyScalar(this.settings.stiffness * delta)) // 親の回転による子ボーンの移動目標\n .add(_v3A.copy(centerSpaceGravity).multiplyScalar(this.settings.gravityPower * delta)) // 外力による移動量\n .applyMatrix4(matrixCenterToWorld); // tailをworld spaceに戻す\n // normalize bone length\n _nextTail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n // Collisionで移動\n this._collision(_nextTail);\n // update prevTail and currentTail\n matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n this._prevTail.copy(this._currentTail);\n this._currentTail.copy(_v3A.copy(_nextTail).applyMatrix4(matrixWorldToCenter));\n // Apply rotation, convert vector3 thing into actual quaternion\n // Original UniVRM is doing center unit calculus at here but we're gonna do this on local unit\n const worldSpaceInitialMatrixInv = mat4InvertCompat(_matA.copy(this._parentMatrixWorld).multiply(this._initialLocalMatrix));\n const applyRotation = _quatA.setFromUnitVectors(this._boneAxis, _v3A.copy(_nextTail).applyMatrix4(worldSpaceInitialMatrixInv).normalize());\n this.bone.quaternion.copy(this._initialLocalRotation).multiply(applyRotation);\n // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n this.bone.updateMatrix();\n this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n }\n /**\n * Do collision math against every colliders attached to this bone.\n *\n * @param tail The tail you want to process\n */\n _collision(tail) {\n this.colliderGroups.forEach((colliderGroup) => {\n colliderGroup.colliders.forEach((collider) => {\n const dist = collider.shape.calculateCollision(collider.matrixWorld, tail, this.settings.hitRadius, _v3A);\n if (dist < 0.0) {\n // hit\n tail.add(_v3A.multiplyScalar(-dist));\n // normalize bone length\n tail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n }\n });\n });\n }\n /**\n * Calculate the {@link _worldSpaceBoneLength}.\n * Intended to be used in {@link update}.\n */\n _calcWorldSpaceBoneLength() {\n _v3A.setFromMatrixPosition(this.bone.matrixWorld); // get world position of this.bone\n if (this.child) {\n _v3B.setFromMatrixPosition(this.child.matrixWorld); // get world position of this.child\n }\n else {\n _v3B.copy(this._initialLocalChildPosition);\n _v3B.applyMatrix4(this.bone.matrixWorld);\n }\n this._worldSpaceBoneLength = _v3A.sub(_v3B).length();\n }\n /**\n * Create a matrix that converts center space into world space.\n * @param target Target matrix\n */\n _getMatrixCenterToWorld(target) {\n if (this._center) {\n target.copy(this._center.matrixWorld);\n }\n else {\n target.identity();\n }\n return target;\n }\n /**\n * Create a matrix that converts world space into center space.\n * @param target Target matrix\n */\n _getMatrixWorldToCenter(target) {\n if (this._center) {\n target.copy(this._center.userData.inverseCacheProxy.inverse);\n }\n else {\n target.identity();\n }\n return target;\n }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction traverseAncestorsFromRoot(object, callback) {\n const ancestors = [];\n let head = object;\n while (head !== null) {\n ancestors.unshift(head);\n head = head.parent;\n }\n ancestors.forEach((ancestor) => {\n callback(ancestor);\n });\n}\n\n/**\n * Traverse children of given object and execute given callback.\n * The given object itself wont be given to the callback.\n * If the return value of the callback is `true`, it will halt the traversal of its children.\n * @param object A root object\n * @param callback A callback function called for each children\n */\nfunction traverseChildrenUntilConditionMet(object, callback) {\n object.children.forEach((child) => {\n const result = callback(child);\n if (!result) {\n traverseChildrenUntilConditionMet(child, callback);\n }\n });\n}\n\nclass VRMSpringBoneManager {\n constructor() {\n this._joints = new Set();\n this._objectSpringBonesMap = new Map();\n }\n get joints() {\n return this._joints;\n }\n /**\n * @deprecated Use {@link joints} instead.\n */\n get springBones() {\n console.warn('VRMSpringBoneManager: springBones is deprecated. use joints instead.');\n return this._joints;\n }\n get colliderGroups() {\n const set = new Set();\n this._joints.forEach((springBone) => {\n springBone.colliderGroups.forEach((colliderGroup) => {\n set.add(colliderGroup);\n });\n });\n return Array.from(set);\n }\n get colliders() {\n const set = new Set();\n this.colliderGroups.forEach((colliderGroup) => {\n colliderGroup.colliders.forEach((collider) => {\n set.add(collider);\n });\n });\n return Array.from(set);\n }\n addJoint(joint) {\n this._joints.add(joint);\n let objectSet = this._objectSpringBonesMap.get(joint.bone);\n if (objectSet == null) {\n objectSet = new Set();\n this._objectSpringBonesMap.set(joint.bone, objectSet);\n }\n objectSet.add(joint);\n }\n /**\n * @deprecated Use {@link addJoint} instead.\n */\n addSpringBone(joint) {\n console.warn('VRMSpringBoneManager: addSpringBone() is deprecated. use addJoint() instead.');\n this.addJoint(joint);\n }\n deleteJoint(joint) {\n this._joints.delete(joint);\n const objectSet = this._objectSpringBonesMap.get(joint.bone);\n objectSet.delete(joint);\n }\n /**\n * @deprecated Use {@link deleteJoint} instead.\n */\n deleteSpringBone(joint) {\n console.warn('VRMSpringBoneManager: deleteSpringBone() is deprecated. use deleteJoint() instead.');\n this.deleteJoint(joint);\n }\n setInitState() {\n const springBonesTried = new Set();\n const springBonesDone = new Set();\n const objectUpdated = new Set();\n for (const springBone of this._joints) {\n this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) => springBone.setInitState());\n }\n }\n reset() {\n const springBonesTried = new Set();\n const springBonesDone = new Set();\n const objectUpdated = new Set();\n for (const springBone of this._joints) {\n this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) => springBone.reset());\n }\n }\n update(delta) {\n const springBonesTried = new Set();\n const springBonesDone = new Set();\n const objectUpdated = new Set();\n for (const springBone of this._joints) {\n // update the springbone\n this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) => springBone.update(delta));\n // update children world matrices\n // it is required when the spring bone chain is sparse\n traverseChildrenUntilConditionMet(springBone.bone, (object) => {\n var _a, _b;\n // if the object has attached springbone, halt the traversal\n if (((_b = (_a = this._objectSpringBonesMap.get(object)) === null || _a === void 0 ? void 0 : _a.size) !== null && _b !== void 0 ? _b : 0) > 0) {\n return true;\n }\n // otherwise update its world matrix\n object.updateWorldMatrix(false, false);\n return false;\n });\n }\n }\n /**\n * Update a spring bone.\n * If there are other spring bone that are dependant, it will try to update them recursively.\n * It updates matrixWorld of all ancestors and myself.\n * It might throw an error if there are circular dependencies.\n *\n * Intended to be used in {@link update} and {@link _processSpringBone} itself recursively.\n *\n * @param springBone A springBone you want to update\n * @param springBonesTried Set of springBones that are already tried to be updated\n * @param springBonesDone Set of springBones that are already up to date\n * @param objectUpdated Set of object3D whose matrixWorld is updated\n */\n _processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, callback) {\n if (springBonesDone.has(springBone)) {\n return;\n }\n if (springBonesTried.has(springBone)) {\n throw new Error('VRMSpringBoneManager: Circular dependency detected while updating springbones');\n }\n springBonesTried.add(springBone);\n const depObjects = this._getDependencies(springBone);\n for (const depObject of depObjects) {\n traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n const objectSet = this._objectSpringBonesMap.get(depObjectAncestor);\n if (objectSet) {\n for (const depSpringBone of objectSet) {\n this._processSpringBone(depSpringBone, springBonesTried, springBonesDone, objectUpdated, callback);\n }\n }\n else if (!objectUpdated.has(depObjectAncestor)) {\n // update matrix of non-springbone\n depObjectAncestor.updateWorldMatrix(false, false);\n objectUpdated.add(depObjectAncestor);\n }\n });\n }\n // update my matrix\n springBone.bone.updateMatrix();\n springBone.bone.updateWorldMatrix(false, false);\n callback(springBone);\n objectUpdated.add(springBone.bone);\n springBonesDone.add(springBone);\n }\n /**\n * Return a set of objects that are dependant of given spring bone.\n * @param springBone A spring bone\n * @return A set of objects that are dependant of given spring bone\n */\n _getDependencies(springBone) {\n const set = new Set();\n const parent = springBone.bone.parent;\n if (parent) {\n set.add(parent);\n }\n springBone.colliderGroups.forEach((colliderGroup) => {\n colliderGroup.colliders.forEach((collider) => {\n set.add(collider);\n });\n });\n return set;\n }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\nclass VRMSpringBoneLoaderPlugin {\n get name() {\n return VRMSpringBoneLoaderPlugin.EXTENSION_NAME;\n }\n constructor(parser, options) {\n this.parser = parser;\n this.jointHelperRoot = options === null || options === void 0 ? void 0 : options.jointHelperRoot;\n this.colliderHelperRoot = options === null || options === void 0 ? void 0 : options.colliderHelperRoot;\n }\n afterRoot(gltf) {\n return __awaiter(this, void 0, void 0, function* () {\n gltf.userData.vrmSpringBoneManager = yield this._import(gltf);\n });\n }\n /**\n * Import spring bones from a GLTF and return a {@link VRMSpringBoneManager}.\n * It might return `null` instead when it does not need to be created or something go wrong.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __awaiter(this, void 0, void 0, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result != null) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result != null) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n var _a, _b, _c, _d, _e;\n return __awaiter(this, void 0, void 0, function* () {\n const json = gltf.parser.json;\n // early abort if it doesn't use spring bones\n const isSpringBoneUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf(VRMSpringBoneLoaderPlugin.EXTENSION_NAME)) !== -1;\n if (!isSpringBoneUsed) {\n return null;\n }\n const manager = new VRMSpringBoneManager();\n const threeNodes = yield gltf.parser.getDependencies('node');\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b[VRMSpringBoneLoaderPlugin.EXTENSION_NAME];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n console.warn(`VRMSpringBoneLoaderPlugin: Unknown ${VRMSpringBoneLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`);\n return null;\n }\n const colliders = (_c = extension.colliders) === null || _c === void 0 ? void 0 : _c.map((schemaCollider, iCollider) => {\n var _a, _b, _c, _d, _e;\n const node = threeNodes[schemaCollider.node];\n const schemaShape = schemaCollider.shape;\n if (schemaShape.sphere) {\n return this._importSphereCollider(node, {\n offset: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray((_a = schemaShape.sphere.offset) !== null && _a !== void 0 ? _a : [0.0, 0.0, 0.0]),\n radius: (_b = schemaShape.sphere.radius) !== null && _b !== void 0 ? _b : 0.0,\n });\n }\n else if (schemaShape.capsule) {\n return this._importCapsuleCollider(node, {\n offset: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray((_c = schemaShape.capsule.offset) !== null && _c !== void 0 ? _c : [0.0, 0.0, 0.0]),\n radius: (_d = schemaShape.capsule.radius) !== null && _d !== void 0 ? _d : 0.0,\n tail: new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray((_e = schemaShape.capsule.tail) !== null && _e !== void 0 ? _e : [0.0, 0.0, 0.0]),\n });\n }\n throw new Error(`VRMSpringBoneLoaderPlugin: The collider #${iCollider} has no valid shape`);\n });\n const colliderGroups = (_d = extension.colliderGroups) === null || _d === void 0 ? void 0 : _d.map((schemaColliderGroup, iColliderGroup) => {\n var _a;\n const cols = ((_a = schemaColliderGroup.colliders) !== null && _a !== void 0 ? _a : []).map((iCollider) => {\n const col = colliders === null || colliders === void 0 ? void 0 : colliders[iCollider];\n if (col == null) {\n throw new Error(`VRMSpringBoneLoaderPlugin: The colliderGroup #${iColliderGroup} attempted to use a collider #${iCollider} but not found`);\n }\n return col;\n });\n return {\n colliders: cols,\n name: schemaColliderGroup.name,\n };\n });\n (_e = extension.springs) === null || _e === void 0 ? void 0 : _e.forEach((schemaSpring, iSpring) => {\n var _a;\n const schemaJoints = schemaSpring.joints;\n // prepare colliders\n const colliderGroupsForSpring = (_a = schemaSpring.colliderGroups) === null || _a === void 0 ? void 0 : _a.map((iColliderGroup) => {\n const group = colliderGroups === null || colliderGroups === void 0 ? void 0 : colliderGroups[iColliderGroup];\n if (group == null) {\n throw new Error(`VRMSpringBoneLoaderPlugin: The spring #${iSpring} attempted to use a colliderGroup ${iColliderGroup} but not found`);\n }\n return group;\n });\n const center = schemaSpring.center != null ? threeNodes[schemaSpring.center] : undefined;\n let prevSchemaJoint;\n schemaJoints.forEach((schemaJoint) => {\n if (prevSchemaJoint) {\n // prepare node\n const nodeIndex = prevSchemaJoint.node;\n const node = threeNodes[nodeIndex];\n const childIndex = schemaJoint.node;\n const child = threeNodes[childIndex];\n // prepare setting\n const setting = {\n hitRadius: prevSchemaJoint.hitRadius,\n dragForce: prevSchemaJoint.dragForce,\n gravityPower: prevSchemaJoint.gravityPower,\n stiffness: prevSchemaJoint.stiffness,\n gravityDir: prevSchemaJoint.gravityDir != null\n ? new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().fromArray(prevSchemaJoint.gravityDir)\n : undefined,\n };\n // create spring bones\n const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n if (center) {\n joint.center = center;\n }\n manager.addJoint(joint);\n }\n prevSchemaJoint = schemaJoint;\n });\n });\n // init spring bones\n manager.setInitState();\n return manager;\n });\n }\n _v0Import(gltf) {\n var _a, _b, _c;\n return __awaiter(this, void 0, void 0, function* () {\n const json = gltf.parser.json;\n // early abort if it doesn't use vrm\n const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRM')) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n // early abort if it doesn't have bone groups\n const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRM'];\n const schemaSecondaryAnimation = extension === null || extension === void 0 ? void 0 : extension.secondaryAnimation;\n if (!schemaSecondaryAnimation) {\n return null;\n }\n const schemaBoneGroups = schemaSecondaryAnimation === null || schemaSecondaryAnimation === void 0 ? void 0 : schemaSecondaryAnimation.boneGroups;\n if (!schemaBoneGroups) {\n return null;\n }\n const manager = new VRMSpringBoneManager();\n const threeNodes = yield gltf.parser.getDependencies('node');\n const colliderGroups = (_c = schemaSecondaryAnimation.colliderGroups) === null || _c === void 0 ? void 0 : _c.map((schemaColliderGroup) => {\n var _a;\n const node = threeNodes[schemaColliderGroup.node];\n const colliders = ((_a = schemaColliderGroup.colliders) !== null && _a !== void 0 ? _a : []).map((schemaCollider, iCollider) => {\n var _a, _b, _c;\n const offset = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(0.0, 0.0, 0.0);\n if (schemaCollider.offset) {\n offset.set((_a = schemaCollider.offset.x) !== null && _a !== void 0 ? _a : 0.0, (_b = schemaCollider.offset.y) !== null && _b !== void 0 ? _b : 0.0, schemaCollider.offset.z ? -schemaCollider.offset.z : 0.0);\n }\n return this._importSphereCollider(node, {\n offset,\n radius: (_c = schemaCollider.radius) !== null && _c !== void 0 ? _c : 0.0,\n });\n });\n return { colliders };\n });\n // import spring bones for each spring bone groups\n schemaBoneGroups === null || schemaBoneGroups === void 0 ? void 0 : schemaBoneGroups.forEach((schemaBoneGroup, iBoneGroup) => {\n const rootIndices = schemaBoneGroup.bones;\n if (!rootIndices) {\n return;\n }\n rootIndices.forEach((rootIndex) => {\n var _a, _b, _c, _d;\n const root = threeNodes[rootIndex];\n // prepare setting\n const gravityDir = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n if (schemaBoneGroup.gravityDir) {\n gravityDir.set((_a = schemaBoneGroup.gravityDir.x) !== null && _a !== void 0 ? _a : 0.0, (_b = schemaBoneGroup.gravityDir.y) !== null && _b !== void 0 ? _b : 0.0, (_c = schemaBoneGroup.gravityDir.z) !== null && _c !== void 0 ? _c : 0.0);\n }\n else {\n gravityDir.set(0.0, -1.0, 0.0);\n }\n const center = schemaBoneGroup.center != null ? threeNodes[schemaBoneGroup.center] : undefined;\n const setting = {\n hitRadius: schemaBoneGroup.hitRadius,\n dragForce: schemaBoneGroup.dragForce,\n gravityPower: schemaBoneGroup.gravityPower,\n stiffness: schemaBoneGroup.stiffiness,\n gravityDir,\n };\n // prepare colliders\n const colliderGroupsForSpring = (_d = schemaBoneGroup.colliderGroups) === null || _d === void 0 ? void 0 : _d.map((iColliderGroup) => {\n const group = colliderGroups === null || colliderGroups === void 0 ? void 0 : colliderGroups[iColliderGroup];\n if (group == null) {\n throw new Error(`VRMSpringBoneLoaderPlugin: The spring #${iBoneGroup} attempted to use a colliderGroup ${iColliderGroup} but not found`);\n }\n return group;\n });\n // create spring bones\n root.traverse((node) => {\n var _a;\n const child = (_a = node.children[0]) !== null && _a !== void 0 ? _a : null;\n const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n if (center) {\n joint.center = center;\n }\n manager.addJoint(joint);\n });\n });\n });\n // init spring bones\n gltf.scene.updateMatrixWorld();\n manager.setInitState();\n return manager;\n });\n }\n _importJoint(node, child, setting, colliderGroupsForSpring) {\n const springBone = new VRMSpringBoneJoint(node, child, setting, colliderGroupsForSpring);\n if (this.jointHelperRoot) {\n const helper = new VRMSpringBoneJointHelper(springBone);\n this.jointHelperRoot.add(helper);\n helper.renderOrder = this.jointHelperRoot.renderOrder;\n }\n return springBone;\n }\n _importSphereCollider(destination, params) {\n const { offset, radius } = params;\n const shape = new VRMSpringBoneColliderShapeSphere({ offset, radius });\n const collider = new VRMSpringBoneCollider(shape);\n destination.add(collider);\n if (this.colliderHelperRoot) {\n const helper = new VRMSpringBoneColliderHelper(collider);\n this.colliderHelperRoot.add(helper);\n helper.renderOrder = this.colliderHelperRoot.renderOrder;\n }\n return collider;\n }\n _importCapsuleCollider(destination, params) {\n const { offset, radius, tail } = params;\n const shape = new VRMSpringBoneColliderShapeCapsule({ offset, radius, tail });\n const collider = new VRMSpringBoneCollider(shape);\n destination.add(collider);\n if (this.colliderHelperRoot) {\n const helper = new VRMSpringBoneColliderHelper(collider);\n this.colliderHelperRoot.add(helper);\n helper.renderOrder = this.colliderHelperRoot.renderOrder;\n }\n return collider;\n }\n}\nVRMSpringBoneLoaderPlugin.EXTENSION_NAME = 'VRMC_springBone';\n\nclass VRMLoaderPlugin {\n get name() {\n return 'VRMLoaderPlugin';\n }\n constructor(parser, options) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;\n this.parser = parser;\n const helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n const autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n this.expressionPlugin = (_a = options === null || options === void 0 ? void 0 : options.expressionPlugin) !== null && _a !== void 0 ? _a : new VRMExpressionLoaderPlugin(parser);\n this.firstPersonPlugin = (_b = options === null || options === void 0 ? void 0 : options.firstPersonPlugin) !== null && _b !== void 0 ? _b : new VRMFirstPersonLoaderPlugin(parser);\n this.humanoidPlugin =\n (_c = options === null || options === void 0 ? void 0 : options.humanoidPlugin) !== null && _c !== void 0 ? _c : new VRMHumanoidLoaderPlugin(parser, {\n helperRoot,\n autoUpdateHumanBones,\n });\n this.lookAtPlugin = (_d = options === null || options === void 0 ? void 0 : options.lookAtPlugin) !== null && _d !== void 0 ? _d : new VRMLookAtLoaderPlugin(parser, { helperRoot });\n this.metaPlugin = (_e = options === null || options === void 0 ? void 0 : options.metaPlugin) !== null && _e !== void 0 ? _e : new VRMMetaLoaderPlugin(parser);\n this.mtoonMaterialPlugin = (_f = options === null || options === void 0 ? void 0 : options.mtoonMaterialPlugin) !== null && _f !== void 0 ? _f : new MToonMaterialLoaderPlugin(parser);\n this.materialsHDREmissiveMultiplierPlugin =\n (_g = options === null || options === void 0 ? void 0 : options.materialsHDREmissiveMultiplierPlugin) !== null && _g !== void 0 ? _g : new VRMMaterialsHDREmissiveMultiplierLoaderPlugin(parser);\n this.materialsV0CompatPlugin = (_h = options === null || options === void 0 ? void 0 : options.materialsV0CompatPlugin) !== null && _h !== void 0 ? _h : new VRMMaterialsV0CompatPlugin(parser);\n this.springBonePlugin =\n (_j = options === null || options === void 0 ? void 0 : options.springBonePlugin) !== null && _j !== void 0 ? _j : new VRMSpringBoneLoaderPlugin(parser, {\n colliderHelperRoot: helperRoot,\n jointHelperRoot: helperRoot,\n });\n this.nodeConstraintPlugin =\n (_k = options === null || options === void 0 ? void 0 : options.nodeConstraintPlugin) !== null && _k !== void 0 ? _k : new VRMNodeConstraintLoaderPlugin(parser, { helperRoot });\n }\n beforeRoot() {\n return __awaiter$5(this, void 0, void 0, function* () {\n yield this.materialsV0CompatPlugin.beforeRoot();\n yield this.mtoonMaterialPlugin.beforeRoot();\n });\n }\n loadMesh(meshIndex) {\n return __awaiter$5(this, void 0, void 0, function* () {\n return yield this.mtoonMaterialPlugin.loadMesh(meshIndex);\n });\n }\n getMaterialType(materialIndex) {\n const mtoonType = this.mtoonMaterialPlugin.getMaterialType(materialIndex);\n if (mtoonType != null) {\n return mtoonType;\n }\n return null;\n }\n extendMaterialParams(materialIndex, materialParams) {\n return __awaiter$5(this, void 0, void 0, function* () {\n yield this.materialsHDREmissiveMultiplierPlugin.extendMaterialParams(materialIndex, materialParams);\n yield this.mtoonMaterialPlugin.extendMaterialParams(materialIndex, materialParams);\n });\n }\n afterRoot(gltf) {\n return __awaiter$5(this, void 0, void 0, function* () {\n yield this.metaPlugin.afterRoot(gltf);\n yield this.humanoidPlugin.afterRoot(gltf);\n yield this.expressionPlugin.afterRoot(gltf);\n yield this.lookAtPlugin.afterRoot(gltf);\n yield this.firstPersonPlugin.afterRoot(gltf);\n yield this.springBonePlugin.afterRoot(gltf);\n yield this.nodeConstraintPlugin.afterRoot(gltf);\n yield this.mtoonMaterialPlugin.afterRoot(gltf);\n const meta = gltf.userData.vrmMeta;\n const humanoid = gltf.userData.vrmHumanoid;\n // meta and humanoid are required to be a VRM.\n // Don't create VRM if they are null\n if (meta && humanoid) {\n const vrm = new VRM({\n scene: gltf.scene,\n expressionManager: gltf.userData.vrmExpressionManager,\n firstPerson: gltf.userData.vrmFirstPerson,\n humanoid,\n lookAt: gltf.userData.vrmLookAt,\n meta,\n materials: gltf.userData.vrmMToonMaterials,\n springBoneManager: gltf.userData.vrmSpringBoneManager,\n nodeConstraintManager: gltf.userData.vrmNodeConstraintManager,\n });\n gltf.userData.vrm = vrm;\n }\n });\n }\n}\n\n// See: https://threejs.org/docs/#manual/en/introduction/How-to-dispose-of-objects\nfunction disposeMaterial(material) {\n Object.values(material).forEach((value) => {\n if (value === null || value === void 0 ? void 0 : value.isTexture) {\n const texture = value;\n texture.dispose();\n }\n });\n if (material.isShaderMaterial) {\n const uniforms = material.uniforms;\n if (uniforms) {\n Object.values(uniforms).forEach((uniform) => {\n const value = uniform.value;\n if (value === null || value === void 0 ? void 0 : value.isTexture) {\n const texture = value;\n texture.dispose();\n }\n });\n }\n }\n material.dispose();\n}\nfunction dispose(object3D) {\n const geometry = object3D.geometry;\n if (geometry) {\n geometry.dispose();\n }\n const skeleton = object3D.skeleton;\n if (skeleton) {\n skeleton.dispose();\n }\n const material = object3D.material;\n if (material) {\n if (Array.isArray(material)) {\n material.forEach((material) => disposeMaterial(material));\n }\n else if (material) {\n disposeMaterial(material);\n }\n }\n}\nfunction deepDispose(object3D) {\n object3D.traverse(dispose);\n}\n\n/**\n * Traverse given object and remove unnecessarily bound joints from every `THREE.SkinnedMesh`.\n * Some environments like mobile devices have a lower limit of bones and might be unable to perform mesh skinning, this function might resolve such an issue.\n * Also this function might greatly improve the performance of mesh skinning.\n *\n * @param root Root object that will be traversed\n */\nfunction removeUnnecessaryJoints(root) {\n // some meshes might share a same skinIndex attribute and this map prevents to convert the attribute twice\n const skeletonList = new Map();\n // Traverse an entire tree\n root.traverse((obj) => {\n if (obj.type !== 'SkinnedMesh') {\n return;\n }\n const mesh = obj;\n const geometry = mesh.geometry;\n const attribute = geometry.getAttribute('skinIndex');\n // look for existing skeleton\n let skeleton = skeletonList.get(attribute);\n if (!skeleton) {\n // generate reduced bone list\n const bones = []; // new list of bone\n const boneInverses = []; // new list of boneInverse\n const boneIndexMap = {}; // map of old bone index vs. new bone index\n // create a new bone map\n const array = attribute.array;\n for (let i = 0; i < array.length; i++) {\n const index = array[i];\n // new skinIndex buffer\n if (boneIndexMap[index] === undefined) {\n boneIndexMap[index] = bones.length;\n bones.push(mesh.skeleton.bones[index]);\n boneInverses.push(mesh.skeleton.boneInverses[index]);\n }\n array[i] = boneIndexMap[index];\n }\n // replace with new indices\n attribute.copyArray(array);\n attribute.needsUpdate = true;\n // replace with new indices\n skeleton = new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton(bones, boneInverses);\n skeletonList.set(attribute, skeleton);\n }\n mesh.bind(skeleton, new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4());\n // ^^^^^^^^^^^^^^^^^^^ transform of meshes should be ignored\n // See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n });\n}\n\n/**\n * Traverse given object and remove unnecessary vertices from every BufferGeometries.\n * This only processes buffer geometries with index buffer.\n *\n * Three.js creates morph textures for each geometries and it sometimes consumes unnecessary amount of VRAM for certain models.\n * This function will optimize geometries to reduce the size of morph texture.\n * See: https://github.com/mrdoob/three.js/issues/23095\n *\n * @param root Root object that will be traversed\n */\nfunction removeUnnecessaryVertices(root) {\n const geometryMap = new Map();\n // Traverse an entire tree\n root.traverse((obj) => {\n var _a, _b, _c, _d;\n if (!obj.isMesh) {\n return;\n }\n const mesh = obj;\n const geometry = mesh.geometry;\n // if the geometry does not have an index buffer it does not need to process\n const origianlIndex = geometry.index;\n if (origianlIndex == null) {\n return;\n }\n // skip already processed geometry\n const newGeometryAlreadyExisted = geometryMap.get(geometry);\n if (newGeometryAlreadyExisted != null) {\n mesh.geometry = newGeometryAlreadyExisted;\n return;\n }\n const newGeometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\n // copy various properties\n // Ref: https://github.com/mrdoob/three.js/blob/1a241ef10048770d56e06d6cd6a64c76cc720f95/src/core/BufferGeometry.js#L1011\n newGeometry.name = geometry.name;\n newGeometry.morphTargetsRelative = geometry.morphTargetsRelative;\n geometry.groups.forEach((group) => {\n newGeometry.addGroup(group.start, group.count, group.materialIndex);\n });\n newGeometry.boundingBox = (_b = (_a = geometry.boundingBox) === null || _a === void 0 ? void 0 : _a.clone()) !== null && _b !== void 0 ? _b : null;\n newGeometry.boundingSphere = (_d = (_c = geometry.boundingSphere) === null || _c === void 0 ? void 0 : _c.clone()) !== null && _d !== void 0 ? _d : null;\n newGeometry.setDrawRange(geometry.drawRange.start, geometry.drawRange.count);\n newGeometry.userData = geometry.userData;\n // set to geometryMap\n geometryMap.set(geometry, newGeometry);\n /** from original index to new index */\n const originalIndexNewIndexMap = [];\n /** from new index to original index */\n const newIndexOriginalIndexMap = [];\n // reorganize indices\n {\n const originalIndexArray = origianlIndex.array;\n const newIndexArray = new originalIndexArray.constructor(originalIndexArray.length);\n let indexHead = 0;\n for (let i = 0; i < originalIndexArray.length; i++) {\n const originalIndex = originalIndexArray[i];\n let newIndex = originalIndexNewIndexMap[originalIndex];\n if (newIndex == null) {\n originalIndexNewIndexMap[originalIndex] = indexHead;\n newIndexOriginalIndexMap[indexHead] = originalIndex;\n newIndex = indexHead;\n indexHead++;\n }\n newIndexArray[i] = newIndex;\n }\n newGeometry.setIndex(new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(newIndexArray, 1, false));\n }\n // reorganize attributes\n Object.keys(geometry.attributes).forEach((attributeName) => {\n const originalAttribute = geometry.attributes[attributeName];\n if (originalAttribute.isInterleavedBufferAttribute) {\n throw new Error('removeUnnecessaryVertices: InterleavedBufferAttribute is not supported');\n }\n const originalAttributeArray = originalAttribute.array;\n const { itemSize, normalized } = originalAttribute;\n const newAttributeArray = new originalAttributeArray.constructor(newIndexOriginalIndexMap.length * itemSize);\n newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n for (let j = 0; j < itemSize; j++) {\n newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n }\n });\n newGeometry.setAttribute(attributeName, new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(newAttributeArray, itemSize, normalized));\n });\n // reorganize morph attributes\n /** True if all morphs are zero. */\n let isNullMorph = true;\n Object.keys(geometry.morphAttributes).forEach((attributeName) => {\n newGeometry.morphAttributes[attributeName] = [];\n const morphs = geometry.morphAttributes[attributeName];\n for (let iMorph = 0; iMorph < morphs.length; iMorph++) {\n const originalAttribute = morphs[iMorph];\n if (originalAttribute.isInterleavedBufferAttribute) {\n throw new Error('removeUnnecessaryVertices: InterleavedBufferAttribute is not supported');\n }\n const originalAttributeArray = originalAttribute.array;\n const { itemSize, normalized } = originalAttribute;\n const newAttributeArray = new originalAttributeArray.constructor(newIndexOriginalIndexMap.length * itemSize);\n newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n for (let j = 0; j < itemSize; j++) {\n newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n }\n });\n isNullMorph = isNullMorph && newAttributeArray.every((v) => v === 0);\n newGeometry.morphAttributes[attributeName][iMorph] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(newAttributeArray, itemSize, normalized);\n }\n });\n // If all morphs are zero, just discard the morph attributes we've just made\n if (isNullMorph) {\n newGeometry.morphAttributes = {};\n }\n mesh.geometry = newGeometry;\n });\n Array.from(geometryMap.keys()).forEach((originalGeometry) => {\n originalGeometry.dispose();\n });\n}\n\n/**\n * If the given VRM is VRM0.0, rotate the `vrm.scene` by 180 degrees around the Y axis.\n *\n * @param vrm The target VRM\n */\nfunction rotateVRM0(vrm) {\n var _a;\n if (((_a = vrm.meta) === null || _a === void 0 ? void 0 : _a.metaVersion) === '0') {\n vrm.scene.rotation.y = Math.PI;\n }\n}\n\nclass VRMUtils {\n constructor() {\n // this class is not meant to be instantiated\n }\n}\nVRMUtils.deepDispose = deepDispose;\nVRMUtils.removeUnnecessaryJoints = removeUnnecessaryJoints;\nVRMUtils.removeUnnecessaryVertices = removeUnnecessaryVertices;\nVRMUtils.rotateVRM0 = rotateVRM0;\n\n\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"three-vrm.module.js","sources":["../../three-vrm-core/lib/three-vrm-core.module.js","../src/VRM.ts","../../../node_modules/tslib/tslib.es6.js","../../three-vrm-materials-mtoon/lib/three-vrm-materials-mtoon.module.js","../../three-vrm-materials-hdr-emissive-multiplier/lib/three-vrm-materials-hdr-emissive-multiplier.module.js","../../three-vrm-materials-v0compat/lib/three-vrm-materials-v0compat.module.js","../../three-vrm-node-constraint/lib/three-vrm-node-constraint.module.js","../../three-vrm-springbone/lib/three-vrm-springbone.module.js","../src/VRMLoaderPlugin.ts","../src/VRMUtils/deepDispose.ts","../src/VRMUtils/removeUnnecessaryJoints.ts","../src/VRMUtils/removeUnnecessaryVertices.ts","../src/VRMUtils/rotateVRM0.ts","../src/VRMUtils/index.ts"],"sourcesContent":["/*!\n * @pixiv/three-vrm-core v2.1.1\n * The implementation of core features of VRM, for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-core is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\nimport * as THREE from 'three';\n\n// animationMixer の監視対象は、Scene の中に入っている必要がある。\n// そのため、表示オブジェクトではないけれど、Object3D を継承して Scene に投入できるようにする。\nclass VRMExpression extends THREE.Object3D {\n    /**\n     * A value represents how much it should override blink expressions.\n     * `0.0` == no override at all, `1.0` == completely block the expressions.\n     */\n    get overrideBlinkAmount() {\n        if (this.overrideBlink === 'block') {\n            return 0.0 < this.weight ? 1.0 : 0.0;\n        }\n        else if (this.overrideBlink === 'blend') {\n            return this.weight;\n        }\n        else {\n            return 0.0;\n        }\n    }\n    /**\n     * A value represents how much it should override lookAt expressions.\n     * `0.0` == no override at all, `1.0` == completely block the expressions.\n     */\n    get overrideLookAtAmount() {\n        if (this.overrideLookAt === 'block') {\n            return 0.0 < this.weight ? 1.0 : 0.0;\n        }\n        else if (this.overrideLookAt === 'blend') {\n            return this.weight;\n        }\n        else {\n            return 0.0;\n        }\n    }\n    /**\n     * A value represents how much it should override mouth expressions.\n     * `0.0` == no override at all, `1.0` == completely block the expressions.\n     */\n    get overrideMouthAmount() {\n        if (this.overrideMouth === 'block') {\n            return 0.0 < this.weight ? 1.0 : 0.0;\n        }\n        else if (this.overrideMouth === 'blend') {\n            return this.weight;\n        }\n        else {\n            return 0.0;\n        }\n    }\n    constructor(expressionName) {\n        super();\n        /**\n         * The current weight of the expression.\n         */\n        this.weight = 0.0;\n        /**\n         * Interpret values greater than 0.5 as 1.0, ortherwise 0.0.\n         */\n        this.isBinary = false;\n        /**\n         * Specify how the expression overrides blink expressions.\n         */\n        this.overrideBlink = 'none';\n        /**\n         * Specify how the expression overrides lookAt expressions.\n         */\n        this.overrideLookAt = 'none';\n        /**\n         * Specify how the expression overrides mouth expressions.\n         */\n        this.overrideMouth = 'none';\n        this._binds = [];\n        this.name = `VRMExpression_${expressionName}`;\n        this.expressionName = expressionName;\n        // traverse 時の救済手段として Object3D ではないことを明示しておく\n        this.type = 'VRMExpression';\n        // 表示目的のオブジェクトではないので、負荷軽減のために visible を false にしておく。\n        // これにより、このインスタンスに対する毎フレームの matrix 自動計算を省略できる。\n        this.visible = false;\n    }\n    addBind(bind) {\n        this._binds.push(bind);\n    }\n    /**\n     * Apply weight to every assigned blend shapes.\n     * Should be called every frame.\n     */\n    applyWeight(options) {\n        var _a;\n        let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n        actualWeight *= (_a = options === null || options === void 0 ? void 0 : options.multiplier) !== null && _a !== void 0 ? _a : 1.0;\n        this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n    }\n    /**\n     * Clear previously assigned blend shapes.\n     */\n    clearAppliedWeight() {\n        this._binds.forEach((bind) => bind.clearAppliedWeight());\n    }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction extractPrimitivesInternal(gltf, nodeIndex, node) {\n    var _a, _b;\n    const json = gltf.parser.json;\n    /**\n     * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n     *\n     * \"*\" indicates that those meshes should be listed up using this function\n     *\n     * ### A node with a (mesh, a signle primitive)\n     *\n     * - `THREE.Mesh`: The only primitive of the mesh *\n     *\n     * ### A node with a (mesh, multiple primitives)\n     *\n     * - `THREE.Group`: The root of the mesh\n     *   - `THREE.Mesh`: A primitive of the mesh *\n     *   - `THREE.Mesh`: A primitive of the mesh (2) *\n     *\n     * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n     *\n     * - `THREE.Group`: The root of the mesh\n     *   - `THREE.Mesh`: A primitive of the mesh *\n     *   - `THREE.Mesh`: A primitive of the mesh (2) *\n     *   - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n     *\n     * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n     *\n     * - `THREE.Group`: The root of the mesh\n     *   - `THREE.Mesh`: A primitive of the mesh *\n     *   - `THREE.Mesh`: A primitive of the mesh (2) *\n     *   - `THREE.Group`: The root of a MESH OF THE CHILD\n     *     - `THREE.Mesh`: A primitive of the mesh of the child\n     *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n     *\n     * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n     *\n     * - `THREE.Bone`: The root of the node, as a bone\n     *   - `THREE.Group`: The root of the mesh\n     *     - `THREE.Mesh`: A primitive of the mesh *\n     *     - `THREE.Mesh`: A primitive of the mesh (2) *\n     *\n     * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n     *\n     * - `THREE.Bone`: The root of the node, as a bone\n     *   - `THREE.Group`: The root of the mesh\n     *     - `THREE.Mesh`: A primitive of the mesh *\n     *     - `THREE.Mesh`: A primitive of the mesh (2) *\n     *   - `THREE.Group`: The root of a MESH OF THE CHILD\n     *     - `THREE.Mesh`: A primitive of the mesh of the child\n     *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n     *\n     * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n     */\n    // Make sure that the node has a mesh\n    const schemaNode = (_a = json.nodes) === null || _a === void 0 ? void 0 : _a[nodeIndex];\n    if (schemaNode == null) {\n        console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n        return null;\n    }\n    const meshIndex = schemaNode.mesh;\n    if (meshIndex == null) {\n        return null;\n    }\n    // How many primitives the mesh has?\n    const schemaMesh = (_b = json.meshes) === null || _b === void 0 ? void 0 : _b[meshIndex];\n    if (schemaMesh == null) {\n        console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n        return null;\n    }\n    const primitiveCount = schemaMesh.primitives.length;\n    // Traverse the node and take first (primitiveCount) meshes\n    const primitives = [];\n    node.traverse((object) => {\n        if (primitives.length < primitiveCount) {\n            if (object.isMesh) {\n                primitives.push(object);\n            }\n        }\n    });\n    return primitives;\n}\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nfunction gltfExtractPrimitivesFromNode(gltf, nodeIndex) {\n    return __awaiter(this, void 0, void 0, function* () {\n        const node = yield gltf.parser.getDependency('node', nodeIndex);\n        return extractPrimitivesInternal(gltf, nodeIndex, node);\n    });\n}\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nfunction gltfExtractPrimitivesFromNodes(gltf) {\n    return __awaiter(this, void 0, void 0, function* () {\n        const nodes = yield gltf.parser.getDependencies('node');\n        const map = new Map();\n        nodes.forEach((node, index) => {\n            const result = extractPrimitivesInternal(gltf, index, node);\n            if (result != null) {\n                map.set(index, result);\n            }\n        });\n        return map;\n    });\n}\n\n/**\n * Get a material definition index of glTF from associated material.\n * It's basically a comat code between Three.js r133 or above and previous versions.\n * @param parser GLTFParser\n * @param material A material of gltf\n * @returns Material definition index of glTF\n */\nfunction gltfGetAssociatedMaterialIndex(parser, material) {\n    var _a, _b;\n    const threeRevision = parseInt(THREE.REVISION, 10);\n    let index = null;\n    if (threeRevision >= 133) {\n        index = (_b = (_a = parser.associations.get(material)) === null || _a === void 0 ? void 0 : _a.materials) !== null && _b !== void 0 ? _b : null;\n    }\n    else {\n        const associations = parser.associations;\n        const reference = associations.get(material);\n        if ((reference === null || reference === void 0 ? void 0 : reference.type) === 'materials') {\n            index = reference.index;\n        }\n    }\n    return index;\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionPresetName = {\n    Aa: 'aa',\n    Ih: 'ih',\n    Ou: 'ou',\n    Ee: 'ee',\n    Oh: 'oh',\n    Blink: 'blink',\n    Happy: 'happy',\n    Angry: 'angry',\n    Sad: 'sad',\n    Relaxed: 'relaxed',\n    LookUp: 'lookUp',\n    Surprised: 'surprised',\n    LookDown: 'lookDown',\n    LookLeft: 'lookLeft',\n    LookRight: 'lookRight',\n    BlinkLeft: 'blinkLeft',\n    BlinkRight: 'blinkRight',\n    Neutral: 'neutral',\n};\n\n/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nfunction saturate(value) {\n    return Math.max(Math.min(value, 1.0), 0.0);\n}\n\nclass VRMExpressionManager {\n    get expressions() {\n        return this._expressions.concat();\n    }\n    get expressionMap() {\n        return Object.assign({}, this._expressionMap);\n    }\n    /**\n     * A map from name to expression, but excluding custom expressions.\n     */\n    get presetExpressionMap() {\n        const result = {};\n        const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n        Object.entries(this._expressionMap).forEach(([name, expression]) => {\n            if (presetNameSet.has(name)) {\n                result[name] = expression;\n            }\n        });\n        return result;\n    }\n    /**\n     * A map from name to expression, but excluding preset expressions.\n     */\n    get customExpressionMap() {\n        const result = {};\n        const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n        Object.entries(this._expressionMap).forEach(([name, expression]) => {\n            if (!presetNameSet.has(name)) {\n                result[name] = expression;\n            }\n        });\n        return result;\n    }\n    /**\n     * Create a new {@link VRMExpressionManager}.\n     */\n    constructor() {\n        /**\n         * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n         */\n        this.blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n        /**\n         * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n         */\n        this.lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n        /**\n         * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n         */\n        this.mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n        /**\n         * A set of {@link VRMExpression}.\n         * When you want to register expressions, use {@link registerExpression}\n         */\n        this._expressions = [];\n        /**\n         * A map from name to expression.\n         */\n        this._expressionMap = {};\n        // do nothing\n    }\n    /**\n     * Copy the given {@link VRMExpressionManager} into this one.\n     * @param source The {@link VRMExpressionManager} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        // first unregister all the expression it has\n        const expressions = this._expressions.concat();\n        expressions.forEach((expression) => {\n            this.unregisterExpression(expression);\n        });\n        // then register all the expression of the source\n        source._expressions.forEach((expression) => {\n            this.registerExpression(expression);\n        });\n        // copy remaining members\n        this.blinkExpressionNames = source.blinkExpressionNames.concat();\n        this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n        this.mouthExpressionNames = source.mouthExpressionNames.concat();\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMExpressionManager}.\n     * @returns Copied {@link VRMExpressionManager}\n     */\n    clone() {\n        return new VRMExpressionManager().copy(this);\n    }\n    /**\n     * Return a registered expression.\n     * If it cannot find an expression, it will return `null` instead.\n     *\n     * @param name Name or preset name of the expression\n     */\n    getExpression(name) {\n        var _a;\n        return (_a = this._expressionMap[name]) !== null && _a !== void 0 ? _a : null;\n    }\n    /**\n     * Register an expression.\n     *\n     * @param expression {@link VRMExpression} that describes the expression\n     */\n    registerExpression(expression) {\n        this._expressions.push(expression);\n        this._expressionMap[expression.expressionName] = expression;\n    }\n    /**\n     * Unregister an expression.\n     *\n     * @param expression The expression you want to unregister\n     */\n    unregisterExpression(expression) {\n        const index = this._expressions.indexOf(expression);\n        if (index === -1) {\n            console.warn('VRMExpressionManager: The specified expressions is not registered');\n        }\n        this._expressions.splice(index, 1);\n        delete this._expressionMap[expression.expressionName];\n    }\n    /**\n     * Get the current weight of the specified expression.\n     * If it doesn't have an expression of given name, it will return `null` instead.\n     *\n     * @param name Name of the expression\n     */\n    getValue(name) {\n        var _a;\n        const expression = this.getExpression(name);\n        return (_a = expression === null || expression === void 0 ? void 0 : expression.weight) !== null && _a !== void 0 ? _a : null;\n    }\n    /**\n     * Set a weight to the specified expression.\n     *\n     * @param name Name of the expression\n     * @param weight Weight\n     */\n    setValue(name, weight) {\n        const expression = this.getExpression(name);\n        if (expression) {\n            expression.weight = saturate(weight);\n        }\n    }\n    /**\n     * Get a track name of specified expression.\n     * This track name is needed to manipulate its expression via keyframe animations.\n     *\n     * @example Manipulate an expression using keyframe animation\n     * ```js\n     * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n     * const track = new THREE.NumberKeyframeTrack(\n     *   name,\n     *   [ 0.0, 0.5, 1.0 ], // times\n     *   [ 0.0, 1.0, 0.0 ] // values\n     * );\n     *\n     * const clip = new THREE.AnimationClip(\n     *   'blink', // name\n     *   1.0, // duration\n     *   [ track ] // tracks\n     * );\n     *\n     * const mixer = new THREE.AnimationMixer( vrm.scene );\n     * const action = mixer.clipAction( clip );\n     * action.play();\n     * ```\n     *\n     * @param name Name of the expression\n     */\n    getExpressionTrackName(name) {\n        const expression = this.getExpression(name);\n        return expression ? `${expression.name}.weight` : null;\n    }\n    /**\n     * Update every expressions.\n     */\n    update() {\n        // see how much we should override certain expressions\n        const weightMultipliers = this._calculateWeightMultipliers();\n        // reset expression binds first\n        this._expressions.forEach((expression) => {\n            expression.clearAppliedWeight();\n        });\n        // then apply binds\n        this._expressions.forEach((expression) => {\n            let multiplier = 1.0;\n            const name = expression.expressionName;\n            if (this.blinkExpressionNames.indexOf(name) !== -1) {\n                multiplier *= weightMultipliers.blink;\n            }\n            if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n                multiplier *= weightMultipliers.lookAt;\n            }\n            if (this.mouthExpressionNames.indexOf(name) !== -1) {\n                multiplier *= weightMultipliers.mouth;\n            }\n            expression.applyWeight({ multiplier });\n        });\n    }\n    /**\n     * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n     */\n    _calculateWeightMultipliers() {\n        let blink = 1.0;\n        let lookAt = 1.0;\n        let mouth = 1.0;\n        this._expressions.forEach((expression) => {\n            blink -= expression.overrideBlinkAmount;\n            lookAt -= expression.overrideLookAtAmount;\n            mouth -= expression.overrideMouthAmount;\n        });\n        blink = Math.max(0.0, blink);\n        lookAt = Math.max(0.0, lookAt);\n        mouth = Math.max(0.0, mouth);\n        return { blink, lookAt, mouth };\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionMaterialColorType = {\n    Color: 'color',\n    EmissionColor: 'emissionColor',\n    ShadeColor: 'shadeColor',\n    MatcapColor: 'matcapColor',\n    RimColor: 'rimColor',\n    OutlineColor: 'outlineColor',\n};\nconst v0ExpressionMaterialColorMap = {\n    _Color: VRMExpressionMaterialColorType.Color,\n    _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n    _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n    _RimColor: VRMExpressionMaterialColorType.RimColor,\n    _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n\nconst _color = new THREE.Color();\n/**\n * A bind of expression influences to a material color.\n */\nclass VRMExpressionMaterialColorBind {\n    constructor({ material, type, targetValue, targetAlpha, }) {\n        this.material = material;\n        this.type = type;\n        this.targetValue = targetValue;\n        this.targetAlpha = targetAlpha !== null && targetAlpha !== void 0 ? targetAlpha : 1.0;\n        // init bind state\n        const color = this._initColorBindState();\n        const alpha = this._initAlphaBindState();\n        this._state = { color, alpha };\n    }\n    applyWeight(weight) {\n        const { color, alpha } = this._state;\n        if (color != null) {\n            const { propertyName, deltaValue } = color;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                target.add(_color.copy(deltaValue).multiplyScalar(weight));\n            }\n        }\n        if (alpha != null) {\n            const { propertyName, deltaValue } = alpha;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                this.material[propertyName] += deltaValue * weight;\n            }\n        }\n    }\n    clearAppliedWeight() {\n        const { color, alpha } = this._state;\n        if (color != null) {\n            const { propertyName, initialValue } = color;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                target.copy(initialValue);\n            }\n        }\n        if (alpha != null) {\n            const { propertyName, initialValue } = alpha;\n            const target = this.material[propertyName];\n            if (target != undefined) {\n                this.material[propertyName] = initialValue;\n            }\n        }\n    }\n    _initColorBindState() {\n        var _a, _b, _c;\n        const { material, type, targetValue } = this;\n        const propertyNameMap = this._getPropertyNameMap();\n        const propertyName = (_b = (_a = propertyNameMap === null || propertyNameMap === void 0 ? void 0 : propertyNameMap[type]) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : null;\n        if (propertyName == null) {\n            console.warn(`Tried to add a material color bind to the material ${(_c = material.name) !== null && _c !== void 0 ? _c : '(no name)'}, the type ${type} but the material or the type is not supported.`);\n            return null;\n        }\n        const target = material[propertyName];\n        const initialValue = target.clone();\n        // 負の値を保持するためにColor.subを使わずに差分を計算する\n        const deltaValue = new THREE.Color(targetValue.r - initialValue.r, targetValue.g - initialValue.g, targetValue.b - initialValue.b);\n        return { propertyName, initialValue, deltaValue };\n    }\n    _initAlphaBindState() {\n        var _a, _b, _c;\n        const { material, type, targetAlpha } = this;\n        const propertyNameMap = this._getPropertyNameMap();\n        const propertyName = (_b = (_a = propertyNameMap === null || propertyNameMap === void 0 ? void 0 : propertyNameMap[type]) === null || _a === void 0 ? void 0 : _a[1]) !== null && _b !== void 0 ? _b : null;\n        if (propertyName == null && targetAlpha !== 1.0) {\n            console.warn(`Tried to add a material alpha bind to the material ${(_c = material.name) !== null && _c !== void 0 ? _c : '(no name)'}, the type ${type} but the material or the type does not support alpha.`);\n            return null;\n        }\n        if (propertyName == null) {\n            return null;\n        }\n        const initialValue = material[propertyName];\n        const deltaValue = targetAlpha - initialValue;\n        return { propertyName, initialValue, deltaValue };\n    }\n    _getPropertyNameMap() {\n        var _a, _b;\n        return ((_b = (_a = Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n            return this.material[distinguisher] === true;\n        })) === null || _a === void 0 ? void 0 : _a[1]) !== null && _b !== void 0 ? _b : null);\n    }\n}\n/**\n * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n * The first element stands for color channels, the second element stands for the alpha channel.\n * The second element can be null if the target property doesn't exist.\n */\n// TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n// See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\nVRMExpressionMaterialColorBind._propertyNameMapMap = {\n    isMeshStandardMaterial: {\n        color: ['color', 'opacity'],\n        emissionColor: ['emissive', null],\n    },\n    isMeshBasicMaterial: {\n        color: ['color', 'opacity'],\n    },\n    isMToonMaterial: {\n        color: ['color', 'opacity'],\n        emissionColor: ['emissive', null],\n        outlineColor: ['outlineColorFactor', null],\n        matcapColor: ['matcapFactor', null],\n        rimColor: ['parametricRimColorFactor', null],\n        shadeColor: ['shadeColorFactor', null],\n    },\n};\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nclass VRMExpressionMorphTargetBind {\n    constructor({ primitives, index, weight, }) {\n        this.primitives = primitives;\n        this.index = index;\n        this.weight = weight;\n    }\n    applyWeight(weight) {\n        this.primitives.forEach((mesh) => {\n            var _a;\n            if (((_a = mesh.morphTargetInfluences) === null || _a === void 0 ? void 0 : _a[this.index]) != null) {\n                mesh.morphTargetInfluences[this.index] += this.weight * weight;\n            }\n        });\n    }\n    clearAppliedWeight() {\n        this.primitives.forEach((mesh) => {\n            var _a;\n            if (((_a = mesh.morphTargetInfluences) === null || _a === void 0 ? void 0 : _a[this.index]) != null) {\n                mesh.morphTargetInfluences[this.index] = 0.0;\n            }\n        });\n    }\n}\n\nconst _v2 = new THREE.Vector2();\n/**\n * A bind of expression influences to texture transforms.\n */\nclass VRMExpressionTextureTransformBind {\n    constructor({ material, scale, offset, }) {\n        var _a, _b;\n        this.material = material;\n        this.scale = scale;\n        this.offset = offset;\n        const propertyNames = (_a = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(([distinguisher]) => {\n            return material[distinguisher] === true;\n        })) === null || _a === void 0 ? void 0 : _a[1];\n        if (propertyNames == null) {\n            console.warn(`Tried to add a texture transform bind to the material ${(_b = material.name) !== null && _b !== void 0 ? _b : '(no name)'} but the material is not supported.`);\n            this._properties = [];\n        }\n        else {\n            this._properties = [];\n            propertyNames.forEach((propertyName) => {\n                var _a;\n                const texture = (_a = material[propertyName]) === null || _a === void 0 ? void 0 : _a.clone();\n                if (!texture) {\n                    return null;\n                }\n                material[propertyName] = texture; // because the texture is cloned\n                const initialOffset = texture.offset.clone();\n                const initialScale = texture.repeat.clone();\n                const deltaOffset = offset.clone().sub(initialOffset);\n                const deltaScale = scale.clone().sub(initialScale);\n                this._properties.push({\n                    name: propertyName,\n                    initialOffset,\n                    deltaOffset,\n                    initialScale,\n                    deltaScale,\n                });\n            });\n        }\n    }\n    applyWeight(weight) {\n        this._properties.forEach((property) => {\n            const target = this.material[property.name];\n            if (target === undefined) {\n                return;\n            } // TODO: we should kick this at `addMaterialValue`\n            target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n            target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n        });\n    }\n    clearAppliedWeight() {\n        this._properties.forEach((property) => {\n            const target = this.material[property.name];\n            if (target === undefined) {\n                return;\n            } // TODO: we should kick this at `addMaterialValue`\n            target.offset.copy(property.initialOffset);\n            target.repeat.copy(property.initialScale);\n        });\n    }\n}\nVRMExpressionTextureTransformBind._propertyNamesMap = {\n    isMeshStandardMaterial: [\n        'map',\n        'emissiveMap',\n        'bumpMap',\n        'normalMap',\n        'displacementMap',\n        'roughnessMap',\n        'metalnessMap',\n        'alphaMap',\n    ],\n    isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n    isMToonMaterial: [\n        'map',\n        'normalMap',\n        'emissiveMap',\n        'shadeMultiplyTexture',\n        'rimMultiplyTexture',\n        'outlineWidthMultiplyTexture',\n        'uvAnimationMaskTexture',\n    ],\n};\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$4 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nclass VRMExpressionLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMExpressionLoaderPlugin';\n    }\n    constructor(parser) {\n        this.parser = parser;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmExpressionManager = yield this._import(gltf);\n        });\n    }\n    /**\n     * Import a {@link VRMExpressionManager} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     */\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$4.has(specVersion)) {\n                console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaExpressions = extension.expressions;\n            if (!schemaExpressions) {\n                return null;\n            }\n            // list expressions\n            const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n            const nameSchemaExpressionMap = new Map();\n            if (schemaExpressions.preset != null) {\n                Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n                    if (schemaExpression == null) {\n                        return;\n                    } // typescript\n                    if (!presetNameSet.has(name)) {\n                        console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n                        return;\n                    }\n                    nameSchemaExpressionMap.set(name, schemaExpression);\n                });\n            }\n            if (schemaExpressions.custom != null) {\n                Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n                    if (presetNameSet.has(name)) {\n                        console.warn(`VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`);\n                        return;\n                    }\n                    nameSchemaExpressionMap.set(name, schemaExpression);\n                });\n            }\n            // prepare manager\n            const manager = new VRMExpressionManager();\n            // load expressions\n            yield Promise.all(Array.from(nameSchemaExpressionMap.entries()).map(([name, schemaExpression]) => __awaiter(this, void 0, void 0, function* () {\n                var _c, _d, _e, _f, _g, _h, _j;\n                const expression = new VRMExpression(name);\n                gltf.scene.add(expression);\n                expression.isBinary = (_c = schemaExpression.isBinary) !== null && _c !== void 0 ? _c : false;\n                expression.overrideBlink = (_d = schemaExpression.overrideBlink) !== null && _d !== void 0 ? _d : 'none';\n                expression.overrideLookAt = (_e = schemaExpression.overrideLookAt) !== null && _e !== void 0 ? _e : 'none';\n                expression.overrideMouth = (_f = schemaExpression.overrideMouth) !== null && _f !== void 0 ? _f : 'none';\n                (_g = schemaExpression.morphTargetBinds) === null || _g === void 0 ? void 0 : _g.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                    var _k;\n                    if (bind.node === undefined || bind.index === undefined) {\n                        return;\n                    }\n                    const primitives = (yield gltfExtractPrimitivesFromNode(gltf, bind.node));\n                    const morphTargetIndex = bind.index;\n                    // check if the mesh has the target morph target\n                    if (!primitives.every((primitive) => Array.isArray(primitive.morphTargetInfluences) &&\n                        morphTargetIndex < primitive.morphTargetInfluences.length)) {\n                        console.warn(`VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`);\n                        return;\n                    }\n                    expression.addBind(new VRMExpressionMorphTargetBind({\n                        primitives,\n                        index: morphTargetIndex,\n                        weight: (_k = bind.weight) !== null && _k !== void 0 ? _k : 1.0,\n                    }));\n                }));\n                if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n                    // list up every material in `gltf.scene`\n                    const gltfMaterials = [];\n                    gltf.scene.traverse((object) => {\n                        const material = object.material;\n                        if (material) {\n                            gltfMaterials.push(material);\n                        }\n                    });\n                    (_h = schemaExpression.materialColorBinds) === null || _h === void 0 ? void 0 : _h.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                        const materials = gltfMaterials.filter((material) => {\n                            const materialIndex = gltfGetAssociatedMaterialIndex(this.parser, material);\n                            return bind.material === materialIndex;\n                        });\n                        materials.forEach((material) => {\n                            expression.addBind(new VRMExpressionMaterialColorBind({\n                                material,\n                                type: bind.type,\n                                targetValue: new THREE.Color().fromArray(bind.targetValue),\n                                targetAlpha: bind.targetValue[3],\n                            }));\n                        });\n                    }));\n                    (_j = schemaExpression.textureTransformBinds) === null || _j === void 0 ? void 0 : _j.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                        const materials = gltfMaterials.filter((material) => {\n                            const materialIndex = gltfGetAssociatedMaterialIndex(this.parser, material);\n                            return bind.material === materialIndex;\n                        });\n                        materials.forEach((material) => {\n                            var _a, _b;\n                            expression.addBind(new VRMExpressionTextureTransformBind({\n                                material,\n                                offset: new THREE.Vector2().fromArray((_a = bind.offset) !== null && _a !== void 0 ? _a : [0.0, 0.0]),\n                                scale: new THREE.Vector2().fromArray((_b = bind.scale) !== null && _b !== void 0 ? _b : [1.0, 1.0]),\n                            }));\n                        });\n                    }));\n                }\n                manager.registerExpression(expression);\n            })));\n            return manager;\n        });\n    }\n    _v0Import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaBlendShape = vrmExt.blendShapeMaster;\n            if (!schemaBlendShape) {\n                return null;\n            }\n            const manager = new VRMExpressionManager();\n            const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n            if (!schemaBlendShapeGroups) {\n                return manager;\n            }\n            const blendShapeNameSet = new Set();\n            yield Promise.all(schemaBlendShapeGroups.map((schemaGroup) => __awaiter(this, void 0, void 0, function* () {\n                var _b;\n                const v0PresetName = schemaGroup.presetName;\n                const v1PresetName = (v0PresetName != null && VRMExpressionLoaderPlugin.v0v1PresetNameMap[v0PresetName]) || null;\n                const name = v1PresetName !== null && v1PresetName !== void 0 ? v1PresetName : schemaGroup.name;\n                if (name == null) {\n                    console.warn('VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression');\n                    return;\n                }\n                // duplication check\n                if (blendShapeNameSet.has(name)) {\n                    console.warn(`VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`);\n                    return;\n                }\n                blendShapeNameSet.add(name);\n                const expression = new VRMExpression(name);\n                gltf.scene.add(expression);\n                expression.isBinary = (_b = schemaGroup.isBinary) !== null && _b !== void 0 ? _b : false;\n                // v0 doesn't have ignore properties\n                // Bind morphTarget\n                if (schemaGroup.binds) {\n                    schemaGroup.binds.forEach((bind) => __awaiter(this, void 0, void 0, function* () {\n                        var _c;\n                        if (bind.mesh === undefined || bind.index === undefined) {\n                            return;\n                        }\n                        const nodesUsingMesh = [];\n                        (_c = json.nodes) === null || _c === void 0 ? void 0 : _c.forEach((node, i) => {\n                            if (node.mesh === bind.mesh) {\n                                nodesUsingMesh.push(i);\n                            }\n                        });\n                        const morphTargetIndex = bind.index;\n                        yield Promise.all(nodesUsingMesh.map((nodeIndex) => __awaiter(this, void 0, void 0, function* () {\n                            var _d;\n                            const primitives = (yield gltfExtractPrimitivesFromNode(gltf, nodeIndex));\n                            // check if the mesh has the target morph target\n                            if (!primitives.every((primitive) => Array.isArray(primitive.morphTargetInfluences) &&\n                                morphTargetIndex < primitive.morphTargetInfluences.length)) {\n                                console.warn(`VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`);\n                                return;\n                            }\n                            expression.addBind(new VRMExpressionMorphTargetBind({\n                                primitives,\n                                index: morphTargetIndex,\n                                weight: 0.01 * ((_d = bind.weight) !== null && _d !== void 0 ? _d : 100), // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n                            }));\n                        })));\n                    }));\n                }\n                // Bind MaterialColor and TextureTransform\n                const materialValues = schemaGroup.materialValues;\n                if (materialValues && materialValues.length !== 0) {\n                    materialValues.forEach((materialValue) => {\n                        if (materialValue.materialName === undefined ||\n                            materialValue.propertyName === undefined ||\n                            materialValue.targetValue === undefined) {\n                            return;\n                        }\n                        /**\n                         * アバターのオブジェクトに設定されているマテリアルの内から\n                         * materialValueで指定されているマテリアルを集める。\n                         *\n                         * 特定には名前を使用する。\n                         * アウトライン描画用のマテリアルも同時に集める。\n                         */\n                        const materials = [];\n                        gltf.scene.traverse((object) => {\n                            if (object.material) {\n                                const material = object.material;\n                                if (Array.isArray(material)) {\n                                    materials.push(...material.filter((mtl) => (mtl.name === materialValue.materialName ||\n                                        mtl.name === materialValue.materialName + ' (Outline)') &&\n                                        materials.indexOf(mtl) === -1));\n                                }\n                                else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n                                    materials.push(material);\n                                }\n                            }\n                        });\n                        const materialPropertyName = materialValue.propertyName;\n                        materials.forEach((material) => {\n                            // TextureTransformBind\n                            if (materialPropertyName === '_MainTex_ST') {\n                                const scale = new THREE.Vector2(materialValue.targetValue[0], materialValue.targetValue[1]);\n                                const offset = new THREE.Vector2(materialValue.targetValue[2], materialValue.targetValue[3]);\n                                offset.y = 1.0 - offset.y - scale.y;\n                                expression.addBind(new VRMExpressionTextureTransformBind({\n                                    material,\n                                    scale,\n                                    offset,\n                                }));\n                                return;\n                            }\n                            // MaterialColorBind\n                            const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n                            if (materialColorType) {\n                                expression.addBind(new VRMExpressionMaterialColorBind({\n                                    material,\n                                    type: materialColorType,\n                                    targetValue: new THREE.Color().fromArray(materialValue.targetValue),\n                                    targetAlpha: materialValue.targetValue[3],\n                                }));\n                                return;\n                            }\n                            console.warn(materialPropertyName + ' is not supported');\n                        });\n                    });\n                }\n                manager.registerExpression(expression);\n            })));\n            return manager;\n        });\n    }\n}\nVRMExpressionLoaderPlugin.v0v1PresetNameMap = {\n    a: 'aa',\n    e: 'ee',\n    i: 'ih',\n    o: 'oh',\n    u: 'ou',\n    blink: 'blink',\n    joy: 'happy',\n    angry: 'angry',\n    sorrow: 'sad',\n    fun: 'relaxed',\n    lookup: 'lookUp',\n    lookdown: 'lookDown',\n    lookleft: 'lookLeft',\n    lookright: 'lookRight',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_l: 'blinkLeft',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_r: 'blinkRight',\n    neutral: 'neutral',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMExpressionOverrideType = {\n    None: 'none',\n    Block: 'block',\n    Blend: 'blend',\n};\n\nclass VRMFirstPerson {\n    /**\n     * Create a new VRMFirstPerson object.\n     *\n     * @param humanoid A {@link VRMHumanoid}\n     * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n     */\n    constructor(humanoid, meshAnnotations) {\n        this._firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n        this._thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n        this._initializedLayers = false;\n        this.humanoid = humanoid;\n        this.meshAnnotations = meshAnnotations;\n    }\n    /**\n     * Copy the given {@link VRMFirstPerson} into this one.\n     * {@link humanoid} must be same as the source one.\n     * @param source The {@link VRMFirstPerson} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        if (this.humanoid !== source.humanoid) {\n            throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n        }\n        this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n            meshes: annotation.meshes.concat(),\n            type: annotation.type,\n        }));\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMFirstPerson}.\n     * @returns Copied {@link VRMFirstPerson}\n     */\n    clone() {\n        return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n    }\n    /**\n     * A camera layer represents `FirstPersonOnly` layer.\n     * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n     *\n     * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n     *\n     * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n     * @see https://threejs.org/docs/#api/en/core/Layers\n     */\n    get firstPersonOnlyLayer() {\n        return this._firstPersonOnlyLayer;\n    }\n    /**\n     * A camera layer represents `ThirdPersonOnly` layer.\n     * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n     *\n     * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n     *\n     * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n     * @see https://threejs.org/docs/#api/en/core/Layers\n     */\n    get thirdPersonOnlyLayer() {\n        return this._thirdPersonOnlyLayer;\n    }\n    /**\n     * In this method, it assigns layers for every meshes based on mesh annotations.\n     * You must call this method first before you use the layer feature.\n     *\n     * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n     *\n     * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n     * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n     * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n     *\n     * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n     */\n    setup({ firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER, thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER, } = {}) {\n        if (this._initializedLayers) {\n            return;\n        }\n        this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n        this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n        this.meshAnnotations.forEach((item) => {\n            item.meshes.forEach((mesh) => {\n                if (item.type === 'firstPersonOnly') {\n                    mesh.layers.set(this._firstPersonOnlyLayer);\n                    mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n                }\n                else if (item.type === 'thirdPersonOnly') {\n                    mesh.layers.set(this._thirdPersonOnlyLayer);\n                    mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n                }\n                else if (item.type === 'auto') {\n                    this._createHeadlessModel(mesh);\n                }\n            });\n        });\n        this._initializedLayers = true;\n    }\n    _excludeTriangles(triangles, bws, skinIndex, exclude) {\n        let count = 0;\n        if (bws != null && bws.length > 0) {\n            for (let i = 0; i < triangles.length; i += 3) {\n                const a = triangles[i];\n                const b = triangles[i + 1];\n                const c = triangles[i + 2];\n                const bw0 = bws[a];\n                const skin0 = skinIndex[a];\n                if (bw0[0] > 0 && exclude.includes(skin0[0]))\n                    continue;\n                if (bw0[1] > 0 && exclude.includes(skin0[1]))\n                    continue;\n                if (bw0[2] > 0 && exclude.includes(skin0[2]))\n                    continue;\n                if (bw0[3] > 0 && exclude.includes(skin0[3]))\n                    continue;\n                const bw1 = bws[b];\n                const skin1 = skinIndex[b];\n                if (bw1[0] > 0 && exclude.includes(skin1[0]))\n                    continue;\n                if (bw1[1] > 0 && exclude.includes(skin1[1]))\n                    continue;\n                if (bw1[2] > 0 && exclude.includes(skin1[2]))\n                    continue;\n                if (bw1[3] > 0 && exclude.includes(skin1[3]))\n                    continue;\n                const bw2 = bws[c];\n                const skin2 = skinIndex[c];\n                if (bw2[0] > 0 && exclude.includes(skin2[0]))\n                    continue;\n                if (bw2[1] > 0 && exclude.includes(skin2[1]))\n                    continue;\n                if (bw2[2] > 0 && exclude.includes(skin2[2]))\n                    continue;\n                if (bw2[3] > 0 && exclude.includes(skin2[3]))\n                    continue;\n                triangles[count++] = a;\n                triangles[count++] = b;\n                triangles[count++] = c;\n            }\n        }\n        return count;\n    }\n    _createErasedMesh(src, erasingBonesIndex) {\n        const dst = new THREE.SkinnedMesh(src.geometry.clone(), src.material);\n        dst.name = `${src.name}(erase)`;\n        dst.frustumCulled = src.frustumCulled;\n        dst.layers.set(this._firstPersonOnlyLayer);\n        const geometry = dst.geometry;\n        const skinIndexAttr = geometry.getAttribute('skinIndex');\n        const skinIndexAttrArray = skinIndexAttr instanceof THREE.GLBufferAttribute ? [] : skinIndexAttr.array;\n        const skinIndex = [];\n        for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n            skinIndex.push([\n                skinIndexAttrArray[i],\n                skinIndexAttrArray[i + 1],\n                skinIndexAttrArray[i + 2],\n                skinIndexAttrArray[i + 3],\n            ]);\n        }\n        const skinWeightAttr = geometry.getAttribute('skinWeight');\n        const skinWeightAttrArray = skinWeightAttr instanceof THREE.GLBufferAttribute ? [] : skinWeightAttr.array;\n        const skinWeight = [];\n        for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n            skinWeight.push([\n                skinWeightAttrArray[i],\n                skinWeightAttrArray[i + 1],\n                skinWeightAttrArray[i + 2],\n                skinWeightAttrArray[i + 3],\n            ]);\n        }\n        const index = geometry.getIndex();\n        if (!index) {\n            throw new Error(\"The geometry doesn't have an index buffer\");\n        }\n        const oldTriangles = Array.from(index.array);\n        const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n        const newTriangle = [];\n        for (let i = 0; i < count; i++) {\n            newTriangle[i] = oldTriangles[i];\n        }\n        geometry.setIndex(newTriangle);\n        // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n        if (src.onBeforeRender) {\n            dst.onBeforeRender = src.onBeforeRender;\n        }\n        dst.bind(new THREE.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE.Matrix4());\n        return dst;\n    }\n    _createHeadlessModelForSkinnedMesh(parent, mesh) {\n        const eraseBoneIndexes = [];\n        mesh.skeleton.bones.forEach((bone, index) => {\n            if (this._isEraseTarget(bone))\n                eraseBoneIndexes.push(index);\n        });\n        // Unlike UniVRM we don't copy mesh if no invisible bone was found\n        if (!eraseBoneIndexes.length) {\n            mesh.layers.enable(this._thirdPersonOnlyLayer);\n            mesh.layers.enable(this._firstPersonOnlyLayer);\n            return;\n        }\n        mesh.layers.set(this._thirdPersonOnlyLayer);\n        const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n        parent.add(newMesh);\n    }\n    _createHeadlessModel(node) {\n        if (node.type === 'Group') {\n            node.layers.set(this._thirdPersonOnlyLayer);\n            if (this._isEraseTarget(node)) {\n                node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n            }\n            else {\n                const parent = new THREE.Group();\n                parent.name = `_headless_${node.name}`;\n                parent.layers.set(this._firstPersonOnlyLayer);\n                node.parent.add(parent);\n                node.children\n                    .filter((child) => child.type === 'SkinnedMesh')\n                    .forEach((child) => {\n                    const skinnedMesh = child;\n                    this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n                });\n            }\n        }\n        else if (node.type === 'SkinnedMesh') {\n            const skinnedMesh = node;\n            this._createHeadlessModelForSkinnedMesh(node.parent, skinnedMesh);\n        }\n        else {\n            if (this._isEraseTarget(node)) {\n                node.layers.set(this._thirdPersonOnlyLayer);\n                node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n            }\n        }\n    }\n    _isEraseTarget(bone) {\n        if (bone === this.humanoid.getRawBoneNode('head')) {\n            return true;\n        }\n        else if (!bone.parent) {\n            return false;\n        }\n        else {\n            return this._isEraseTarget(bone.parent);\n        }\n    }\n}\n/**\n * A default camera layer for `FirstPersonOnly` layer.\n *\n * @see [[getFirstPersonOnlyLayer]]\n */\nVRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n/**\n * A default camera layer for `ThirdPersonOnly` layer.\n *\n * @see [[getThirdPersonOnlyLayer]]\n */\nVRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$3 = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nclass VRMFirstPersonLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMFirstPersonLoaderPlugin';\n    }\n    constructor(parser) {\n        this.parser = parser;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const vrmHumanoid = gltf.userData.vrmHumanoid;\n            // explicitly distinguish null and undefined\n            // since vrmHumanoid might be null as a result\n            if (vrmHumanoid === null) {\n                return;\n            }\n            else if (vrmHumanoid === undefined) {\n                throw new Error('VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n            }\n            gltf.userData.vrmFirstPerson = yield this._import(gltf, vrmHumanoid);\n        });\n    }\n    /**\n     * Import a {@link VRMFirstPerson} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n     */\n    _import(gltf, humanoid) {\n        return __awaiter(this, void 0, void 0, function* () {\n            if (humanoid == null) {\n                return null;\n            }\n            const v1Result = yield this._v1Import(gltf, humanoid);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf, humanoid);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf, humanoid) {\n        var _a, _b;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$3.has(specVersion)) {\n                console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaFirstPerson = extension.firstPerson;\n            if (!schemaFirstPerson) {\n                return null;\n            }\n            const meshAnnotations = [];\n            const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n            Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n                var _a;\n                const annotation = schemaFirstPerson.meshAnnotations\n                    ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n                    : undefined;\n                meshAnnotations.push({\n                    meshes: primitives,\n                    type: (_a = annotation === null || annotation === void 0 ? void 0 : annotation.type) !== null && _a !== void 0 ? _a : 'both',\n                });\n            });\n            return new VRMFirstPerson(humanoid, meshAnnotations);\n        });\n    }\n    _v0Import(gltf, humanoid) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaFirstPerson = vrmExt.firstPerson;\n            if (!schemaFirstPerson) {\n                return null;\n            }\n            const meshAnnotations = [];\n            const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n            Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n                const schemaNode = json.nodes[nodeIndex];\n                const flag = schemaFirstPerson.meshAnnotations\n                    ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n                    : undefined;\n                meshAnnotations.push({\n                    meshes: primitives,\n                    type: this._convertV0FlagToV1Type(flag === null || flag === void 0 ? void 0 : flag.firstPersonFlag),\n                });\n            });\n            return new VRMFirstPerson(humanoid, meshAnnotations);\n        });\n    }\n    _convertV0FlagToV1Type(flag) {\n        if (flag === 'FirstPersonOnly') {\n            return 'firstPersonOnly';\n        }\n        else if (flag === 'ThirdPersonOnly') {\n            return 'thirdPersonOnly';\n        }\n        else if (flag === 'Auto') {\n            return 'auto';\n        }\n        else {\n            return 'both';\n        }\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMFirstPersonMeshAnnotationType = {\n    Auto: 'auto',\n    Both: 'both',\n    ThirdPersonOnly: 'thirdPersonOnly',\n    FirstPersonOnly: 'firstPersonOnly',\n};\n\nconst _v3A$4 = new THREE.Vector3();\nconst _v3B$2 = new THREE.Vector3();\nconst _quatA$5 = new THREE.Quaternion();\nclass VRMHumanoidHelper extends THREE.Group {\n    constructor(humanoid) {\n        super();\n        this.vrmHumanoid = humanoid;\n        this._boneAxesMap = new Map();\n        Object.values(humanoid.humanBones).forEach((bone) => {\n            const helper = new THREE.AxesHelper(1.0);\n            helper.matrixAutoUpdate = false;\n            helper.material.depthTest = false;\n            helper.material.depthWrite = false;\n            this.add(helper);\n            this._boneAxesMap.set(bone, helper);\n        });\n    }\n    dispose() {\n        Array.from(this._boneAxesMap.values()).forEach((axes) => {\n            axes.geometry.dispose();\n            axes.material.dispose();\n        });\n    }\n    updateMatrixWorld(force) {\n        Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n            bone.node.updateWorldMatrix(true, false);\n            bone.node.matrixWorld.decompose(_v3A$4, _quatA$5, _v3B$2);\n            const scale = _v3A$4.set(0.1, 0.1, 0.1).divide(_v3B$2);\n            axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n        });\n        super.updateMatrixWorld(force);\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nconst VRMHumanBoneList = [\n    'hips',\n    'spine',\n    'chest',\n    'upperChest',\n    'neck',\n    'head',\n    'leftEye',\n    'rightEye',\n    'jaw',\n    'leftUpperLeg',\n    'leftLowerLeg',\n    'leftFoot',\n    'leftToes',\n    'rightUpperLeg',\n    'rightLowerLeg',\n    'rightFoot',\n    'rightToes',\n    'leftShoulder',\n    'leftUpperArm',\n    'leftLowerArm',\n    'leftHand',\n    'rightShoulder',\n    'rightUpperArm',\n    'rightLowerArm',\n    'rightHand',\n    'leftThumbMetacarpal',\n    'leftThumbProximal',\n    'leftThumbDistal',\n    'leftIndexProximal',\n    'leftIndexIntermediate',\n    'leftIndexDistal',\n    'leftMiddleProximal',\n    'leftMiddleIntermediate',\n    'leftMiddleDistal',\n    'leftRingProximal',\n    'leftRingIntermediate',\n    'leftRingDistal',\n    'leftLittleProximal',\n    'leftLittleIntermediate',\n    'leftLittleDistal',\n    'rightThumbMetacarpal',\n    'rightThumbProximal',\n    'rightThumbDistal',\n    'rightIndexProximal',\n    'rightIndexIntermediate',\n    'rightIndexDistal',\n    'rightMiddleProximal',\n    'rightMiddleIntermediate',\n    'rightMiddleDistal',\n    'rightRingProximal',\n    'rightRingIntermediate',\n    'rightRingDistal',\n    'rightLittleProximal',\n    'rightLittleIntermediate',\n    'rightLittleDistal',\n];\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneName = {\n    Hips: 'hips',\n    Spine: 'spine',\n    Chest: 'chest',\n    UpperChest: 'upperChest',\n    Neck: 'neck',\n    Head: 'head',\n    LeftEye: 'leftEye',\n    RightEye: 'rightEye',\n    Jaw: 'jaw',\n    LeftUpperLeg: 'leftUpperLeg',\n    LeftLowerLeg: 'leftLowerLeg',\n    LeftFoot: 'leftFoot',\n    LeftToes: 'leftToes',\n    RightUpperLeg: 'rightUpperLeg',\n    RightLowerLeg: 'rightLowerLeg',\n    RightFoot: 'rightFoot',\n    RightToes: 'rightToes',\n    LeftShoulder: 'leftShoulder',\n    LeftUpperArm: 'leftUpperArm',\n    LeftLowerArm: 'leftLowerArm',\n    LeftHand: 'leftHand',\n    RightShoulder: 'rightShoulder',\n    RightUpperArm: 'rightUpperArm',\n    RightLowerArm: 'rightLowerArm',\n    RightHand: 'rightHand',\n    LeftThumbMetacarpal: 'leftThumbMetacarpal',\n    LeftThumbProximal: 'leftThumbProximal',\n    LeftThumbDistal: 'leftThumbDistal',\n    LeftIndexProximal: 'leftIndexProximal',\n    LeftIndexIntermediate: 'leftIndexIntermediate',\n    LeftIndexDistal: 'leftIndexDistal',\n    LeftMiddleProximal: 'leftMiddleProximal',\n    LeftMiddleIntermediate: 'leftMiddleIntermediate',\n    LeftMiddleDistal: 'leftMiddleDistal',\n    LeftRingProximal: 'leftRingProximal',\n    LeftRingIntermediate: 'leftRingIntermediate',\n    LeftRingDistal: 'leftRingDistal',\n    LeftLittleProximal: 'leftLittleProximal',\n    LeftLittleIntermediate: 'leftLittleIntermediate',\n    LeftLittleDistal: 'leftLittleDistal',\n    RightThumbMetacarpal: 'rightThumbMetacarpal',\n    RightThumbProximal: 'rightThumbProximal',\n    RightThumbDistal: 'rightThumbDistal',\n    RightIndexProximal: 'rightIndexProximal',\n    RightIndexIntermediate: 'rightIndexIntermediate',\n    RightIndexDistal: 'rightIndexDistal',\n    RightMiddleProximal: 'rightMiddleProximal',\n    RightMiddleIntermediate: 'rightMiddleIntermediate',\n    RightMiddleDistal: 'rightMiddleDistal',\n    RightRingProximal: 'rightRingProximal',\n    RightRingIntermediate: 'rightRingIntermediate',\n    RightRingDistal: 'rightRingDistal',\n    RightLittleProximal: 'rightLittleProximal',\n    RightLittleIntermediate: 'rightLittleIntermediate',\n    RightLittleDistal: 'rightLittleDistal',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nconst VRMHumanBoneParentMap = {\n    hips: null,\n    spine: 'hips',\n    chest: 'spine',\n    upperChest: 'chest',\n    neck: 'upperChest',\n    head: 'neck',\n    leftEye: 'head',\n    rightEye: 'head',\n    jaw: 'head',\n    leftUpperLeg: 'hips',\n    leftLowerLeg: 'leftUpperLeg',\n    leftFoot: 'leftLowerLeg',\n    leftToes: 'leftFoot',\n    rightUpperLeg: 'hips',\n    rightLowerLeg: 'rightUpperLeg',\n    rightFoot: 'rightLowerLeg',\n    rightToes: 'rightFoot',\n    leftShoulder: 'upperChest',\n    leftUpperArm: 'leftShoulder',\n    leftLowerArm: 'leftUpperArm',\n    leftHand: 'leftLowerArm',\n    rightShoulder: 'upperChest',\n    rightUpperArm: 'rightShoulder',\n    rightLowerArm: 'rightUpperArm',\n    rightHand: 'rightLowerArm',\n    leftThumbMetacarpal: 'leftHand',\n    leftThumbProximal: 'leftThumbMetacarpal',\n    leftThumbDistal: 'leftThumbProximal',\n    leftIndexProximal: 'leftHand',\n    leftIndexIntermediate: 'leftIndexProximal',\n    leftIndexDistal: 'leftIndexIntermediate',\n    leftMiddleProximal: 'leftHand',\n    leftMiddleIntermediate: 'leftMiddleProximal',\n    leftMiddleDistal: 'leftMiddleIntermediate',\n    leftRingProximal: 'leftHand',\n    leftRingIntermediate: 'leftRingProximal',\n    leftRingDistal: 'leftRingIntermediate',\n    leftLittleProximal: 'leftHand',\n    leftLittleIntermediate: 'leftLittleProximal',\n    leftLittleDistal: 'leftLittleIntermediate',\n    rightThumbMetacarpal: 'rightHand',\n    rightThumbProximal: 'rightThumbMetacarpal',\n    rightThumbDistal: 'rightThumbProximal',\n    rightIndexProximal: 'rightHand',\n    rightIndexIntermediate: 'rightIndexProximal',\n    rightIndexDistal: 'rightIndexIntermediate',\n    rightMiddleProximal: 'rightHand',\n    rightMiddleIntermediate: 'rightMiddleProximal',\n    rightMiddleDistal: 'rightMiddleIntermediate',\n    rightRingProximal: 'rightHand',\n    rightRingIntermediate: 'rightRingProximal',\n    rightRingDistal: 'rightRingIntermediate',\n    rightLittleProximal: 'rightHand',\n    rightLittleIntermediate: 'rightLittleProximal',\n    rightLittleDistal: 'rightLittleIntermediate',\n};\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nfunction quatInvertCompat(target) {\n    if (target.invert) {\n        target.invert();\n    }\n    else {\n        target.inverse();\n    }\n    return target;\n}\n\nconst _v3A$3 = new THREE.Vector3();\nconst _quatA$4 = new THREE.Quaternion();\n/**\n * A class represents the Rig of a VRM.\n */\nclass VRMRig {\n    /**\n     * Create a new {@link VRMHumanoid}.\n     * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n     */\n    constructor(humanBones) {\n        this.humanBones = humanBones;\n        this.restPose = this.getAbsolutePose();\n    }\n    /**\n     * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n     * Note that the output result will contain initial state of the VRM and not compatible between different models.\n     * You might want to use {@link getPose} instead.\n     */\n    getAbsolutePose() {\n        const pose = {};\n        Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n            const vrmBoneName = vrmBoneNameString;\n            const node = this.getBoneNode(vrmBoneName);\n            // Ignore when there are no bone on the VRMHumanoid\n            if (!node) {\n                return;\n            }\n            // Get the position / rotation from the node\n            _v3A$3.copy(node.position);\n            _quatA$4.copy(node.quaternion);\n            // Convert to raw arrays\n            pose[vrmBoneName] = {\n                position: _v3A$3.toArray(),\n                rotation: _quatA$4.toArray(),\n            };\n        });\n        return pose;\n    }\n    /**\n     * Return the current pose of this humanoid as a {@link VRMPose}.\n     *\n     * Each transform is a local transform relative from rest pose (T-pose).\n     */\n    getPose() {\n        const pose = {};\n        Object.keys(this.humanBones).forEach((boneNameString) => {\n            const boneName = boneNameString;\n            const node = this.getBoneNode(boneName);\n            // Ignore when there are no bone on the VRMHumanoid\n            if (!node) {\n                return;\n            }\n            // Take a diff from restPose\n            _v3A$3.set(0, 0, 0);\n            _quatA$4.identity();\n            const restState = this.restPose[boneName];\n            if (restState === null || restState === void 0 ? void 0 : restState.position) {\n                _v3A$3.fromArray(restState.position).negate();\n            }\n            if (restState === null || restState === void 0 ? void 0 : restState.rotation) {\n                quatInvertCompat(_quatA$4.fromArray(restState.rotation));\n            }\n            // Get the position / rotation from the node\n            _v3A$3.add(node.position);\n            _quatA$4.premultiply(node.quaternion);\n            // Convert to raw arrays\n            pose[boneName] = {\n                position: _v3A$3.toArray(),\n                rotation: _quatA$4.toArray(),\n            };\n        });\n        return pose;\n    }\n    /**\n     * Let the humanoid do a specified pose.\n     *\n     * Each transform have to be a local transform relative from rest pose (T-pose).\n     * You can pass what you got from {@link getPose}.\n     *\n     * @param poseObject A [[VRMPose]] that represents a single pose\n     */\n    setPose(poseObject) {\n        Object.entries(poseObject).forEach(([boneNameString, state]) => {\n            const boneName = boneNameString;\n            const node = this.getBoneNode(boneName);\n            // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n            if (!node) {\n                return;\n            }\n            const restState = this.restPose[boneName];\n            if (!restState) {\n                // It's very unlikely. Possibly a bug\n                return;\n            }\n            // Apply the state to the actual bone\n            if (state === null || state === void 0 ? void 0 : state.position) {\n                node.position.fromArray(state.position);\n                if (restState.position) {\n                    node.position.add(_v3A$3.fromArray(restState.position));\n                }\n            }\n            if (state === null || state === void 0 ? void 0 : state.rotation) {\n                node.quaternion.fromArray(state.rotation);\n                if (restState.rotation) {\n                    node.quaternion.multiply(_quatA$4.fromArray(restState.rotation));\n                }\n            }\n        });\n    }\n    /**\n     * Reset the humanoid to its rest pose.\n     */\n    resetPose() {\n        Object.entries(this.restPose).forEach(([boneName, rest]) => {\n            const node = this.getBoneNode(boneName);\n            if (!node) {\n                return;\n            }\n            if (rest === null || rest === void 0 ? void 0 : rest.position) {\n                node.position.fromArray(rest.position);\n            }\n            if (rest === null || rest === void 0 ? void 0 : rest.rotation) {\n                node.quaternion.fromArray(rest.rotation);\n            }\n        });\n    }\n    /**\n     * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n     *\n     * @param name Name of the bone you want\n     */\n    getBone(name) {\n        var _a;\n        return (_a = this.humanBones[name]) !== null && _a !== void 0 ? _a : undefined;\n    }\n    /**\n     * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n     *\n     * @param name Name of the bone you want\n     */\n    getBoneNode(name) {\n        var _a, _b;\n        return (_b = (_a = this.humanBones[name]) === null || _a === void 0 ? void 0 : _a.node) !== null && _b !== void 0 ? _b : null;\n    }\n}\n\nconst _v3A$2 = new THREE.Vector3();\nconst _quatA$3 = new THREE.Quaternion();\nconst _boneWorldPos = new THREE.Vector3();\n/**\n * A class represents the normalized Rig of a VRM.\n */\nclass VRMHumanoidRig extends VRMRig {\n    static _setupTransforms(modelRig) {\n        const root = new THREE.Object3D();\n        root.name = 'VRMHumanoidRig';\n        // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n        const boneWorldPositions = {};\n        const boneRotations = {};\n        const parentWorldRotations = {};\n        VRMHumanBoneList.forEach((boneName) => {\n            var _a;\n            const boneNode = modelRig.getBoneNode(boneName);\n            if (boneNode) {\n                const boneWorldPosition = new THREE.Vector3();\n                const boneWorldRotation = new THREE.Quaternion();\n                boneNode.updateWorldMatrix(true, false);\n                boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A$2);\n                boneWorldPositions[boneName] = boneWorldPosition;\n                boneRotations[boneName] = boneNode.quaternion.clone();\n                const parentWorldRotation = new THREE.Quaternion();\n                (_a = boneNode.parent) === null || _a === void 0 ? void 0 : _a.matrixWorld.decompose(_v3A$2, parentWorldRotation, _v3A$2);\n                parentWorldRotations[boneName] = parentWorldRotation;\n            }\n        });\n        // build rig hierarchy + store parentWorldRotations\n        const rigBones = {};\n        VRMHumanBoneList.forEach((boneName) => {\n            var _a;\n            const boneNode = modelRig.getBoneNode(boneName);\n            if (boneNode) {\n                const boneWorldPosition = boneWorldPositions[boneName];\n                // see the nearest parent position\n                let currentBoneName = boneName;\n                let parentBoneWorldPosition;\n                while (parentBoneWorldPosition == null) {\n                    currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n                    if (currentBoneName == null) {\n                        break;\n                    }\n                    parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n                }\n                // add to hierarchy\n                const rigBoneNode = new THREE.Object3D();\n                rigBoneNode.name = 'Normalized_' + boneNode.name;\n                const parentRigBoneNode = (currentBoneName ? (_a = rigBones[currentBoneName]) === null || _a === void 0 ? void 0 : _a.node : root);\n                parentRigBoneNode.add(rigBoneNode);\n                rigBoneNode.position.copy(boneWorldPosition);\n                if (parentBoneWorldPosition) {\n                    rigBoneNode.position.sub(parentBoneWorldPosition);\n                }\n                rigBones[boneName] = { node: rigBoneNode };\n            }\n        });\n        return {\n            rigBones: rigBones,\n            root,\n            parentWorldRotations,\n            boneRotations,\n        };\n    }\n    constructor(humanoid) {\n        const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n        super(rigBones);\n        this.original = humanoid;\n        this.root = root;\n        this._parentWorldRotations = parentWorldRotations;\n        this._boneRotations = boneRotations;\n    }\n    /**\n     * Update this humanoid rig.\n     */\n    update() {\n        VRMHumanBoneList.forEach((boneName) => {\n            const boneNode = this.original.getBoneNode(boneName);\n            if (boneNode != null) {\n                const rigBoneNode = this.getBoneNode(boneName);\n                const parentWorldRotation = this._parentWorldRotations[boneName];\n                const invParentWorldRotation = _quatA$3.copy(parentWorldRotation).invert();\n                const boneRotation = this._boneRotations[boneName];\n                boneNode.quaternion\n                    .copy(rigBoneNode.quaternion)\n                    .multiply(parentWorldRotation)\n                    .premultiply(invParentWorldRotation)\n                    .multiply(boneRotation);\n                // Move the mass center of the VRM\n                if (boneName === 'hips') {\n                    const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n                    boneNode.parent.updateWorldMatrix(true, false);\n                    const parentWorldMatrix = boneNode.parent.matrixWorld;\n                    const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n                    boneNode.position.copy(localPosition);\n                }\n            }\n        });\n    }\n}\n\n/**\n * A class represents a humanoid of a VRM.\n */\nclass VRMHumanoid {\n    /**\n     * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n     */\n    get restPose() {\n        console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n        return this.rawRestPose;\n    }\n    /**\n     * A {@link VRMPose} of its raw human bones that is its default state.\n     * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n     */\n    get rawRestPose() {\n        return this._rawHumanBones.restPose;\n    }\n    /**\n     * A {@link VRMPose} of its normalized human bones that is its default state.\n     * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n     */\n    get normalizedRestPose() {\n        return this._normalizedHumanBones.restPose;\n    }\n    /**\n     * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n     */\n    get humanBones() {\n        // an alias of `rawHumanBones`\n        return this._rawHumanBones.humanBones;\n    }\n    /**\n     * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n     */\n    get rawHumanBones() {\n        return this._rawHumanBones.humanBones;\n    }\n    /**\n     * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n     */\n    get normalizedHumanBones() {\n        return this._normalizedHumanBones.humanBones;\n    }\n    /**\n     * The root of normalized {@link VRMHumanBone}s.\n     */\n    get normalizedHumanBonesRoot() {\n        return this._normalizedHumanBones.root;\n    }\n    /**\n     * Create a new {@link VRMHumanoid}.\n     * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n     * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n     */\n    constructor(humanBones, options) {\n        var _a;\n        this.autoUpdateHumanBones = (_a = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones) !== null && _a !== void 0 ? _a : true;\n        this._rawHumanBones = new VRMRig(humanBones);\n        this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n    }\n    /**\n     * Copy the given {@link VRMHumanoid} into this one.\n     * @param source The {@link VRMHumanoid} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n        this._rawHumanBones = new VRMRig(source.humanBones);\n        this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMHumanoid}.\n     * @returns Copied {@link VRMHumanoid}\n     */\n    clone() {\n        return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n     */\n    getAbsolutePose() {\n        console.warn('VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.');\n        return this.getRawAbsolutePose();\n    }\n    /**\n     * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n     * Note that the output result will contain initial state of the VRM and not compatible between different models.\n     * You might want to use {@link getRawPose} instead.\n     */\n    getRawAbsolutePose() {\n        return this._rawHumanBones.getAbsolutePose();\n    }\n    /**\n     * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n     * Note that the output result will contain initial state of the VRM and not compatible between different models.\n     * You might want to use {@link getNormalizedPose} instead.\n     */\n    getNormalizedAbsolutePose() {\n        return this._normalizedHumanBones.getAbsolutePose();\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n     */\n    getPose() {\n        console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n        return this.getRawPose();\n    }\n    /**\n     * Return the current pose of raw human bones as a {@link VRMPose}.\n     *\n     * Each transform is a local transform relative from rest pose (T-pose).\n     */\n    getRawPose() {\n        return this._rawHumanBones.getPose();\n    }\n    /**\n     * Return the current pose of normalized human bones as a {@link VRMPose}.\n     *\n     * Each transform is a local transform relative from rest pose (T-pose).\n     */\n    getNormalizedPose() {\n        return this._normalizedHumanBones.getPose();\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n     */\n    setPose(poseObject) {\n        console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n        return this.setRawPose(poseObject);\n    }\n    /**\n     * Let the raw human bones do a specified pose.\n     *\n     * Each transform have to be a local transform relative from rest pose (T-pose).\n     * You can pass what you got from {@link getRawPose}.\n     *\n     * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n     *\n     * @param poseObject A {@link VRMPose} that represents a single pose\n     */\n    setRawPose(poseObject) {\n        return this._rawHumanBones.setPose(poseObject);\n    }\n    /**\n     * Let the normalized human bones do a specified pose.\n     *\n     * Each transform have to be a local transform relative from rest pose (T-pose).\n     * You can pass what you got from {@link getNormalizedPose}.\n     *\n     * @param poseObject A {@link VRMPose} that represents a single pose\n     */\n    setNormalizedPose(poseObject) {\n        return this._normalizedHumanBones.setPose(poseObject);\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n     */\n    resetPose() {\n        console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n        return this.resetRawPose();\n    }\n    /**\n     * Reset the raw humanoid to its rest pose.\n     *\n     * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n     */\n    resetRawPose() {\n        return this._rawHumanBones.resetPose();\n    }\n    /**\n     * Reset the normalized humanoid to its rest pose.\n     */\n    resetNormalizedPose() {\n        return this._normalizedHumanBones.resetPose();\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n     */\n    getBone(name) {\n        console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n        return this.getRawBone(name);\n    }\n    /**\n     * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getRawBone(name) {\n        return this._rawHumanBones.getBone(name);\n    }\n    /**\n     * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getNormalizedBone(name) {\n        return this._normalizedHumanBones.getBone(name);\n    }\n    /**\n     * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n     */\n    getBoneNode(name) {\n        console.warn('VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.');\n        return this.getRawBoneNode(name);\n    }\n    /**\n     * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getRawBoneNode(name) {\n        return this._rawHumanBones.getBoneNode(name);\n    }\n    /**\n     * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n     *\n     * @param name Name of the bone you want\n     */\n    getNormalizedBoneNode(name) {\n        return this._normalizedHumanBones.getBoneNode(name);\n    }\n    /**\n     * Update the humanoid component.\n     *\n     * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n     */\n    update() {\n        if (this.autoUpdateHumanBones) {\n            this._normalizedHumanBones.update();\n        }\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst VRMRequiredHumanBoneName = {\n    Hips: 'hips',\n    Spine: 'spine',\n    Head: 'head',\n    LeftUpperLeg: 'leftUpperLeg',\n    LeftLowerLeg: 'leftLowerLeg',\n    LeftFoot: 'leftFoot',\n    RightUpperLeg: 'rightUpperLeg',\n    RightLowerLeg: 'rightLowerLeg',\n    RightFoot: 'rightFoot',\n    LeftUpperArm: 'leftUpperArm',\n    LeftLowerArm: 'leftLowerArm',\n    LeftHand: 'leftHand',\n    RightUpperArm: 'rightUpperArm',\n    RightLowerArm: 'rightLowerArm',\n    RightHand: 'rightHand',\n};\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$2 = new Set(['1.0', '1.0-beta']);\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap = {\n    leftThumbProximal: 'leftThumbMetacarpal',\n    leftThumbIntermediate: 'leftThumbProximal',\n    rightThumbProximal: 'rightThumbMetacarpal',\n    rightThumbIntermediate: 'rightThumbProximal',\n};\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nclass VRMHumanoidLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMHumanoidLoaderPlugin';\n    }\n    constructor(parser, options) {\n        this.parser = parser;\n        this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n        this.autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmHumanoid = yield this._import(gltf);\n        });\n    }\n    /**\n     * Import a {@link VRMHumanoid} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     */\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$2.has(specVersion)) {\n                console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaHumanoid = extension.humanoid;\n            if (!schemaHumanoid) {\n                return null;\n            }\n            /**\n             * compat: 1.0-beta thumb bone names\n             *\n             * `true` if `leftThumbIntermediate` or `rightThumbIntermediate` exists\n             */\n            const existsPreviousThumbName = schemaHumanoid.humanBones.leftThumbIntermediate != null ||\n                schemaHumanoid.humanBones.rightThumbIntermediate != null;\n            const humanBones = {};\n            if (schemaHumanoid.humanBones != null) {\n                yield Promise.all(Object.entries(schemaHumanoid.humanBones).map(([boneNameString, schemaHumanBone]) => __awaiter(this, void 0, void 0, function* () {\n                    let boneName = boneNameString;\n                    const index = schemaHumanBone.node;\n                    // compat: 1.0-beta previous thumb bone names\n                    if (existsPreviousThumbName) {\n                        const thumbBoneName = thumbBoneNameMap[boneName];\n                        if (thumbBoneName != null) {\n                            boneName = thumbBoneName;\n                        }\n                    }\n                    const node = yield this.parser.getDependency('node', index);\n                    // if the specified node does not exist, emit a warning\n                    if (node == null) {\n                        console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n                        return;\n                    }\n                    // set to the `humanBones`\n                    humanBones[boneName] = { node };\n                })));\n            }\n            const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n                autoUpdateHumanBones: this.autoUpdateHumanBones,\n            });\n            gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n            if (this.helperRoot) {\n                const helper = new VRMHumanoidHelper(humanoid);\n                this.helperRoot.add(helper);\n                helper.renderOrder = this.helperRoot.renderOrder;\n            }\n            return humanoid;\n        });\n    }\n    _v0Import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaHumanoid = vrmExt.humanoid;\n            if (!schemaHumanoid) {\n                return null;\n            }\n            const humanBones = {};\n            if (schemaHumanoid.humanBones != null) {\n                yield Promise.all(schemaHumanoid.humanBones.map((bone) => __awaiter(this, void 0, void 0, function* () {\n                    const boneName = bone.bone;\n                    const index = bone.node;\n                    if (boneName == null || index == null) {\n                        return;\n                    }\n                    const node = yield this.parser.getDependency('node', index);\n                    // if the specified node does not exist, emit a warning\n                    if (node == null) {\n                        console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n                        return;\n                    }\n                    // map to new bone name\n                    const thumbBoneName = thumbBoneNameMap[boneName];\n                    const newBoneName = (thumbBoneName !== null && thumbBoneName !== void 0 ? thumbBoneName : boneName);\n                    // v0 VRMs might have a multiple nodes attached to a single bone...\n                    // so if there already is an entry in the `humanBones`, show a warning and ignore it\n                    if (humanBones[newBoneName] != null) {\n                        console.warn(`Multiple bone entries for ${newBoneName} detected (index = ${index}), ignoring duplicated entries.`);\n                        return;\n                    }\n                    // set to the `humanBones`\n                    humanBones[newBoneName] = { node };\n                })));\n            }\n            const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n                autoUpdateHumanBones: this.autoUpdateHumanBones,\n            });\n            gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n            if (this.helperRoot) {\n                const helper = new VRMHumanoidHelper(humanoid);\n                this.helperRoot.add(helper);\n                helper.renderOrder = this.helperRoot.renderOrder;\n            }\n            return humanoid;\n        });\n    }\n    /**\n     * Ensure required bones exist in given human bones.\n     * @param humanBones Human bones\n     * @returns Human bones, no longer partial!\n     */\n    _ensureRequiredBonesExist(humanBones) {\n        // ensure required bones exist\n        const missingRequiredBones = Object.values(VRMRequiredHumanBoneName).filter((requiredBoneName) => humanBones[requiredBoneName] == null);\n        // throw an error if there are missing bones\n        if (missingRequiredBones.length > 0) {\n            throw new Error(`VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${missingRequiredBones.join(', ')}`);\n        }\n        return humanBones;\n    }\n}\n\nclass FanBufferGeometry extends THREE.BufferGeometry {\n    constructor() {\n        super();\n        this._currentTheta = 0;\n        this._currentRadius = 0;\n        this.theta = 0.0;\n        this.radius = 0.0;\n        this._currentTheta = 0.0;\n        this._currentRadius = 0.0;\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(65 * 3), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(3 * 63), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        if (this._currentTheta !== this.theta) {\n            this._currentTheta = this.theta;\n            shouldUpdateGeometry = true;\n        }\n        if (this._currentRadius !== this.radius) {\n            this._currentRadius = this.radius;\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        this._attrPos.setXYZ(0, 0.0, 0.0, 0.0);\n        for (let i = 0; i < 64; i++) {\n            const t = (i / 63.0) * this._currentTheta;\n            this._attrPos.setXYZ(i + 1, this._currentRadius * Math.sin(t), 0.0, this._currentRadius * Math.cos(t));\n        }\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 63; i++) {\n            this._attrIndex.setXYZ(i * 3, 0, i + 1, i + 2);\n        }\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nclass LineAndSphereBufferGeometry extends THREE.BufferGeometry {\n    constructor() {\n        super();\n        this.radius = 0.0;\n        this._currentRadius = 0.0;\n        this.tail = new THREE.Vector3();\n        this._currentTail = new THREE.Vector3();\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        if (this._currentRadius !== this.radius) {\n            this._currentRadius = this.radius;\n            shouldUpdateGeometry = true;\n        }\n        if (!this._currentTail.equals(this.tail)) {\n            this._currentTail.copy(this.tail);\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        for (let i = 0; i < 32; i++) {\n            const t = (i / 16.0) * Math.PI;\n            this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n            this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n            this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n        }\n        this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n        this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n        this._attrPos.setXYZ(96, 0, 0, 0);\n        this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 32; i++) {\n            const i1 = (i + 1) % 32;\n            this._attrIndex.setXY(i * 2, i, i1);\n            this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n            this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n        }\n        this._attrIndex.setXY(192, 96, 97);\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nconst _quatA$2 = new THREE.Quaternion();\nconst _quatB$2 = new THREE.Quaternion();\nconst _v3A$1 = new THREE.Vector3();\nconst _v3B$1 = new THREE.Vector3();\nconst SQRT_2_OVER_2 = Math.sqrt(2.0) / 2.0;\nconst QUAT_XY_CW90 = new THREE.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nconst VEC3_POSITIVE_Y = new THREE.Vector3(0.0, 1.0, 0.0);\nclass VRMLookAtHelper extends THREE.Group {\n    constructor(lookAt) {\n        super();\n        this.matrixAutoUpdate = false;\n        this.vrmLookAt = lookAt;\n        {\n            const geometry = new FanBufferGeometry();\n            geometry.radius = 0.5;\n            const material = new THREE.MeshBasicMaterial({\n                color: 0x00ff00,\n                transparent: true,\n                opacity: 0.5,\n                side: THREE.DoubleSide,\n                depthTest: false,\n                depthWrite: false,\n            });\n            this._meshPitch = new THREE.Mesh(geometry, material);\n            this.add(this._meshPitch);\n        }\n        {\n            const geometry = new FanBufferGeometry();\n            geometry.radius = 0.5;\n            const material = new THREE.MeshBasicMaterial({\n                color: 0xff0000,\n                transparent: true,\n                opacity: 0.5,\n                side: THREE.DoubleSide,\n                depthTest: false,\n                depthWrite: false,\n            });\n            this._meshYaw = new THREE.Mesh(geometry, material);\n            this.add(this._meshYaw);\n        }\n        {\n            const geometry = new LineAndSphereBufferGeometry();\n            geometry.radius = 0.1;\n            const material = new THREE.LineBasicMaterial({\n                color: 0xffffff,\n                depthTest: false,\n                depthWrite: false,\n            });\n            this._lineTarget = new THREE.LineSegments(geometry, material);\n            this._lineTarget.frustumCulled = false;\n            this.add(this._lineTarget);\n        }\n    }\n    dispose() {\n        this._meshYaw.geometry.dispose();\n        this._meshYaw.material.dispose();\n        this._meshPitch.geometry.dispose();\n        this._meshPitch.material.dispose();\n        this._lineTarget.geometry.dispose();\n        this._lineTarget.material.dispose();\n    }\n    updateMatrixWorld(force) {\n        // update geometries\n        const yaw = THREE.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n        this._meshYaw.geometry.theta = yaw;\n        this._meshYaw.geometry.update();\n        const pitch = THREE.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n        this._meshPitch.geometry.theta = pitch;\n        this._meshPitch.geometry.update();\n        // get world position and quaternion\n        this.vrmLookAt.getLookAtWorldPosition(_v3A$1);\n        this.vrmLookAt.getLookAtWorldQuaternion(_quatA$2);\n        // calculate rotation using faceFront\n        _quatA$2.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB$2));\n        // set transform to meshes\n        this._meshYaw.position.copy(_v3A$1);\n        this._meshYaw.quaternion.copy(_quatA$2);\n        this._meshPitch.position.copy(_v3A$1);\n        this._meshPitch.quaternion.copy(_quatA$2);\n        this._meshPitch.quaternion.multiply(_quatB$2.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n        this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n        // update target line and sphere\n        const { target, autoUpdate } = this.vrmLookAt;\n        if (target != null && autoUpdate) {\n            target.getWorldPosition(_v3B$1).sub(_v3A$1);\n            this._lineTarget.geometry.tail.copy(_v3B$1);\n            this._lineTarget.geometry.update();\n            this._lineTarget.position.copy(_v3A$1);\n        }\n        // apply transform to meshes\n        super.updateMatrixWorld(force);\n    }\n}\n\nconst _position = new THREE.Vector3();\nconst _scale = new THREE.Vector3();\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nfunction getWorldQuaternionLite(object, out) {\n    object.matrixWorld.decompose(_position, out, _scale);\n    return out;\n}\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nfunction calcAzimuthAltitude(vector) {\n    return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n\n/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nfunction sanitizeAngle(angle) {\n    const roundTurn = Math.round(angle / 2.0 / Math.PI);\n    return angle - 2.0 * Math.PI * roundTurn;\n}\n\nconst VEC3_POSITIVE_Z$1 = new THREE.Vector3(0.0, 0.0, 1.0);\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA$1 = new THREE.Quaternion();\nconst _quatB$1 = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\nconst _quatD = new THREE.Quaternion();\nconst _eulerA$1 = new THREE.Euler();\n/**\n * A class controls eye gaze movements of a VRM.\n */\nclass VRMLookAt {\n    /**\n     * Its current angle around Y axis, in degree.\n     */\n    get yaw() {\n        return this._yaw;\n    }\n    /**\n     * Its current angle around Y axis, in degree.\n     */\n    set yaw(value) {\n        this._yaw = value;\n        this._needsUpdate = true;\n    }\n    /**\n     * Its current angle around X axis, in degree.\n     */\n    get pitch() {\n        return this._pitch;\n    }\n    /**\n     * Its current angle around X axis, in degree.\n     */\n    set pitch(value) {\n        this._pitch = value;\n        this._needsUpdate = true;\n    }\n    /**\n     * @deprecated Use {@link getEuler} instead.\n     */\n    get euler() {\n        console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n        return this.getEuler(new THREE.Euler());\n    }\n    /**\n     * Create a new {@link VRMLookAt}.\n     *\n     * @param humanoid A {@link VRMHumanoid}\n     * @param applier A {@link VRMLookAtApplier}\n     */\n    constructor(humanoid, applier) {\n        /**\n         * The origin of LookAt. Position offset from the head bone.\n         */\n        this.offsetFromHeadBone = new THREE.Vector3();\n        /**\n         * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n         * `true` by default.\n         *\n         * See also: {@link target}\n         */\n        this.autoUpdate = true;\n        /**\n         * The front direction of the face.\n         * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n         * You usually don't want to touch this.\n         */\n        this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n        this.humanoid = humanoid;\n        this.applier = applier;\n        this._yaw = 0.0;\n        this._pitch = 0.0;\n        this._needsUpdate = true;\n        this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE.Quaternion());\n    }\n    /**\n     * Get its yaw-pitch angles as an `Euler`.\n     * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n     *\n     * @param target The target euler\n     */\n    getEuler(target) {\n        return target.set(THREE.MathUtils.DEG2RAD * this._pitch, THREE.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n    }\n    /**\n     * Copy the given {@link VRMLookAt} into this one.\n     * {@link humanoid} must be same as the source one.\n     * {@link applier} will reference the same instance as the source one.\n     * @param source The {@link VRMLookAt} you want to copy\n     * @returns this\n     */\n    copy(source) {\n        if (this.humanoid !== source.humanoid) {\n            throw new Error('VRMLookAt: humanoid must be same in order to copy');\n        }\n        this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n        this.applier = source.applier;\n        this.autoUpdate = source.autoUpdate;\n        this.target = source.target;\n        this.faceFront.copy(source.faceFront);\n        return this;\n    }\n    /**\n     * Returns a clone of this {@link VRMLookAt}.\n     * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n     * @returns Copied {@link VRMLookAt}\n     */\n    clone() {\n        return new VRMLookAt(this.humanoid, this.applier).copy(this);\n    }\n    /**\n     * Reset the lookAt direction (yaw and pitch) to the initial direction.\n     */\n    reset() {\n        this._yaw = 0.0;\n        this._pitch = 0.0;\n        this._needsUpdate = true;\n    }\n    /**\n     * Get its lookAt position in world coordinate.\n     *\n     * @param target A target `THREE.Vector3`\n     */\n    getLookAtWorldPosition(target) {\n        const head = this.humanoid.getRawBoneNode('head');\n        return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n    }\n    /**\n     * Get its lookAt rotation in world coordinate.\n     * Does NOT consider {@link faceFront}.\n     *\n     * @param target A target `THREE.Quaternion`\n     */\n    getLookAtWorldQuaternion(target) {\n        const head = this.humanoid.getRawBoneNode('head');\n        return getWorldQuaternionLite(head, target);\n    }\n    /**\n     * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n     *\n     * @param target A target `THREE.Quaternion`\n     */\n    getFaceFrontQuaternion(target) {\n        if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z$1) < 0.01) {\n            return target.copy(this._restHeadWorldQuaternion).invert();\n        }\n        const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n        _eulerA$1.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n        return target.setFromEuler(_eulerA$1).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n    }\n    /**\n     * Get its LookAt direction in world coordinate.\n     *\n     * @param target A target `THREE.Vector3`\n     */\n    getLookAtWorldDirection(target) {\n        this.getLookAtWorldQuaternion(_quatB$1);\n        this.getFaceFrontQuaternion(_quatC);\n        return target\n            .copy(VEC3_POSITIVE_Z$1)\n            .applyQuaternion(_quatB$1)\n            .applyQuaternion(_quatC)\n            .applyEuler(this.getEuler(_eulerA$1));\n    }\n    /**\n     * Set its lookAt target position.\n     *\n     * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n     *\n     * If you want to track an object continuously, you might want to use {@link target} instead.\n     *\n     * @param position A target position, in world space\n     */\n    lookAt(position) {\n        // Look at direction in local coordinate\n        const headRotDiffInv = _quatA$1\n            .copy(this._restHeadWorldQuaternion)\n            .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB$1)));\n        const headPos = this.getLookAtWorldPosition(_v3B);\n        const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n        // calculate angles\n        const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n        const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n        const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n        const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n        // apply angles\n        this._yaw = THREE.MathUtils.RAD2DEG * yaw;\n        this._pitch = THREE.MathUtils.RAD2DEG * pitch;\n        this._needsUpdate = true;\n    }\n    /**\n     * Update the VRMLookAtHead.\n     * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n     *\n     * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n     */\n    update(delta) {\n        if (this.target != null && this.autoUpdate) {\n            this.lookAt(this.target.getWorldPosition(_v3A));\n        }\n        if (this._needsUpdate) {\n            this._needsUpdate = false;\n            this.applier.applyYawPitch(this._yaw, this._pitch);\n        }\n    }\n}\nVRMLookAt.EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler(0.0, 0.0, 0.0, 'YXZ');\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nclass VRMLookAtBoneApplier {\n    /**\n     * Create a new {@link VRMLookAtBoneApplier}.\n     *\n     * @param humanoid A {@link VRMHumanoid}\n     * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n     * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n     * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n     * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n     */\n    constructor(humanoid, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n        this.humanoid = humanoid;\n        this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n        this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n        this.rangeMapVerticalDown = rangeMapVerticalDown;\n        this.rangeMapVerticalUp = rangeMapVerticalUp;\n        this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n        // set rest quaternions\n        this._restQuatLeftEye = new THREE.Quaternion();\n        this._restQuatRightEye = new THREE.Quaternion();\n        this._restLeftEyeParentWorldQuat = new THREE.Quaternion();\n        this._restRightEyeParentWorldQuat = new THREE.Quaternion();\n        const leftEye = this.humanoid.getRawBoneNode('leftEye');\n        const rightEye = this.humanoid.getRawBoneNode('rightEye');\n        if (leftEye) {\n            this._restQuatLeftEye.copy(leftEye.quaternion);\n            getWorldQuaternionLite(leftEye.parent, this._restLeftEyeParentWorldQuat);\n        }\n        if (rightEye) {\n            this._restQuatRightEye.copy(rightEye.quaternion);\n            getWorldQuaternionLite(rightEye.parent, this._restRightEyeParentWorldQuat);\n        }\n    }\n    /**\n     * Apply the input angle to its associated VRM model.\n     *\n     * @param yaw Rotation around Y axis, in degree\n     * @param pitch Rotation around X axis, in degree\n     */\n    applyYawPitch(yaw, pitch) {\n        const leftEye = this.humanoid.getRawBoneNode('leftEye');\n        const rightEye = this.humanoid.getRawBoneNode('rightEye');\n        const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n        const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n        // left\n        if (leftEye) {\n            if (pitch < 0.0) {\n                _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n            }\n            else {\n                _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n            }\n            if (yaw < 0.0) {\n                _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n            }\n            else {\n                _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n            }\n            _quatA.setFromEuler(_eulerA);\n            this._getWorldFaceFrontQuat(_quatB);\n            // _quatB * _quatA * _quatB^-1\n            // where _quatA is LookAt rotation\n            // and _quatB is worldFaceFrontQuat\n            leftEyeNormalized.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n            _quatA.copy(this._restLeftEyeParentWorldQuat);\n            // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n            // where _quatA is restLeftEyeParentWorldQuat\n            leftEye.quaternion\n                .copy(leftEyeNormalized.quaternion)\n                .multiply(_quatA)\n                .premultiply(_quatA.invert())\n                .multiply(this._restQuatLeftEye);\n        }\n        // right\n        if (rightEye) {\n            if (pitch < 0.0) {\n                _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n            }\n            else {\n                _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n            }\n            if (yaw < 0.0) {\n                _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n            }\n            else {\n                _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n            }\n            _quatA.setFromEuler(_eulerA);\n            this._getWorldFaceFrontQuat(_quatB);\n            // _quatB * _quatA * _quatB^-1\n            // where _quatA is LookAt rotation\n            // and _quatB is worldFaceFrontQuat\n            rightEyeNormalized.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n            _quatA.copy(this._restRightEyeParentWorldQuat);\n            // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n            // where _quatA is restRightEyeParentWorldQuat\n            rightEye.quaternion\n                .copy(rightEyeNormalized.quaternion)\n                .multiply(_quatA)\n                .premultiply(_quatA.invert())\n                .multiply(this._restQuatRightEye);\n        }\n    }\n    /**\n     * @deprecated Use {@link applyYawPitch} instead.\n     */\n    lookAt(euler) {\n        console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n        const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n        const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n        this.applyYawPitch(yaw, pitch);\n    }\n    /**\n     * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n     *\n     * @param target A target `THREE.Quaternion`\n     */\n    _getWorldFaceFrontQuat(target) {\n        if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n            return target.identity();\n        }\n        const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n        _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n        return target.setFromEuler(_eulerA);\n    }\n}\n/**\n * Represent its type of applier.\n */\nVRMLookAtBoneApplier.type = 'bone';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nclass VRMLookAtExpressionApplier {\n    /**\n     * Create a new {@link VRMLookAtExpressionApplier}.\n     *\n     * @param expressions A {@link VRMExpressionManager}\n     * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n     * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n     * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n     * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n     */\n    constructor(expressions, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n        this.expressions = expressions;\n        this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n        this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n        this.rangeMapVerticalDown = rangeMapVerticalDown;\n        this.rangeMapVerticalUp = rangeMapVerticalUp;\n    }\n    /**\n     * Apply the input angle to its associated VRM model.\n     *\n     * @param yaw Rotation around Y axis, in degree\n     * @param pitch Rotation around X axis, in degree\n     */\n    applyYawPitch(yaw, pitch) {\n        if (pitch < 0.0) {\n            this.expressions.setValue('lookDown', 0.0);\n            this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n        }\n        else {\n            this.expressions.setValue('lookUp', 0.0);\n            this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n        }\n        if (yaw < 0.0) {\n            this.expressions.setValue('lookLeft', 0.0);\n            this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n        }\n        else {\n            this.expressions.setValue('lookRight', 0.0);\n            this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n        }\n    }\n    /**\n     * @deprecated Use {@link applyYawPitch} instead.\n     */\n    lookAt(euler) {\n        console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n        const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n        const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n        this.applyYawPitch(yaw, pitch);\n    }\n}\n/**\n * Represent its type of applier.\n */\nVRMLookAtExpressionApplier.type = 'expression';\n\nclass VRMLookAtRangeMap {\n    /**\n     * Create a new {@link VRMLookAtRangeMap}.\n     *\n     * @param inputMaxValue The {@link inputMaxValue} of the map\n     * @param outputScale The {@link outputScale} of the map\n     */\n    constructor(inputMaxValue, outputScale) {\n        this.inputMaxValue = inputMaxValue;\n        this.outputScale = outputScale;\n    }\n    /**\n     * Evaluate an input value and output a mapped value.\n     * @param src The input value\n     */\n    map(src) {\n        return this.outputScale * saturate(src / this.inputMaxValue);\n    }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS$1 = new Set(['1.0', '1.0-beta']);\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nclass VRMLookAtLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMLookAtLoaderPlugin';\n    }\n    constructor(parser, options) {\n        this.parser = parser;\n        this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const vrmHumanoid = gltf.userData.vrmHumanoid;\n            // explicitly distinguish null and undefined\n            // since vrmHumanoid might be null as a result\n            if (vrmHumanoid === null) {\n                return;\n            }\n            else if (vrmHumanoid === undefined) {\n                throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n            }\n            const vrmExpressionManager = gltf.userData.vrmExpressionManager;\n            if (vrmExpressionManager === null) {\n                return;\n            }\n            else if (vrmExpressionManager === undefined) {\n                throw new Error('VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first');\n            }\n            gltf.userData.vrmLookAt = yield this._import(gltf, vrmHumanoid, vrmExpressionManager);\n        });\n    }\n    /**\n     * Import a {@link VRMLookAt} from a VRM.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n     * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n     */\n    _import(gltf, humanoid, expressions) {\n        return __awaiter(this, void 0, void 0, function* () {\n            if (humanoid == null || expressions == null) {\n                return null;\n            }\n            const v1Result = yield this._v1Import(gltf, humanoid, expressions);\n            if (v1Result) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf, humanoid, expressions);\n            if (v0Result) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf, humanoid, expressions) {\n        var _a, _b, _c;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS$1.has(specVersion)) {\n                console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaLookAt = extension.lookAt;\n            if (!schemaLookAt) {\n                return null;\n            }\n            const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n            const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n            const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n            const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n            const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n            let applier;\n            if (schemaLookAt.type === 'expression') {\n                applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n            }\n            else {\n                applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n            }\n            const lookAt = this._importLookAt(humanoid, applier);\n            lookAt.offsetFromHeadBone.fromArray((_c = schemaLookAt.offsetFromHeadBone) !== null && _c !== void 0 ? _c : [0.0, 0.06, 0.0]);\n            return lookAt;\n        });\n    }\n    _v1ImportRangeMap(schemaRangeMap, defaultOutputScale) {\n        var _a, _b;\n        let inputMaxValue = (_a = schemaRangeMap === null || schemaRangeMap === void 0 ? void 0 : schemaRangeMap.inputMaxValue) !== null && _a !== void 0 ? _a : 90.0;\n        const outputScale = (_b = schemaRangeMap === null || schemaRangeMap === void 0 ? void 0 : schemaRangeMap.outputScale) !== null && _b !== void 0 ? _b : defaultOutputScale;\n        // It might cause NaN when `inputMaxValue` is too small\n        // which makes the mesh of the head disappear\n        // See: https://github.com/pixiv/three-vrm/issues/1201\n        if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n            console.warn('VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!');\n            inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n        }\n        return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n    }\n    _v0Import(gltf, humanoid, expressions) {\n        var _a, _b, _c, _d;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaFirstPerson = vrmExt.firstPerson;\n            if (!schemaFirstPerson) {\n                return null;\n            }\n            const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n            const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n            const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n            const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n            const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n            let applier;\n            if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n                applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n            }\n            else {\n                applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n            }\n            const lookAt = this._importLookAt(humanoid, applier);\n            if (schemaFirstPerson.firstPersonBoneOffset) {\n                lookAt.offsetFromHeadBone.set((_b = schemaFirstPerson.firstPersonBoneOffset.x) !== null && _b !== void 0 ? _b : 0.0, (_c = schemaFirstPerson.firstPersonBoneOffset.y) !== null && _c !== void 0 ? _c : 0.06, -((_d = schemaFirstPerson.firstPersonBoneOffset.z) !== null && _d !== void 0 ? _d : 0.0));\n            }\n            else {\n                lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n            }\n            // VRM 0.0 are facing Z- instead of Z+\n            lookAt.faceFront.set(0.0, 0.0, -1.0);\n            if (applier instanceof VRMLookAtBoneApplier) {\n                applier.faceFront.set(0.0, 0.0, -1.0);\n            }\n            return lookAt;\n        });\n    }\n    _v0ImportDegreeMap(schemaDegreeMap, defaultOutputScale) {\n        var _a, _b;\n        const curve = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.curve;\n        if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n            console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n        }\n        let xRange = (_a = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.xRange) !== null && _a !== void 0 ? _a : 90.0;\n        const yRange = (_b = schemaDegreeMap === null || schemaDegreeMap === void 0 ? void 0 : schemaDegreeMap.yRange) !== null && _b !== void 0 ? _b : defaultOutputScale;\n        // It might cause NaN when `xRange` is too small\n        // which makes the mesh of the head disappear\n        // See: https://github.com/pixiv/three-vrm/issues/1201\n        if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n            console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n            xRange = INPUT_MAX_VALUE_MINIMUM;\n        }\n        return new VRMLookAtRangeMap(xRange, yRange);\n    }\n    _importLookAt(humanoid, applier) {\n        const lookAt = new VRMLookAt(humanoid, applier);\n        if (this.helperRoot) {\n            const helper = new VRMLookAtHelper(lookAt);\n            this.helperRoot.add(helper);\n            helper.renderOrder = this.helperRoot.renderOrder;\n        }\n        return lookAt;\n    }\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Represents a type of applier.\n */\nconst VRMLookAtTypeName = {\n    Bone: 'bone',\n    Expression: 'expression',\n};\n\n/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nfunction resolveURL(url, path) {\n    // Invalid URL\n    if (typeof url !== 'string' || url === '')\n        return '';\n    // Host Relative URL\n    if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n        path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n    }\n    // Absolute URL http://,https://,//\n    if (/^(https?:)?\\/\\//i.test(url))\n        return url;\n    // Data URI\n    if (/^data:.*,.*$/i.test(url))\n        return url;\n    // Blob URL\n    if (/^blob:.*$/i.test(url))\n        return url;\n    // Relative URL\n    return path + url;\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nclass VRMMetaLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMMetaLoaderPlugin';\n    }\n    constructor(parser, options) {\n        var _a, _b, _c;\n        this.parser = parser;\n        this.needThumbnailImage = (_a = options === null || options === void 0 ? void 0 : options.needThumbnailImage) !== null && _a !== void 0 ? _a : true;\n        this.acceptLicenseUrls = (_b = options === null || options === void 0 ? void 0 : options.acceptLicenseUrls) !== null && _b !== void 0 ? _b : ['https://vrm.dev/licenses/1.0/'];\n        this.acceptV0Meta = (_c = options === null || options === void 0 ? void 0 : options.acceptV0Meta) !== null && _c !== void 0 ? _c : true;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmMeta = yield this._import(gltf);\n        });\n    }\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result != null) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result != null) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b, _c;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRMC_vrm')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRMC_vrm'];\n            if (extension == null) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n                console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const schemaMeta = extension.meta;\n            if (!schemaMeta) {\n                return null;\n            }\n            // throw an error if acceptV0Meta is false\n            const licenseUrl = schemaMeta.licenseUrl;\n            const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n            if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n                throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n            }\n            let thumbnailImage = undefined;\n            if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n                thumbnailImage = (_c = (yield this._extractGLTFImage(schemaMeta.thumbnailImage))) !== null && _c !== void 0 ? _c : undefined;\n            }\n            return {\n                metaVersion: '1',\n                name: schemaMeta.name,\n                version: schemaMeta.version,\n                authors: schemaMeta.authors,\n                copyrightInformation: schemaMeta.copyrightInformation,\n                contactInformation: schemaMeta.contactInformation,\n                references: schemaMeta.references,\n                thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n                thumbnailImage,\n                licenseUrl: schemaMeta.licenseUrl,\n                avatarPermission: schemaMeta.avatarPermission,\n                allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n                allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n                commercialUsage: schemaMeta.commercialUsage,\n                allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n                allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n                creditNotation: schemaMeta.creditNotation,\n                allowRedistribution: schemaMeta.allowRedistribution,\n                modification: schemaMeta.modification,\n                otherLicenseUrl: schemaMeta.otherLicenseUrl,\n            };\n        });\n    }\n    _v0Import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use vrm\n            const vrmExt = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a.VRM;\n            if (!vrmExt) {\n                return null;\n            }\n            const schemaMeta = vrmExt.meta;\n            if (!schemaMeta) {\n                return null;\n            }\n            // throw an error if acceptV0Meta is false\n            if (!this.acceptV0Meta) {\n                throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n            }\n            // load thumbnail texture\n            let texture;\n            if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n                texture = yield this.parser.getDependency('texture', schemaMeta.texture);\n            }\n            return {\n                metaVersion: '0',\n                allowedUserName: schemaMeta.allowedUserName,\n                author: schemaMeta.author,\n                commercialUssageName: schemaMeta.commercialUssageName,\n                contactInformation: schemaMeta.contactInformation,\n                licenseName: schemaMeta.licenseName,\n                otherLicenseUrl: schemaMeta.otherLicenseUrl,\n                otherPermissionUrl: schemaMeta.otherPermissionUrl,\n                reference: schemaMeta.reference,\n                sexualUssageName: schemaMeta.sexualUssageName,\n                texture: texture !== null && texture !== void 0 ? texture : undefined,\n                title: schemaMeta.title,\n                version: schemaMeta.version,\n                violentUssageName: schemaMeta.violentUssageName,\n            };\n        });\n    }\n    _extractGLTFImage(index) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            const source = (_a = json.images) === null || _a === void 0 ? void 0 : _a[index];\n            if (source == null) {\n                console.warn(`VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`);\n                return null;\n            }\n            // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n            // `source.uri` might be a reference to a file\n            let sourceURI = source.uri;\n            // Load the binary as a blob\n            if (source.bufferView != null) {\n                const bufferView = yield this.parser.getDependency('bufferView', source.bufferView);\n                const blob = new Blob([bufferView], { type: source.mimeType });\n                sourceURI = URL.createObjectURL(blob);\n            }\n            if (sourceURI == null) {\n                console.warn(`VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`);\n                return null;\n            }\n            const loader = new THREE.ImageLoader();\n            return yield loader.loadAsync(resolveURL(sourceURI, this.parser.options.path)).catch((error) => {\n                console.error(error);\n                console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n                return null;\n            });\n        });\n    }\n}\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nclass VRMCore {\n    /**\n     * Create a new VRM instance.\n     *\n     * @param params [[VRMParameters]] that represents components of the VRM\n     */\n    constructor(params) {\n        this.scene = params.scene;\n        this.meta = params.meta;\n        this.humanoid = params.humanoid;\n        this.expressionManager = params.expressionManager;\n        this.firstPerson = params.firstPerson;\n        this.lookAt = params.lookAt;\n    }\n    /**\n     * **You need to call this on your update loop.**\n     *\n     * This function updates every VRM components.\n     *\n     * @param delta deltaTime\n     */\n    update(delta) {\n        this.humanoid.update();\n        if (this.lookAt) {\n            this.lookAt.update(delta);\n        }\n        if (this.expressionManager) {\n            this.expressionManager.update();\n        }\n    }\n}\n\nclass VRMCoreLoaderPlugin {\n    get name() {\n        // We should use the extension name instead but we have multiple plugins for an extension...\n        return 'VRMC_vrm';\n    }\n    constructor(parser, options) {\n        var _a, _b, _c, _d, _e;\n        this.parser = parser;\n        const helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n        const autoUpdateHumanBones = options === null || options === void 0 ? void 0 : options.autoUpdateHumanBones;\n        this.expressionPlugin = (_a = options === null || options === void 0 ? void 0 : options.expressionPlugin) !== null && _a !== void 0 ? _a : new VRMExpressionLoaderPlugin(parser);\n        this.firstPersonPlugin = (_b = options === null || options === void 0 ? void 0 : options.firstPersonPlugin) !== null && _b !== void 0 ? _b : new VRMFirstPersonLoaderPlugin(parser);\n        this.humanoidPlugin =\n            (_c = options === null || options === void 0 ? void 0 : options.humanoidPlugin) !== null && _c !== void 0 ? _c : new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n        this.lookAtPlugin = (_d = options === null || options === void 0 ? void 0 : options.lookAtPlugin) !== null && _d !== void 0 ? _d : new VRMLookAtLoaderPlugin(parser, { helperRoot });\n        this.metaPlugin = (_e = options === null || options === void 0 ? void 0 : options.metaPlugin) !== null && _e !== void 0 ? _e : new VRMMetaLoaderPlugin(parser);\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            yield this.metaPlugin.afterRoot(gltf);\n            yield this.humanoidPlugin.afterRoot(gltf);\n            yield this.expressionPlugin.afterRoot(gltf);\n            yield this.lookAtPlugin.afterRoot(gltf);\n            yield this.firstPersonPlugin.afterRoot(gltf);\n            const meta = gltf.userData.vrmMeta;\n            const humanoid = gltf.userData.vrmHumanoid;\n            // meta and humanoid are required to be a VRM.\n            // Don't create VRM if they are null\n            if (meta && humanoid) {\n                const vrmCore = new VRMCore({\n                    scene: gltf.scene,\n                    expressionManager: gltf.userData.vrmExpressionManager,\n                    firstPerson: gltf.userData.vrmFirstPerson,\n                    humanoid,\n                    lookAt: gltf.userData.vrmLookAt,\n                    meta,\n                });\n                gltf.userData.vrmCore = vrmCore;\n            }\n        });\n    }\n}\n\nexport { VRMCore, VRMCoreLoaderPlugin, VRMExpression, VRMExpressionLoaderPlugin, VRMExpressionManager, VRMExpressionMaterialColorBind, VRMExpressionMaterialColorType, VRMExpressionMorphTargetBind, VRMExpressionOverrideType, VRMExpressionPresetName, VRMExpressionTextureTransformBind, VRMFirstPerson, VRMFirstPersonLoaderPlugin, VRMFirstPersonMeshAnnotationType, VRMHumanBoneList, VRMHumanBoneName, VRMHumanBoneParentMap, VRMHumanoid, VRMHumanoidHelper, VRMHumanoidLoaderPlugin, VRMLookAt, VRMLookAtBoneApplier, VRMLookAtExpressionApplier, VRMLookAtHelper, VRMLookAtLoaderPlugin, VRMLookAtRangeMap, VRMLookAtTypeName, VRMMetaLoaderPlugin, VRMRequiredHumanBoneName };\n//# 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rride at all, `1.0` == completely block the expressions.\n   */\n  public get overrideLookAtAmount(): number {\n    if (this.overrideLookAt === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideLookAt === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  /**\n   * A value represents how much it should override mouth expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideMouthAmount(): number {\n    if (this.overrideMouth === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideMouth === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  constructor(expressionName: string) {\n    super();\n\n    this.name = `VRMExpression_${expressionName}`;\n    this.expressionName = expressionName;\n\n    // traverse 時の救済手段として Object3D ではないことを明示しておく\n    this.type = 'VRMExpression';\n\n    // 表示目的のオブジェクトではないので、負荷軽減のために visible を false にしておく。\n    // これにより、このインスタンスに対する毎フレームの matrix 自動計算を省略できる。\n    this.visible = false;\n  }\n\n  public addBind(bind: VRMExpressionBind): void {\n    this._binds.push(bind);\n  }\n\n  /**\n   * Apply weight to every assigned blend shapes.\n   * Should be called every frame.\n   */\n  public applyWeight(options?: {\n    /**\n     * Multiplies a value to its weight to apply.\n     * Intended to be used for overriding an expression weight by another expression.\n     * See also: {@link overrideBlink}, {@link overrideLookAt}, {@link overrideMouth}\n     */\n    multiplier?: number;\n  }): void {\n    let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n    actualWeight *= options?.multiplier ?? 1.0;\n\n    this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n  }\n\n  /**\n   * Clear previously assigned blend shapes.\n   */\n  public clearAppliedWeight(): void {\n    this._binds.forEach((bind) => bind.clearAppliedWeight());\n  }\n}\n","/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n    __assign = Object.assign || function __assign(t) {\r\n        for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n            s = arguments[i];\r\n            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n        }\r\n        return t;\r\n    }\r\n    return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n    var t = {};\r\n    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n        t[p] = s[p];\r\n    if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n            if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n                t[p[i]] = s[p[i]];\r\n        }\r\n    return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n    if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n    return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n    return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n    function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n    var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","import type * as THREE from 'three';\nimport type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nfunction extractPrimitivesInternal(gltf: GLTF, nodeIndex: number, node: THREE.Object3D): THREE.Mesh[] | null {\n  const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n  /**\n   * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n   *\n   * \"*\" indicates that those meshes should be listed up using this function\n   *\n   * ### A node with a (mesh, a signle primitive)\n   *\n   * - `THREE.Mesh`: The only primitive of the mesh *\n   *\n   * ### A node with a (mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n   */\n\n  // Make sure that the node has a mesh\n  const schemaNode = json.nodes?.[nodeIndex];\n  if (schemaNode == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n    return null;\n  }\n\n  const meshIndex = schemaNode.mesh;\n  if (meshIndex == null) {\n    return null;\n  }\n\n  // How many primitives the mesh has?\n  const schemaMesh = json.meshes?.[meshIndex];\n  if (schemaMesh == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n    return null;\n  }\n\n  const primitiveCount = schemaMesh.primitives.length;\n\n  // Traverse the node and take first (primitiveCount) meshes\n  const primitives: THREE.Mesh[] = [];\n  node.traverse((object) => {\n    if (primitives.length < primitiveCount) {\n      if ((object as any).isMesh) {\n        primitives.push(object as THREE.Mesh);\n      }\n    }\n  });\n\n  return primitives;\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nexport async function gltfExtractPrimitivesFromNode(gltf: GLTF, nodeIndex: number): Promise<THREE.Mesh[] | null> {\n  const node: THREE.Object3D = await gltf.parser.getDependency('node', nodeIndex);\n  return extractPrimitivesInternal(gltf, nodeIndex, node);\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nexport async function gltfExtractPrimitivesFromNodes(gltf: GLTF): Promise<Map<number, THREE.Mesh[]>> {\n  const nodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n  const map = new Map<number, THREE.Mesh[]>();\n\n  nodes.forEach((node, index) => {\n    const result = extractPrimitivesInternal(gltf, index, node);\n    if (result != null) {\n      map.set(index, result);\n    }\n  });\n\n  return map;\n}\n","import * as THREE from 'three';\nimport { GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\n\n/**\n * Get a material definition index of glTF from associated material.\n * It's basically a comat code between Three.js r133 or above and previous versions.\n * @param parser GLTFParser\n * @param material A material of gltf\n * @returns Material definition index of glTF\n */\nexport function gltfGetAssociatedMaterialIndex(parser: GLTFParser, material: THREE.Material): number | null {\n  const threeRevision = parseInt(THREE.REVISION, 10);\n\n  let index: number | null = null;\n\n  if (threeRevision >= 133) {\n    index = parser.associations.get(material)?.materials ?? null;\n  } else {\n    // COMPAT: structure of `parser.associations` has been changed @ r133\n    // See: https://github.com/mrdoob/three.js/pull/21737\n    // Ref: https://github.com/three-types/three-ts-types/commit/5246676e479b61a9ff2db71df4119f6f1462580d\n    type GLTFReferencePre133 = {\n      type: 'materials' | 'nodes' | 'textures' | 'meshes';\n      index: number;\n    };\n\n    type GLTFAssociationsPre133 = Map<THREE.Object3D | THREE.Material | THREE.Texture, GLTFReferencePre133>;\n\n    const associations = parser.associations as GLTFAssociationsPre133;\n\n    const reference = associations.get(material);\n\n    if (reference?.type === 'materials') {\n      index = reference.index;\n    }\n  }\n\n  return index;\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionPresetName = {\n  Aa: 'aa',\n  Ih: 'ih',\n  Ou: 'ou',\n  Ee: 'ee',\n  Oh: 'oh',\n  Blink: 'blink',\n  Happy: 'happy',\n  Angry: 'angry',\n  Sad: 'sad',\n  Relaxed: 'relaxed',\n  LookUp: 'lookUp',\n  Surprised: 'surprised',\n  LookDown: 'lookDown',\n  LookLeft: 'lookLeft',\n  LookRight: 'lookRight',\n  BlinkLeft: 'blinkLeft',\n  BlinkRight: 'blinkRight',\n  Neutral: 'neutral',\n} as const;\n\nexport type VRMExpressionPresetName = typeof VRMExpressionPresetName[keyof typeof VRMExpressionPresetName];\n","/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nexport function saturate(value: number): number {\n  return Math.max(Math.min(value, 1.0), 0.0);\n}\n","import { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { saturate } from '../utils/saturate';\nimport type { VRMExpression } from './VRMExpression';\n\nexport class VRMExpressionManager {\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n   */\n  public blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n   */\n  public lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n   */\n  public mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n\n  /**\n   * A set of {@link VRMExpression}.\n   * When you want to register expressions, use {@link registerExpression}\n   */\n  private _expressions: VRMExpression[] = [];\n  public get expressions(): VRMExpression[] {\n    return this._expressions.concat();\n  }\n\n  /**\n   * A map from name to expression.\n   */\n  private _expressionMap: { [name: string]: VRMExpression } = {};\n  public get expressionMap(): { [name: string]: VRMExpression } {\n    return Object.assign({}, this._expressionMap);\n  }\n\n  /**\n   * A map from name to expression, but excluding custom expressions.\n   */\n  public get presetExpressionMap(): { [name in VRMExpressionPresetName]?: VRMExpression } {\n    const result: { [name in VRMExpressionPresetName]?: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (presetNameSet.has(name)) {\n        result[name as VRMExpressionPresetName] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * A map from name to expression, but excluding preset expressions.\n   */\n  public get customExpressionMap(): { [name: string]: VRMExpression } {\n    const result: { [name: string]: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (!presetNameSet.has(name)) {\n        result[name] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * Create a new {@link VRMExpressionManager}.\n   */\n  public constructor() {\n    // do nothing\n  }\n\n  /**\n   * Copy the given {@link VRMExpressionManager} into this one.\n   * @param source The {@link VRMExpressionManager} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMExpressionManager): this {\n    // first unregister all the expression it has\n    const expressions = this._expressions.concat();\n    expressions.forEach((expression) => {\n      this.unregisterExpression(expression);\n    });\n\n    // then register all the expression of the source\n    source._expressions.forEach((expression) => {\n      this.registerExpression(expression);\n    });\n\n    // copy remaining members\n    this.blinkExpressionNames = source.blinkExpressionNames.concat();\n    this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n    this.mouthExpressionNames = source.mouthExpressionNames.concat();\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMExpressionManager}.\n   * @returns Copied {@link VRMExpressionManager}\n   */\n  public clone(): VRMExpressionManager {\n    return new VRMExpressionManager().copy(this);\n  }\n\n  /**\n   * Return a registered expression.\n   * If it cannot find an expression, it will return `null` instead.\n   *\n   * @param name Name or preset name of the expression\n   */\n  public getExpression(name: VRMExpressionPresetName | string): VRMExpression | null {\n    return this._expressionMap[name] ?? null;\n  }\n\n  /**\n   * Register an expression.\n   *\n   * @param expression {@link VRMExpression} that describes the expression\n   */\n  public registerExpression(expression: VRMExpression): void {\n    this._expressions.push(expression);\n    this._expressionMap[expression.expressionName] = expression;\n  }\n\n  /**\n   * Unregister an expression.\n   *\n   * @param expression The expression you want to unregister\n   */\n  public unregisterExpression(expression: VRMExpression): void {\n    const index = this._expressions.indexOf(expression);\n    if (index === -1) {\n      console.warn('VRMExpressionManager: The specified expressions is not registered');\n    }\n\n    this._expressions.splice(index, 1);\n    delete this._expressionMap[expression.expressionName];\n  }\n\n  /**\n   * Get the current weight of the specified expression.\n   * If it doesn't have an expression of given name, it will return `null` instead.\n   *\n   * @param name Name of the expression\n   */\n  public getValue(name: VRMExpressionPresetName | string): number | null {\n    const expression = this.getExpression(name);\n    return expression?.weight ?? null;\n  }\n\n  /**\n   * Set a weight to the specified expression.\n   *\n   * @param name Name of the expression\n   * @param weight Weight\n   */\n  public setValue(name: VRMExpressionPresetName | string, weight: number): void {\n    const expression = this.getExpression(name);\n    if (expression) {\n      expression.weight = saturate(weight);\n    }\n  }\n\n  /**\n   * Get a track name of specified expression.\n   * This track name is needed to manipulate its expression via keyframe animations.\n   *\n   * @example Manipulate an expression using keyframe animation\n   * ```js\n   * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n   * const track = new THREE.NumberKeyframeTrack(\n   *   name,\n   *   [ 0.0, 0.5, 1.0 ], // times\n   *   [ 0.0, 1.0, 0.0 ] // values\n   * );\n   *\n   * const clip = new THREE.AnimationClip(\n   *   'blink', // name\n   *   1.0, // duration\n   *   [ track ] // tracks\n   * );\n   *\n   * const mixer = new THREE.AnimationMixer( vrm.scene );\n   * const action = mixer.clipAction( clip );\n   * action.play();\n   * ```\n   *\n   * @param name Name of the expression\n   */\n  public getExpressionTrackName(name: VRMExpressionPresetName | string): string | null {\n    const expression = this.getExpression(name);\n    return expression ? `${expression.name}.weight` : null;\n  }\n\n  /**\n   * Update every expressions.\n   */\n  public update(): void {\n    // see how much we should override certain expressions\n    const weightMultipliers = this._calculateWeightMultipliers();\n\n    // reset expression binds first\n    this._expressions.forEach((expression) => {\n      expression.clearAppliedWeight();\n    });\n\n    // then apply binds\n    this._expressions.forEach((expression) => {\n      let multiplier = 1.0;\n      const name = expression.expressionName;\n\n      if (this.blinkExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.blink;\n      }\n\n      if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.lookAt;\n      }\n\n      if (this.mouthExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.mouth;\n      }\n\n      expression.applyWeight({ multiplier });\n    });\n  }\n\n  /**\n   * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n   */\n  private _calculateWeightMultipliers(): {\n    blink: number;\n    lookAt: number;\n    mouth: number;\n  } {\n    let blink = 1.0;\n    let lookAt = 1.0;\n    let mouth = 1.0;\n\n    this._expressions.forEach((expression) => {\n      blink -= expression.overrideBlinkAmount;\n      lookAt -= expression.overrideLookAtAmount;\n      mouth -= expression.overrideMouthAmount;\n    });\n\n    blink = Math.max(0.0, blink);\n    lookAt = Math.max(0.0, lookAt);\n    mouth = Math.max(0.0, mouth);\n\n    return { blink, lookAt, mouth };\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionMaterialColorType = {\n  Color: 'color',\n  EmissionColor: 'emissionColor',\n  ShadeColor: 'shadeColor',\n  MatcapColor: 'matcapColor',\n  RimColor: 'rimColor',\n  OutlineColor: 'outlineColor',\n} as const;\n\nexport type VRMExpressionMaterialColorType =\n  typeof VRMExpressionMaterialColorType[keyof typeof VRMExpressionMaterialColorType];\n\nexport const v0ExpressionMaterialColorMap: { [key: string]: VRMExpressionMaterialColorType | undefined } = {\n  _Color: VRMExpressionMaterialColorType.Color,\n  _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n  _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n  _RimColor: VRMExpressionMaterialColorType.RimColor,\n  _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n","import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\nimport type { VRMExpressionMaterialColorType } from './VRMExpressionMaterialColorType';\n\nconst _color = new THREE.Color();\n\ninterface ColorBindState {\n  propertyName: string;\n  initialValue: THREE.Color;\n  deltaValue: THREE.Color;\n}\n\ninterface AlphaBindState {\n  propertyName: string;\n  initialValue: number;\n  deltaValue: number;\n}\n\ninterface BindState {\n  color: ColorBindState | null;\n  alpha: AlphaBindState | null;\n}\n\n/**\n * A bind of expression influences to a material color.\n */\nexport class VRMExpressionMaterialColorBind implements VRMExpressionBind {\n  /**\n   * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n   * The first element stands for color channels, the second element stands for the alpha channel.\n   * The second element can be null if the target property doesn't exist.\n   */\n  // TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n  // See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\n  private static _propertyNameMapMap: {\n    [distinguisher: string]: { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] };\n  } = {\n    isMeshStandardMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n    },\n    isMeshBasicMaterial: {\n      color: ['color', 'opacity'],\n    },\n    isMToonMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n      outlineColor: ['outlineColorFactor', null],\n      matcapColor: ['matcapFactor', null],\n      rimColor: ['parametricRimColorFactor', null],\n      shadeColor: ['shadeColorFactor', null],\n    },\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The type of the target property of the material.\n   */\n  public readonly type: VRMExpressionMaterialColorType;\n\n  /**\n   * The target color.\n   */\n  public readonly targetValue: THREE.Color;\n\n  /**\n   * The target alpha.\n   */\n  public readonly targetAlpha: number;\n\n  /**\n   * Its binding state.\n   * If it cannot find the target property in the constructor, each property will be null instead.\n   */\n  private _state: BindState;\n\n  public constructor({\n    material,\n    type,\n    targetValue,\n    targetAlpha,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The type of the target property of the material.\n     */\n    type: VRMExpressionMaterialColorType;\n\n    /**\n     * The target color.\n     */\n    targetValue: THREE.Color;\n\n    /**\n     * The target alpha.\n     */\n    targetAlpha?: number;\n  }) {\n    this.material = material;\n    this.type = type;\n    this.targetValue = targetValue;\n    this.targetAlpha = targetAlpha ?? 1.0;\n\n    // init bind state\n    const color = this._initColorBindState();\n    const alpha = this._initAlphaBindState();\n    this._state = { color, alpha };\n  }\n\n  public applyWeight(weight: number): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, deltaValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.add(_color.copy(deltaValue).multiplyScalar(weight));\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, deltaValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) += deltaValue * weight;\n      }\n    }\n  }\n\n  public clearAppliedWeight(): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, initialValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.copy(initialValue);\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, initialValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) = initialValue;\n      }\n    }\n  }\n\n  private _initColorBindState(): ColorBindState | null {\n    const { material, type, targetValue } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[0] ?? null;\n\n    if (propertyName == null) {\n      console.warn(\n        `Tried to add a material color bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type is not supported.`,\n      );\n\n      return null;\n    }\n\n    const target = (material as any)[propertyName] as THREE.Color;\n\n    const initialValue = target.clone();\n\n    // 負の値を保持するためにColor.subを使わずに差分を計算する\n    const deltaValue = new THREE.Color(\n      targetValue.r - initialValue.r,\n      targetValue.g - initialValue.g,\n      targetValue.b - initialValue.b,\n    );\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _initAlphaBindState(): AlphaBindState | null {\n    const { material, type, targetAlpha } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[1] ?? null;\n\n    if (propertyName == null && targetAlpha !== 1.0) {\n      console.warn(\n        `Tried to add a material alpha bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type does not support alpha.`,\n      );\n\n      return null;\n    }\n\n    if (propertyName == null) {\n      return null;\n    }\n\n    const initialValue = (material as any)[propertyName] as number;\n\n    const deltaValue = targetAlpha - initialValue;\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _getPropertyNameMap():\n    | { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] }\n    | null {\n    return (\n      Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n        return (this.material as any)[distinguisher] === true;\n      })?.[1] ?? null\n    );\n  }\n}\n","import type * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nexport class VRMExpressionMorphTargetBind implements VRMExpressionBind {\n  /**\n   * The mesh primitives that attached to target mesh.\n   */\n  public readonly primitives: THREE.Mesh[];\n\n  /**\n   * The index of the morph target in the mesh.\n   */\n  public readonly index: number;\n\n  /**\n   * The weight value of target morph target. Ranging in [0.0 - 1.0].\n   */\n  public readonly weight: number;\n\n  public constructor({\n    primitives,\n    index,\n    weight,\n  }: {\n    /**\n     * The mesh primitives that attached to target mesh.\n     */\n    primitives: THREE.Mesh[];\n\n    /**\n     * The index of the morph target in the mesh.\n     */\n    index: number;\n\n    /**\n     * The weight value of target morph target. Ranging in [0.0 - 1.0].\n     */\n    weight: number;\n  }) {\n    this.primitives = primitives;\n    this.index = index;\n    this.weight = weight;\n  }\n\n  public applyWeight(weight: number): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] += this.weight * weight;\n      }\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] = 0.0;\n      }\n    });\n  }\n}\n","import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\nconst _v2 = new THREE.Vector2();\n\n/**\n * A bind of expression influences to texture transforms.\n */\nexport class VRMExpressionTextureTransformBind implements VRMExpressionBind {\n  private static _propertyNamesMap: { [distinguisher: string]: string[] } = {\n    isMeshStandardMaterial: [\n      'map',\n      'emissiveMap',\n      'bumpMap',\n      'normalMap',\n      'displacementMap',\n      'roughnessMap',\n      'metalnessMap',\n      'alphaMap',\n    ],\n    isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n    isMToonMaterial: [\n      'map',\n      'normalMap',\n      'emissiveMap',\n      'shadeMultiplyTexture',\n      'rimMultiplyTexture',\n      'outlineWidthMultiplyTexture',\n      'uvAnimationMaskTexture',\n    ],\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The uv scale of the texture.\n   */\n  public readonly scale: THREE.Vector2;\n\n  /**\n   * The uv offset of the texture.\n   */\n  public readonly offset: THREE.Vector2;\n\n  /**\n   * The list of texture names and its state that should be transformed by this bind.\n   */\n  private _properties: {\n    name: string;\n    initialOffset: THREE.Vector2;\n    initialScale: THREE.Vector2;\n    deltaOffset: THREE.Vector2;\n    deltaScale: THREE.Vector2;\n  }[];\n\n  public constructor({\n    material,\n    scale,\n    offset,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The uv scale of the texture.\n     */\n    scale: THREE.Vector2;\n\n    /**\n     * The uv offset of the texture.\n     */\n    offset: THREE.Vector2;\n  }) {\n    this.material = material;\n    this.scale = scale;\n    this.offset = offset;\n\n    const propertyNames = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(\n      ([distinguisher]) => {\n        return (material as any)[distinguisher] === true;\n      },\n    )?.[1];\n\n    if (propertyNames == null) {\n      console.warn(\n        `Tried to add a texture transform bind to the material ${\n          material.name ?? '(no name)'\n        } but the material is not supported.`,\n      );\n\n      this._properties = [];\n    } else {\n      this._properties = [];\n\n      propertyNames.forEach((propertyName) => {\n        const texture = ((material as any)[propertyName] as THREE.Texture | undefined)?.clone();\n        if (!texture) {\n          return null;\n        }\n\n        (material as any)[propertyName] = texture; // because the texture is cloned\n\n        const initialOffset = texture.offset.clone();\n        const initialScale = texture.repeat.clone();\n        const deltaOffset = offset.clone().sub(initialOffset);\n        const deltaScale = scale.clone().sub(initialScale);\n\n        this._properties.push({\n          name: propertyName,\n          initialOffset,\n          deltaOffset,\n          initialScale,\n          deltaScale,\n        });\n      });\n    }\n  }\n\n  public applyWeight(weight: number): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n      target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.copy(property.initialOffset);\n      target.repeat.copy(property.initialScale);\n    });\n  }\n}\n","import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { gltfExtractPrimitivesFromNode } from '../utils/gltfExtractPrimitivesFromNode';\nimport { gltfGetAssociatedMaterialIndex } from '../utils/gltfGetAssociatedMaterialIndex';\nimport { VRMExpression } from './VRMExpression';\nimport { VRMExpressionManager } from './VRMExpressionManager';\nimport { v0ExpressionMaterialColorMap } from './VRMExpressionMaterialColorType';\nimport { VRMExpressionMaterialColorBind } from './VRMExpressionMaterialColorBind';\nimport { VRMExpressionMorphTargetBind } from './VRMExpressionMorphTargetBind';\nimport { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { VRMExpressionTextureTransformBind } from './VRMExpressionTextureTransformBind';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nexport class VRMExpressionLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly v0v1PresetNameMap: { [v0Name in V0VRM.BlendShapePresetName]?: VRMExpressionPresetName } = {\n    a: 'aa',\n    e: 'ee',\n    i: 'ih',\n    o: 'oh',\n    u: 'ou',\n    blink: 'blink',\n    joy: 'happy',\n    angry: 'angry',\n    sorrow: 'sad',\n    fun: 'relaxed',\n    lookup: 'lookUp',\n    lookdown: 'lookDown',\n    lookleft: 'lookLeft',\n    lookright: 'lookRight',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_l: 'blinkLeft',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_r: 'blinkRight',\n    neutral: 'neutral',\n  };\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMExpressionLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmExpressionManager = await this._import(gltf);\n  }\n\n  /**\n   * Import a {@link VRMExpressionManager} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaExpressions = extension.expressions;\n    if (!schemaExpressions) {\n      return null;\n    }\n\n    // list expressions\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n    const nameSchemaExp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(expression);\n      }),\n    );\n\n    return manager;\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionOverrideType = {\n  None: 'none',\n  Block: 'block',\n  Blend: 'blend',\n} as const;\n\nexport type VRMExpressionOverrideType = typeof VRMExpressionOverrideType[keyof typeof VRMExpressionOverrideType];\n","import type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport * as THREE from 'three';\nimport type { VRMHumanoid } from '../humanoid';\n\nexport class VRMFirstPerson {\n  /**\n   * A default camera layer for `FirstPersonOnly` layer.\n   *\n   * @see [[getFirstPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n\n  /**\n   * A default camera layer for `ThirdPersonOnly` layer.\n   *\n   * @see [[getThirdPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n  public meshAnnotations: VRMFirstPersonMeshAnnotation[];\n\n  private _firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n  private _thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n\n  private _initializedLayers = false;\n\n  /**\n   * Create a new VRMFirstPerson object.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n   */\n  public constructor(humanoid: VRMHumanoid, meshAnnotations: VRMFirstPersonMeshAnnotation[]) {\n    this.humanoid = humanoid;\n    this.meshAnnotations = meshAnnotations;\n  }\n\n  /**\n   * Copy the given {@link VRMFirstPerson} into this one.\n   * {@link humanoid} must be same as the source one.\n   * @param source The {@link VRMFirstPerson} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMFirstPerson): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n    }\n\n    this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n      meshes: annotation.meshes.concat(),\n      type: annotation.type,\n    }));\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMFirstPerson}.\n   * @returns Copied {@link VRMFirstPerson}\n   */\n  public clone(): VRMFirstPerson {\n    return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n  }\n\n  /**\n   * A camera layer represents `FirstPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get firstPersonOnlyLayer(): number {\n    return this._firstPersonOnlyLayer;\n  }\n\n  /**\n   * A camera layer represents `ThirdPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get thirdPersonOnlyLayer(): number {\n    return this._thirdPersonOnlyLayer;\n  }\n\n  /**\n   * In this method, it assigns layers for every meshes based on mesh annotations.\n   * You must call this method first before you use the layer feature.\n   *\n   * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n   *\n   * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n   * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n   * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n   *\n   * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n   */\n  public setup({\n    firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER,\n    thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER,\n  } = {}): void {\n    if (this._initializedLayers) {\n      return;\n    }\n    this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n    this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n\n    this.meshAnnotations.forEach((item) => {\n      item.meshes.forEach((mesh) => {\n        if (item.type === 'firstPersonOnly') {\n          mesh.layers.set(this._firstPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n        } else if (item.type === 'thirdPersonOnly') {\n          mesh.layers.set(this._thirdPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n        } else if (item.type === 'auto') {\n          this._createHeadlessModel(mesh);\n        }\n      });\n    });\n\n    this._initializedLayers = true;\n  }\n\n  private _excludeTriangles(triangles: number[], bws: number[][], skinIndex: number[][], exclude: number[]): number {\n    let count = 0;\n    if (bws != null && bws.length > 0) {\n      for (let i = 0; i < triangles.length; i += 3) {\n        const a = triangles[i];\n        const b = triangles[i + 1];\n        const c = triangles[i + 2];\n        const bw0 = bws[a];\n        const skin0 = skinIndex[a];\n\n        if (bw0[0] > 0 && exclude.includes(skin0[0])) continue;\n        if (bw0[1] > 0 && exclude.includes(skin0[1])) continue;\n        if (bw0[2] > 0 && exclude.includes(skin0[2])) continue;\n        if (bw0[3] > 0 && exclude.includes(skin0[3])) continue;\n\n        const bw1 = bws[b];\n        const skin1 = skinIndex[b];\n        if (bw1[0] > 0 && exclude.includes(skin1[0])) continue;\n        if (bw1[1] > 0 && exclude.includes(skin1[1])) continue;\n        if (bw1[2] > 0 && exclude.includes(skin1[2])) continue;\n        if (bw1[3] > 0 && exclude.includes(skin1[3])) continue;\n\n        const bw2 = bws[c];\n        const skin2 = skinIndex[c];\n        if (bw2[0] > 0 && exclude.includes(skin2[0])) continue;\n        if (bw2[1] > 0 && exclude.includes(skin2[1])) continue;\n        if (bw2[2] > 0 && exclude.includes(skin2[2])) continue;\n        if (bw2[3] > 0 && exclude.includes(skin2[3])) continue;\n\n        triangles[count++] = a;\n        triangles[count++] = b;\n        triangles[count++] = c;\n      }\n    }\n    return count;\n  }\n\n  private _createErasedMesh(src: THREE.SkinnedMesh, erasingBonesIndex: number[]): THREE.SkinnedMesh {\n    const dst = new THREE.SkinnedMesh(src.geometry.clone(), src.material);\n    dst.name = `${src.name}(erase)`;\n    dst.frustumCulled = src.frustumCulled;\n    dst.layers.set(this._firstPersonOnlyLayer);\n\n    const geometry = dst.geometry;\n\n    const skinIndexAttr = geometry.getAttribute('skinIndex');\n    const skinIndexAttrArray = skinIndexAttr instanceof THREE.GLBufferAttribute ? [] : skinIndexAttr.array;\n    const skinIndex = [];\n    for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n      skinIndex.push([\n        skinIndexAttrArray[i],\n        skinIndexAttrArray[i + 1],\n        skinIndexAttrArray[i + 2],\n        skinIndexAttrArray[i + 3],\n      ]);\n    }\n\n    const skinWeightAttr = geometry.getAttribute('skinWeight');\n    const skinWeightAttrArray = skinWeightAttr instanceof THREE.GLBufferAttribute ? [] : skinWeightAttr.array;\n    const skinWeight = [];\n    for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n      skinWeight.push([\n        skinWeightAttrArray[i],\n        skinWeightAttrArray[i + 1],\n        skinWeightAttrArray[i + 2],\n        skinWeightAttrArray[i + 3],\n      ]);\n    }\n\n    const index = geometry.getIndex();\n    if (!index) {\n      throw new Error(\"The geometry doesn't have an index buffer\");\n    }\n    const oldTriangles = Array.from(index.array);\n\n    const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n    const newTriangle: number[] = [];\n    for (let i = 0; i < count; i++) {\n      newTriangle[i] = oldTriangles[i];\n    }\n    geometry.setIndex(newTriangle);\n\n    // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n    if (src.onBeforeRender) {\n      dst.onBeforeRender = src.onBeforeRender;\n    }\n    dst.bind(new THREE.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE.Matrix4());\n    return dst;\n  }\n\n  private _createHeadlessModelForSkinnedMesh(parent: THREE.Object3D, mesh: THREE.SkinnedMesh): void {\n    const eraseBoneIndexes: number[] = [];\n    mesh.skeleton.bones.forEach((bone, index) => {\n      if (this._isEraseTarget(bone)) eraseBoneIndexes.push(index);\n    });\n\n    // Unlike UniVRM we don't copy mesh if no invisible bone was found\n    if (!eraseBoneIndexes.length) {\n      mesh.layers.enable(this._thirdPersonOnlyLayer);\n      mesh.layers.enable(this._firstPersonOnlyLayer);\n      return;\n    }\n    mesh.layers.set(this._thirdPersonOnlyLayer);\n    const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n    parent.add(newMesh);\n  }\n\n  private _createHeadlessModel(node: THREE.Object3D): void {\n    if (node.type === 'Group') {\n      node.layers.set(this._thirdPersonOnlyLayer);\n      if (this._isEraseTarget(node)) {\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      } else {\n        const parent = new THREE.Group();\n        parent.name = `_headless_${node.name}`;\n        parent.layers.set(this._firstPersonOnlyLayer);\n        node.parent!.add(parent);\n        node.children\n          .filter((child) => child.type === 'SkinnedMesh')\n          .forEach((child) => {\n            const skinnedMesh = child as THREE.SkinnedMesh;\n            this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n          });\n      }\n    } else if (node.type === 'SkinnedMesh') {\n      const skinnedMesh = node as THREE.SkinnedMesh;\n      this._createHeadlessModelForSkinnedMesh(node.parent!, skinnedMesh);\n    } else {\n      if (this._isEraseTarget(node)) {\n        node.layers.set(this._thirdPersonOnlyLayer);\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      }\n    }\n  }\n\n  private _isEraseTarget(bone: THREE.Object3D): boolean {\n    if (bone === this.humanoid.getRawBoneNode('head')) {\n      return true;\n    } else if (!bone.parent) {\n      return false;\n    } else {\n      return this._isEraseTarget(bone.parent);\n    }\n  }\n}\n","import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { gltfExtractPrimitivesFromNodes } from '../utils/gltfExtractPrimitivesFromNode';\nimport { VRMFirstPerson } from './VRMFirstPerson';\nimport type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport type { VRMFirstPersonMeshAnnotationType } from './VRMFirstPersonMeshAnnotationType';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nexport class VRMFirstPersonLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMFirstPersonLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error(\n        'VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmFirstPerson = await this._import(gltf, vrmHumanoid);\n  }\n\n  /**\n   * Import a {@link VRMFirstPerson} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   */\n\n  private async _import(gltf: GLTF, humanoid: VRMHumanoid | null): Promise<VRMFirstPerson | null> {\n    if (humanoid == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaFirstPerson = extension.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const annotation = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: annotation?.type ?? 'both',\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private async _v0Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson: V0VRM.FirstPerson | undefined = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const schemaNode = json.nodes![nodeIndex];\n\n      const flag = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: this._convertV0FlagToV1Type(flag?.firstPersonFlag),\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private _convertV0FlagToV1Type(flag: string | undefined): VRMFirstPersonMeshAnnotationType {\n    if (flag === 'FirstPersonOnly') {\n      return 'firstPersonOnly';\n    } else if (flag === 'ThirdPersonOnly') {\n      return 'thirdPersonOnly';\n    } else if (flag === 'Auto') {\n      return 'auto';\n    } else {\n      return 'both';\n    }\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMFirstPersonMeshAnnotationType = {\n  Auto: 'auto',\n  Both: 'both',\n  ThirdPersonOnly: 'thirdPersonOnly',\n  FirstPersonOnly: 'firstPersonOnly',\n} as const;\n\nexport type VRMFirstPersonMeshAnnotationType =\n  typeof VRMFirstPersonMeshAnnotationType[keyof typeof VRMFirstPersonMeshAnnotationType];\n","import * as THREE from 'three';\nimport { VRMHumanBone } from '../VRMHumanBone';\nimport { VRMHumanoid } from '../VRMHumanoid';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\nexport class VRMHumanoidHelper extends THREE.Group {\n  public readonly vrmHumanoid: VRMHumanoid;\n  private _boneAxesMap: Map<VRMHumanBone, THREE.AxesHelper>;\n\n  public constructor(humanoid: VRMHumanoid) {\n    super();\n\n    this.vrmHumanoid = humanoid;\n\n    this._boneAxesMap = new Map();\n\n    Object.values(humanoid.humanBones).forEach((bone) => {\n      const helper = new THREE.AxesHelper(1.0);\n\n      helper.matrixAutoUpdate = false;\n\n      (helper.material as THREE.Material).depthTest = false;\n      (helper.material as THREE.Material).depthWrite = false;\n\n      this.add(helper);\n\n      this._boneAxesMap.set(bone, helper);\n    });\n  }\n\n  public dispose(): void {\n    Array.from(this._boneAxesMap.values()).forEach((axes) => {\n      axes.geometry.dispose();\n      (axes.material as THREE.Material).dispose();\n    });\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n      bone.node.updateWorldMatrix(true, false);\n\n      bone.node.matrixWorld.decompose(_v3A, _quatA, _v3B);\n\n      const scale = _v3A.set(0.1, 0.1, 0.1).divide(_v3B);\n      axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n    });\n\n    super.updateMatrixWorld(force);\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nexport const VRMHumanBoneList: VRMHumanBoneName[] = [\n  'hips',\n  'spine',\n  'chest',\n  'upperChest',\n  'neck',\n\n  'head',\n  'leftEye',\n  'rightEye',\n  'jaw',\n\n  'leftUpperLeg',\n  'leftLowerLeg',\n  'leftFoot',\n  'leftToes',\n\n  'rightUpperLeg',\n  'rightLowerLeg',\n  'rightFoot',\n  'rightToes',\n\n  'leftShoulder',\n  'leftUpperArm',\n  'leftLowerArm',\n  'leftHand',\n\n  'rightShoulder',\n  'rightUpperArm',\n  'rightLowerArm',\n  'rightHand',\n\n  'leftThumbMetacarpal',\n  'leftThumbProximal',\n  'leftThumbDistal',\n  'leftIndexProximal',\n  'leftIndexIntermediate',\n  'leftIndexDistal',\n  'leftMiddleProximal',\n  'leftMiddleIntermediate',\n  'leftMiddleDistal',\n  'leftRingProximal',\n  'leftRingIntermediate',\n  'leftRingDistal',\n  'leftLittleProximal',\n  'leftLittleIntermediate',\n  'leftLittleDistal',\n\n  'rightThumbMetacarpal',\n  'rightThumbProximal',\n  'rightThumbDistal',\n  'rightIndexProximal',\n  'rightIndexIntermediate',\n  'rightIndexDistal',\n  'rightMiddleProximal',\n  'rightMiddleIntermediate',\n  'rightMiddleDistal',\n  'rightRingProximal',\n  'rightRingIntermediate',\n  'rightRingDistal',\n  'rightLittleProximal',\n  'rightLittleIntermediate',\n  'rightLittleDistal',\n];\n","/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Chest: 'chest',\n  UpperChest: 'upperChest',\n  Neck: 'neck',\n\n  Head: 'head',\n  LeftEye: 'leftEye',\n  RightEye: 'rightEye',\n  Jaw: 'jaw',\n\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  LeftToes: 'leftToes',\n\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  RightToes: 'rightToes',\n\n  LeftShoulder: 'leftShoulder',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n\n  RightShoulder: 'rightShoulder',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n\n  LeftThumbMetacarpal: 'leftThumbMetacarpal',\n  LeftThumbProximal: 'leftThumbProximal',\n  LeftThumbDistal: 'leftThumbDistal',\n  LeftIndexProximal: 'leftIndexProximal',\n  LeftIndexIntermediate: 'leftIndexIntermediate',\n  LeftIndexDistal: 'leftIndexDistal',\n  LeftMiddleProximal: 'leftMiddleProximal',\n  LeftMiddleIntermediate: 'leftMiddleIntermediate',\n  LeftMiddleDistal: 'leftMiddleDistal',\n  LeftRingProximal: 'leftRingProximal',\n  LeftRingIntermediate: 'leftRingIntermediate',\n  LeftRingDistal: 'leftRingDistal',\n  LeftLittleProximal: 'leftLittleProximal',\n  LeftLittleIntermediate: 'leftLittleIntermediate',\n  LeftLittleDistal: 'leftLittleDistal',\n\n  RightThumbMetacarpal: 'rightThumbMetacarpal',\n  RightThumbProximal: 'rightThumbProximal',\n  RightThumbDistal: 'rightThumbDistal',\n  RightIndexProximal: 'rightIndexProximal',\n  RightIndexIntermediate: 'rightIndexIntermediate',\n  RightIndexDistal: 'rightIndexDistal',\n  RightMiddleProximal: 'rightMiddleProximal',\n  RightMiddleIntermediate: 'rightMiddleIntermediate',\n  RightMiddleDistal: 'rightMiddleDistal',\n  RightRingProximal: 'rightRingProximal',\n  RightRingIntermediate: 'rightRingIntermediate',\n  RightRingDistal: 'rightRingDistal',\n  RightLittleProximal: 'rightLittleProximal',\n  RightLittleIntermediate: 'rightLittleIntermediate',\n  RightLittleDistal: 'rightLittleDistal',\n} as const;\n\nexport type VRMHumanBoneName = typeof VRMHumanBoneName[keyof typeof VRMHumanBoneName];\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneParentMap: { [bone in VRMHumanBoneName]: VRMHumanBoneName | null } = {\n  hips: null,\n  spine: 'hips',\n  chest: 'spine',\n  upperChest: 'chest',\n  neck: 'upperChest',\n\n  head: 'neck',\n  leftEye: 'head',\n  rightEye: 'head',\n  jaw: 'head',\n\n  leftUpperLeg: 'hips',\n  leftLowerLeg: 'leftUpperLeg',\n  leftFoot: 'leftLowerLeg',\n  leftToes: 'leftFoot',\n\n  rightUpperLeg: 'hips',\n  rightLowerLeg: 'rightUpperLeg',\n  rightFoot: 'rightLowerLeg',\n  rightToes: 'rightFoot',\n\n  leftShoulder: 'upperChest',\n  leftUpperArm: 'leftShoulder',\n  leftLowerArm: 'leftUpperArm',\n  leftHand: 'leftLowerArm',\n\n  rightShoulder: 'upperChest',\n  rightUpperArm: 'rightShoulder',\n  rightLowerArm: 'rightUpperArm',\n  rightHand: 'rightLowerArm',\n\n  leftThumbMetacarpal: 'leftHand',\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbDistal: 'leftThumbProximal',\n  leftIndexProximal: 'leftHand',\n  leftIndexIntermediate: 'leftIndexProximal',\n  leftIndexDistal: 'leftIndexIntermediate',\n  leftMiddleProximal: 'leftHand',\n  leftMiddleIntermediate: 'leftMiddleProximal',\n  leftMiddleDistal: 'leftMiddleIntermediate',\n  leftRingProximal: 'leftHand',\n  leftRingIntermediate: 'leftRingProximal',\n  leftRingDistal: 'leftRingIntermediate',\n  leftLittleProximal: 'leftHand',\n  leftLittleIntermediate: 'leftLittleProximal',\n  leftLittleDistal: 'leftLittleIntermediate',\n\n  rightThumbMetacarpal: 'rightHand',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbDistal: 'rightThumbProximal',\n  rightIndexProximal: 'rightHand',\n  rightIndexIntermediate: 'rightIndexProximal',\n  rightIndexDistal: 'rightIndexIntermediate',\n  rightMiddleProximal: 'rightHand',\n  rightMiddleIntermediate: 'rightMiddleProximal',\n  rightMiddleDistal: 'rightMiddleIntermediate',\n  rightRingProximal: 'rightHand',\n  rightRingIntermediate: 'rightRingProximal',\n  rightRingDistal: 'rightRingIntermediate',\n  rightLittleProximal: 'rightHand',\n  rightLittleIntermediate: 'rightLittleProximal',\n  rightLittleDistal: 'rightLittleIntermediate',\n};\n","import * as THREE from 'three';\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nexport function quatInvertCompat<T extends THREE.Quaternion>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).inverse();\n  }\n\n  return target;\n}\n","import * as THREE from 'three';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\n/**\n * A class represents the Rig of a VRM.\n */\nexport class VRMRig {\n  /**\n   * A {@link VRMHumanBones} that contains all the human bones of the VRM.\n   * You might want to get these bones using {@link VRMHumanoid.getBone}.\n   */\n  public humanBones: VRMHumanBones;\n\n  /**\n   * A {@link VRMPose} that is its default state.\n   * Note that it's not compatible with {@link setPose} and {@link getPose}, since it contains non-relative values of each local transforms.\n   */\n  public restPose: VRMPose;\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   */\n  public constructor(humanBones: VRMHumanBones) {\n    this.humanBones = humanBones;\n\n    this.restPose = this.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getPose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n      const vrmBoneName = vrmBoneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(vrmBoneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Get the position / rotation from the node\n      _v3A.copy(node.position);\n      _quatA.copy(node.quaternion);\n\n      // Convert to raw arrays\n      pose[vrmBoneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Return the current pose of this humanoid as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getPose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((boneNameString) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Take a diff from restPose\n      _v3A.set(0, 0, 0);\n      _quatA.identity();\n\n      const restState = this.restPose[boneName];\n      if (restState?.position) {\n        _v3A.fromArray(restState.position).negate();\n      }\n      if (restState?.rotation) {\n        quatInvertCompat(_quatA.fromArray(restState.rotation));\n      }\n\n      // Get the position / rotation from the node\n      _v3A.add(node.position);\n      _quatA.premultiply(node.quaternion);\n\n      // Convert to raw arrays\n      pose[boneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Let the humanoid do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getPose}.\n   *\n   * @param poseObject A [[VRMPose]] that represents a single pose\n   */\n  public setPose(poseObject: VRMPose): void {\n    Object.entries(poseObject).forEach(([boneNameString, state]) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      const restState = this.restPose[boneName];\n      if (!restState) {\n        // It's very unlikely. Possibly a bug\n        return;\n      }\n\n      // Apply the state to the actual bone\n      if (state?.position) {\n        node.position.fromArray(state.position);\n\n        if (restState.position) {\n          node.position.add(_v3A.fromArray(restState.position));\n        }\n      }\n\n      if (state?.rotation) {\n        node.quaternion.fromArray(state.rotation);\n\n        if (restState.rotation) {\n          node.quaternion.multiply(_quatA.fromArray(restState.rotation));\n        }\n      }\n    });\n  }\n\n  /**\n   * Reset the humanoid to its rest pose.\n   */\n  public resetPose(): void {\n    Object.entries(this.restPose).forEach(([boneName, rest]) => {\n      const node = this.getBoneNode(boneName as VRMHumanBoneName);\n\n      if (!node) {\n        return;\n      }\n\n      if (rest?.position) {\n        node.position.fromArray(rest.position);\n      }\n\n      if (rest?.rotation) {\n        node.quaternion.fromArray(rest.rotation);\n      }\n    });\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this.humanBones[name] ?? undefined;\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this.humanBones[name]?.node ?? null;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMHumanBoneName, VRMHumanBones } from '.';\nimport { VRMHumanBoneList } from './VRMHumanBoneList';\nimport { VRMHumanBoneParentMap } from './VRMHumanBoneParentMap';\nimport { VRMRig } from './VRMRig';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _boneWorldPos = new THREE.Vector3();\n\n/**\n * A class represents the normalized Rig of a VRM.\n */\nexport class VRMHumanoidRig extends VRMRig {\n  protected static _setupTransforms(modelRig: VRMRig): {\n    rigBones: VRMHumanBones;\n    root: THREE.Object3D;\n    parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n    boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  } {\n    const root = new THREE.Object3D();\n    root.name = 'VRMHumanoidRig';\n\n    // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n    const boneWorldPositions: { [boneName in VRMHumanBoneName]?: THREE.Vector3 } = {};\n    const boneWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = new THREE.Vector3();\n        const boneWorldRotation = new THREE.Quaternion();\n\n        boneNode.updateWorldMatrix(true, false);\n        boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A);\n\n        boneWorldPositions[boneName] = boneWorldPosition;\n        boneWorldRotations[boneName] = boneWorldRotation;\n        boneRotations[boneName] = boneNode.quaternion.clone();\n\n        const parentWorldRotation = new THREE.Quaternion();\n        boneNode.parent?.matrixWorld.decompose(_v3A, parentWorldRotation, _v3A);\n        parentWorldRotations[boneName] = parentWorldRotation;\n      }\n    });\n\n    // build rig hierarchy + store parentWorldRotations\n    const rigBones: Partial<VRMHumanBones> = {};\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = boneWorldPositions[boneName] as THREE.Vector3;\n\n        // see the nearest parent position\n        let currentBoneName: VRMHumanBoneName | null = boneName;\n        let parentBoneWorldPosition: THREE.Vector3 | undefined;\n        while (parentBoneWorldPosition == null) {\n          currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n          if (currentBoneName == null) {\n            break;\n          }\n          parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n        }\n\n        // add to hierarchy\n        const rigBoneNode = new THREE.Object3D();\n        rigBoneNode.name = 'Normalized_' + boneNode.name;\n\n        const parentRigBoneNode = (currentBoneName ? rigBones[currentBoneName]?.node : root) as THREE.Object3D;\n\n        parentRigBoneNode.add(rigBoneNode);\n        rigBoneNode.position.copy(boneWorldPosition);\n        if (parentBoneWorldPosition) {\n          rigBoneNode.position.sub(parentBoneWorldPosition);\n        }\n\n        rigBones[boneName] = { node: rigBoneNode };\n      }\n    });\n\n    return {\n      rigBones: rigBones as VRMHumanBones,\n      root,\n      parentWorldRotations,\n      boneRotations,\n    };\n  }\n\n  public readonly original: VRMRig;\n  public readonly root: THREE.Object3D;\n  protected readonly _parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  protected readonly _boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n\n  public constructor(humanoid: VRMRig) {\n    const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n\n    super(rigBones);\n\n    this.original = humanoid;\n    this.root = root;\n    this._parentWorldRotations = parentWorldRotations;\n    this._boneRotations = boneRotations;\n  }\n\n  /**\n   * Update this humanoid rig.\n   */\n  public update(): void {\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = this.original.getBoneNode(boneName);\n\n      if (boneNode != null) {\n        const rigBoneNode = this.getBoneNode(boneName)!;\n        const parentWorldRotation = this._parentWorldRotations[boneName]!;\n        const invParentWorldRotation = _quatA.copy(parentWorldRotation).invert();\n        const boneRotation = this._boneRotations[boneName]!;\n\n        boneNode.quaternion\n          .copy(rigBoneNode.quaternion)\n          .multiply(parentWorldRotation)\n          .premultiply(invParentWorldRotation)\n          .multiply(boneRotation);\n\n        // Move the mass center of the VRM\n        if (boneName === 'hips') {\n          const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n          boneNode.parent!.updateWorldMatrix(true, false);\n          const parentWorldMatrix = boneNode.parent!.matrixWorld;\n          const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n          boneNode.position.copy(localPosition);\n        }\n      }\n    });\n  }\n}\n","import * as THREE from 'three';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\nimport { VRMRig } from './VRMRig';\nimport { VRMHumanoidRig } from './VRMHumanoidRig';\n\n/**\n * A class represents a humanoid of a VRM.\n */\nexport class VRMHumanoid {\n  /**\n   * Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}.\n   * `true` by default.\n   *\n   * @default true\n   */\n  public autoUpdateHumanBones: boolean;\n\n  /**\n   * A raw rig of the VRM.\n   */\n  private _rawHumanBones: VRMRig; // TODO: Rename\n\n  /**\n   * A normalized rig of the VRM.\n   */\n  private _normalizedHumanBones: VRMHumanoidRig; // TODO: Rename\n\n  /**\n   * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n   */\n  public get restPose(): VRMPose {\n    console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n\n    return this.rawRestPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its raw human bones that is its default state.\n   * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n   */\n  public get rawRestPose(): VRMPose {\n    return this._rawHumanBones.restPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its normalized human bones that is its default state.\n   * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n   */\n  public get normalizedRestPose(): VRMPose {\n    return this._normalizedHumanBones.restPose;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get humanBones(): VRMHumanBones {\n    // an alias of `rawHumanBones`\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get rawHumanBones(): VRMHumanBones {\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBones(): VRMHumanBones {\n    return this._normalizedHumanBones.humanBones;\n  }\n\n  /**\n   * The root of normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBonesRoot(): THREE.Object3D {\n    return this._normalizedHumanBones.root;\n  }\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n   */\n  public constructor(humanBones: VRMHumanBones, options?: { autoUpdateHumanBones?: boolean }) {\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones ?? true;\n    this._rawHumanBones = new VRMRig(humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n  }\n\n  /**\n   * Copy the given {@link VRMHumanoid} into this one.\n   * @param source The {@link VRMHumanoid} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMHumanoid): this {\n    this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n    this._rawHumanBones = new VRMRig(source.humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMHumanoid}.\n   * @returns Copied {@link VRMHumanoid}\n   */\n  public clone(): VRMHumanoid {\n    return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    console.warn(\n      'VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.',\n    );\n\n    return this.getRawAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getRawPose} instead.\n   */\n  public getRawAbsolutePose(): VRMPose {\n    return this._rawHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getNormalizedPose} instead.\n   */\n  public getNormalizedAbsolutePose(): VRMPose {\n    return this._normalizedHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n   */\n  public getPose(): VRMPose {\n    console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n\n    return this.getRawPose();\n  }\n\n  /**\n   * Return the current pose of raw human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getRawPose(): VRMPose {\n    return this._rawHumanBones.getPose();\n  }\n\n  /**\n   * Return the current pose of normalized human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getNormalizedPose(): VRMPose {\n    return this._normalizedHumanBones.getPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n   */\n  public setPose(poseObject: VRMPose): void {\n    console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n\n    return this.setRawPose(poseObject);\n  }\n\n  /**\n   * Let the raw human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getRawPose}.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setRawPose(poseObject: VRMPose): void {\n    return this._rawHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * Let the normalized human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getNormalizedPose}.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setNormalizedPose(poseObject: VRMPose): void {\n    return this._normalizedHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n   */\n  public resetPose(): void {\n    console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n\n    return this.resetRawPose();\n  }\n\n  /**\n   * Reset the raw humanoid to its rest pose.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n   */\n  public resetRawPose(): void {\n    return this._rawHumanBones.resetPose();\n  }\n\n  /**\n   * Reset the normalized humanoid to its rest pose.\n   */\n  public resetNormalizedPose(): void {\n    return this._normalizedHumanBones.resetPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n\n    return this.getRawBone(name);\n  }\n\n  /**\n   * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._rawHumanBones.getBone(name);\n  }\n\n  /**\n   * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._normalizedHumanBones.getBone(name);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    console.warn(\n      'VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.',\n    );\n\n    return this.getRawBoneNode(name);\n  }\n\n  /**\n   * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._rawHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._normalizedHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Update the humanoid component.\n   *\n   * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n   */\n  public update(): void {\n    if (this.autoUpdateHumanBones) {\n      this._normalizedHumanBones.update();\n    }\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMRequiredHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Head: 'head',\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n} as const;\n\nexport type VRMRequiredHumanBoneName = typeof VRMRequiredHumanBoneName[keyof typeof VRMRequiredHumanBoneName];\n","import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMHumanoid } from './VRMHumanoid';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport { VRMRequiredHumanBoneName } from './VRMRequiredHumanBoneName';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMHumanoidHelper } from './helpers/VRMHumanoidHelper';\nimport { VRMHumanoidLoaderPluginOptions } from './VRMHumanoidLoaderPluginOptions';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap: { [key: string]: V1VRMSchema.HumanoidHumanBoneName | undefined } = {\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbIntermediate: 'leftThumbProximal',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbIntermediate: 'rightThumbProximal',\n};\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nexport class VRMHumanoidLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMHumanoidHelper}.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, the helper will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public autoUpdateHumanBones?: boolean;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMHumanoidLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMHumanoidLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmHumanoid = await this._import(glt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n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshPitch = new THREE.Mesh(geometry, material);\n      this.add(this._meshPitch);\n    }\n\n    {\n      const geometry = new FanBufferGeometry();\n      geometry.radius = 0.5;\n\n      const material = new THREE.MeshBasicMaterial({\n        color: 0xff0000,\n        transparent: true,\n        opacity: 0.5,\n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshYaw = new THREE.Mesh(geometry, material);\n      this.add(this._meshYaw);\n    }\n\n    {\n      const geometry = new LineAndSphereBufferGeometry();\n      geometry.radius = 0.1;\n\n      const material = new THREE.LineBasicMaterial({\n        color: 0xffffff,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._lineTarget = new THREE.LineSegments(geometry, material);\n      this._lineTarget.frustumCulled = false;\n      this.add(this._lineTarget);\n    }\n  }\n\n  public dispose(): void {\n    this._meshYaw.geometry.dispose();\n    this._meshYaw.material.dispose();\n\n    this._meshPitch.geometry.dispose();\n    this._meshPitch.material.dispose();\n\n    this._lineTarget.geometry.dispose();\n    this._lineTarget.material.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    // update geometries\n    const yaw = THREE.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n    this._meshYaw.geometry.theta = yaw;\n    this._meshYaw.geometry.update();\n\n    const pitch = THREE.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n    this._meshPitch.geometry.theta = pitch;\n    this._meshPitch.geometry.update();\n\n    // get world position and quaternion\n    this.vrmLookAt.getLookAtWorldPosition(_v3A);\n    this.vrmLookAt.getLookAtWorldQuaternion(_quatA);\n\n    // calculate rotation using faceFront\n    _quatA.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB));\n\n    // set transform to meshes\n    this._meshYaw.position.copy(_v3A);\n    this._meshYaw.quaternion.copy(_quatA);\n\n    this._meshPitch.position.copy(_v3A);\n    this._meshPitch.quaternion.copy(_quatA);\n    this._meshPitch.quaternion.multiply(_quatB.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n    this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n\n    // update target line and sphere\n    const { target, autoUpdate } = this.vrmLookAt;\n    if (target != null && autoUpdate) {\n      target.getWorldPosition(_v3B).sub(_v3A);\n      this._lineTarget.geometry.tail.copy(_v3B);\n      this._lineTarget.geometry.update();\n      this._lineTarget.position.copy(_v3A);\n    }\n\n    // apply transform to meshes\n    super.updateMatrixWorld(force);\n  }\n}\n","import * as THREE from 'three';\n\nconst _position = new THREE.Vector3();\nconst _scale = new THREE.Vector3();\n\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nexport function getWorldQuaternionLite(object: THREE.Object3D, out: THREE.Quaternion): THREE.Quaternion {\n  object.matrixWorld.decompose(_position, out, _scale);\n  return out;\n}\n","import * as THREE from 'three';\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nexport function calcAzimuthAltitude(vector: THREE.Vector3): [azimuth: number, altitude: number] {\n  return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n","/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nexport function sanitizeAngle(angle: number): number {\n  const roundTurn = Math.round(angle / 2.0 / Math.PI);\n  return angle - 2.0 * Math.PI * roundTurn;\n}\n","import * as THREE from 'three';\nimport { VRMHumanoid } from '../humanoid';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { sanitizeAngle } from './utils/sanitizeAngle';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\nconst _quatD = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler();\n\n/**\n * A class controls eye gaze movements of a VRM.\n */\nexport class VRMLookAt {\n  public static readonly EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\n  /**\n   * The origin of LookAt. Position offset from the head bone.\n   */\n  public offsetFromHeadBone = new THREE.Vector3();\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * The {@link VRMLookAtApplier} of the LookAt.\n   */\n  public applier: VRMLookAtApplier;\n\n  /**\n   * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n   * `true` by default.\n   *\n   * See also: {@link target}\n   */\n  public autoUpdate = true;\n\n  /**\n   * The target object of the LookAt.\n   * Note that it does not make any sense if {@link autoUpdate} is disabled.\n   *\n   * See also: {@link autoUpdate}\n   */\n  public target?: THREE.Object3D | null;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  protected _yaw: number;\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public get yaw(): number {\n    return this._yaw;\n  }\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public set yaw(value: number) {\n    this._yaw = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  protected _pitch: number;\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public get pitch(): number {\n    return this._pitch;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public set pitch(value: number) {\n    this._pitch = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Specifies that angles need to be applied to its [@link applier].\n   */\n  protected _needsUpdate: boolean;\n\n  /**\n   * World rotation of the head in its rest pose.\n   */\n  private _restHeadWorldQuaternion: THREE.Quaternion;\n\n  /**\n   * @deprecated Use {@link getEuler} instead.\n   */\n  public get euler(): THREE.Euler {\n    console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n\n    return this.getEuler(new THREE.Euler());\n  }\n\n  /**\n   * Create a new {@link VRMLookAt}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param applier A {@link VRMLookAtApplier}\n   */\n  public constructor(humanoid: VRMHumanoid, applier: VRMLookAtApplier) {\n    this.humanoid = humanoid;\n    this.applier = applier;\n\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n\n    this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE.Quaternion());\n  }\n\n  /**\n   * Get its yaw-pitch angles as an `Euler`.\n   * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n   *\n   * @param target The target euler\n   */\n  public getEuler(target: THREE.Euler): THREE.Euler {\n    return target.set(THREE.MathUtils.DEG2RAD * this._pitch, THREE.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n  }\n\n  /**\n   * Copy the given {@link VRMLookAt} into this one.\n   * {@link humanoid} must be same as the source one.\n   * {@link applier} will reference the same instance as the source one.\n   * @param source The {@link VRMLookAt} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMLookAt): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMLookAt: humanoid must be same in order to copy');\n    }\n\n    this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n    this.applier = source.applier;\n    this.autoUpdate = source.autoUpdate;\n    this.target = source.target;\n    this.faceFront.copy(source.faceFront);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMLookAt}.\n   * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n   * @returns Copied {@link VRMLookAt}\n   */\n  public clone(): VRMLookAt {\n    return new VRMLookAt(this.humanoid, this.applier).copy(this);\n  }\n\n  /**\n   * Reset the lookAt direction (yaw and pitch) to the initial direction.\n   */\n  public reset(): void {\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Get its lookAt position in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldPosition(target: THREE.Vector3): THREE.Vector3 {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n  }\n\n  /**\n   * Get its lookAt rotation in world coordinate.\n   * Does NOT consider {@link faceFront}.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getLookAtWorldQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return getWorldQuaternionLite(head, target);\n  }\n\n  /**\n   * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getFaceFrontQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.copy(this._restHeadWorldQuaternion).invert();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n  }\n\n  /**\n   * Get its LookAt direction in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldDirection(target: THREE.Vector3): THREE.Vector3 {\n    this.getLookAtWorldQuaternion(_quatB);\n    this.getFaceFrontQuaternion(_quatC);\n\n    return target\n      .copy(VEC3_POSITIVE_Z)\n      .applyQuaternion(_quatB)\n      .applyQuaternion(_quatC)\n      .applyEuler(this.getEuler(_eulerA));\n  }\n\n  /**\n   * Set its lookAt target position.\n   *\n   * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n   *\n   * If you want to track an object continuously, you might want to use {@link target} instead.\n   *\n   * @param position A target position, in world space\n   */\n  public lookAt(position: THREE.Vector3): void {\n    // Look at direction in local coordinate\n    const headRotDiffInv = _quatA\n      .copy(this._restHeadWorldQuaternion)\n      .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB)));\n    const headPos = this.getLookAtWorldPosition(_v3B);\n    const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n\n    // calculate angles\n    const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n    const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n    const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n    const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n\n    // apply angles\n    this._yaw = THREE.MathUtils.RAD2DEG * yaw;\n    this._pitch = THREE.MathUtils.RAD2DEG * pitch;\n\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Update the VRMLookAtHead.\n   * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n   *\n   * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n   */\n  public update(delta: number): void {\n    if (this.target != null && this.autoUpdate) {\n      this.lookAt(this.target.getWorldPosition(_v3A));\n    }\n\n    if (this._needsUpdate) {\n      this._needsUpdate = false;\n\n      this.applier.applyYawPitch(this._yaw, this._pitch);\n    }\n  }\n}\n","import { VRMHumanoid } from '../humanoid';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler(0.0, 0.0, 0.0, 'YXZ');\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtBoneApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'bone';\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal inward movement. The left eye moves right. The right eye moves left.\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal outward movement. The left eye moves left. The right eye moves right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront: THREE.Vector3;\n\n  /**\n   * The rest quaternion of LeftEye bone.\n   */\n  private _restQuatLeftEye: THREE.Quaternion;\n\n  /**\n   * The rest quaternion of RightEye bone.\n   */\n  private _restQuatRightEye: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid LeftEye.\n   */\n  private _restLeftEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid RightEye.\n   */\n  private _restRightEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * Create a new {@link VRMLookAtBoneApplier}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    humanoid: VRMHumanoid,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.humanoid = humanoid;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n\n    this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n    // set rest quaternions\n    this._restQuatLeftEye = new THREE.Quaternion();\n    this._restQuatRightEye = new THREE.Quaternion();\n    this._restLeftEyeParentWorldQuat = new THREE.Quaternion();\n    this._restRightEyeParentWorldQuat = new THREE.Quaternion();\n\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n\n    if (leftEye) {\n      this._restQuatLeftEye.copy(leftEye.quaternion);\n      getWorldQuaternionLite(leftEye.parent!, this._restLeftEyeParentWorldQuat);\n    }\n\n    if (rightEye) {\n      this._restQuatRightEye.copy(rightEye.quaternion);\n      getWorldQuaternionLite(rightEye.parent!, this._restRightEyeParentWorldQuat);\n    }\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n    const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n    const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n    // left\n    if (leftEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      leftEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restLeftEyeParentWorldQuat);\n\n      // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n      // where _quatA is restLeftEyeParentWorldQuat\n      leftEye.quaternion\n        .copy(leftEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatLeftEye);\n    }\n\n    // right\n    if (rightEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      rightEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restRightEyeParentWorldQuat);\n\n      // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n      // where _quatA is restRightEyeParentWorldQuat\n      rightEye.quaternion\n        .copy(rightEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatRightEye);\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n\n  /**\n   * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  private _getWorldFaceFrontQuat(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.identity();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA);\n  }\n}\n","import { VRMExpressionManager } from '../expressions';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtExpressionApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'expression';\n\n  /**\n   * Its associated {@link VRMExpressionManager}.\n   */\n  public readonly expressions: VRMExpressionManager;\n\n  /**\n   * It won't be used in expression applier.\n   * See also: {@link rangeMapHorizontalOuter}\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal movement. Both eyes move left or right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * Create a new {@link VRMLookAtExpressionApplier}.\n   *\n   * @param expressions A {@link VRMExpressionManager}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    expressions: VRMExpressionManager,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.expressions = expressions;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    if (pitch < 0.0) {\n      this.expressions.setValue('lookDown', 0.0);\n      this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n    } else {\n      this.expressions.setValue('lookUp', 0.0);\n      this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n    }\n\n    if (yaw < 0.0) {\n      this.expressions.setValue('lookLeft', 0.0);\n      this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n    } else {\n      this.expressions.setValue('lookRight', 0.0);\n      this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n}\n","import { saturate } from '../utils/saturate';\n\nexport class VRMLookAtRangeMap {\n  /**\n   * Limits the maximum angle of the input angle of the LookAt vector from the front of the head (the positive z axis).\n   */\n  public inputMaxValue: number;\n\n  /**\n   * Represents an angle (in degrees) for bone type of LookAt appliers, or a weight for expression type of LookAt appliers.\n   * The input value will take `1.0` when the input angle equals (or greater) to {@link inputMaxValue}.\n   */\n  public outputScale: number;\n\n  /**\n   * Create a new {@link VRMLookAtRangeMap}.\n   *\n   * @param inputMaxValue The {@link inputMaxValue} of the map\n   * @param outputScale The {@link outputScale} of the map\n   */\n  public constructor(inputMaxValue: number, outputScale: number) {\n    this.inputMaxValue = inputMaxValue;\n    this.outputScale = outputScale;\n  }\n\n  /**\n   * Evaluate an input value and output a mapped value.\n   * @param src The input value\n   */\n  public map(src: number): number {\n    return this.outputScale * saturate(src / this.inputMaxValue);\n  }\n}\n","import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMExpressionManager } from '../expressions/VRMExpressionManager';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { VRMLookAtHelper } from './helpers/VRMLookAtHelper';\nimport { VRMLookAt } from './VRMLookAt';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtBoneApplier } from './VRMLookAtBoneApplier';\nimport { VRMLookAtExpressionApplier } from './VRMLookAtExpressionApplier';\nimport type { VRMLookAtLoaderPluginOptions } from './VRMLookAtLoaderPluginOptions';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nexport class VRMLookAtLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMLookAtHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMLookAtLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMLookAtLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n    }\n\n    const vrmExpressionManager = gltf.userData.vrmExpressionManager as VRMExpressionManager | undefined;\n\n    if (vrmExpressionManager === null) {\n      return;\n    } else if (vrmExpressionManager === undefined) {\n      throw new Error(\n        'VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmLookAt = await this._import(gltf, vrmHumanoid, vrmExpressionManager);\n  }\n\n  /**\n   * Import a {@link VRMLookAt} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n   */\n  private async _import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid | null,\n    expressions: VRMExpressionManager | null,\n  ): Promise<VRMLookAt | null> {\n    if (humanoid == null || expressions == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid, expressions);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid, expressions);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaLookAt = extension.lookAt;\n    if (!schemaLookAt) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n\n    const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n    const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n    const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaLookAt.type === 'expression') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    lookAt.offsetFromHeadBone.fromArray(schemaLookAt.offsetFromHeadBone ?? [0.0, 0.06, 0.0]);\n\n    return lookAt;\n  }\n\n  private _v1ImportRangeMap(\n    schemaRangeMap: V1VRMSchema.LookAtRangeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    let inputMaxValue = schemaRangeMap?.inputMaxValue ?? 90.0;\n    const outputScale = schemaRangeMap?.outputScale ?? defaultOutputScale;\n\n    // It might cause NaN when `inputMaxValue` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn(\n        'VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!',\n      );\n      inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n  }\n\n  private async _v0Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n\n    const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n    const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n    const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    if (schemaFirstPerson.firstPersonBoneOffset) {\n      lookAt.offsetFromHeadBone.set(\n        schemaFirstPerson.firstPersonBoneOffset.x ?? 0.0,\n        schemaFirstPerson.firstPersonBoneOffset.y ?? 0.06,\n        -(schemaFirstPerson.firstPersonBoneOffset.z ?? 0.0),\n      );\n    } else {\n      lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n    }\n\n    // VRM 0.0 are facing Z- instead of Z+\n    lookAt.faceFront.set(0.0, 0.0, -1.0);\n\n    if (applier instanceof VRMLookAtBoneApplier) {\n      applier.faceFront.set(0.0, 0.0, -1.0);\n    }\n\n    return lookAt;\n  }\n\n  private _v0ImportDegreeMap(\n    schemaDegreeMap: V0VRM.FirstPersonDegreeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    const curve = schemaDegreeMap?.curve;\n    if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n      console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n    }\n\n    let xRange = schemaDegreeMap?.xRange ?? 90.0;\n    const yRange = schemaDegreeMap?.yRange ?? defaultOutputScale;\n\n    // It might cause NaN when `xRange` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n      xRange = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(xRange, yRange);\n  }\n\n  private _importLookAt(humanoid: VRMHumanoid, applier: VRMLookAtApplier): VRMLookAt {\n    const lookAt = new VRMLookAt(humanoid, applier);\n\n    if (this.helperRoot) {\n      const helper = new VRMLookAtHelper(lookAt);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return lookAt;\n  }\n}\n","/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Represents a type of applier.\n */\nexport const VRMLookAtTypeName = {\n  Bone: 'bone',\n  Expression: 'expression',\n};\n\nexport type VRMLookAtTypeName = typeof VRMLookAtTypeName[keyof typeof VRMLookAtTypeName];\n","/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nexport function resolveURL(url: string, path: string): string {\n  // Invalid URL\n  if (typeof url !== 'string' || url === '') return '';\n\n  // Host Relative URL\n  if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n    path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n  }\n\n  // Absolute URL http://,https://,//\n  if (/^(https?:)?\\/\\//i.test(url)) return url;\n\n  // Data URI\n  if (/^data:.*,.*$/i.test(url)) return url;\n\n  // Blob URL\n  if (/^blob:.*$/i.test(url)) return url;\n\n  // Relative URL\n  return path + url;\n}\n","import type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRM0Meta } from './VRM0Meta';\nimport type { VRM1Meta } from './VRM1Meta';\nimport type { VRMMeta } from './VRMMeta';\nimport type { VRMMetaLoaderPluginOptions } from './VRMMetaLoaderPluginOptions';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { resolveURL } from '../utils/resolveURL';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nexport class VRMMetaLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  /**\n   * If `false`, it won't load its thumbnail image ({@link VRM1Meta.thumbnailImage}).\n   * `true` by default.\n   */\n  public needThumbnailImage: boolean;\n\n  /**\n   * A list of license urls.\n   * This meta loader will accept these `licenseUrl`s.\n   * Otherwise it won't be loaded.\n   */\n  public acceptLicenseUrls: string[];\n\n  /**\n   * Whether it should accept VRM0.0 meta or not.\n   * Note that it might load {@link VRM0Meta} instead of {@link VRM1Meta} when this is `true`.\n   * `true` by default.\n   */\n  public acceptV0Meta: boolean;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMMetaLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMMetaLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.needThumbnailImage = options?.needThumbnailImage ?? true;\n    this.acceptLicenseUrls = options?.acceptLicenseUrls ?? ['https://vrm.dev/licenses/1.0/'];\n    this.acceptV0Meta = options?.acceptV0Meta ?? true;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmMeta = await this._import(gltf);\n  }\n\n  private async _import(gltf: GLTF): Promise<VRMMeta | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result != null) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result != null) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRM1Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (extension == null) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaMeta = extension.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    const licenseUrl = schemaMeta.licenseUrl;\n    const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n    if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n      throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n    }\n\n    let thumbnailImage: HTMLImageElement | undefined = undefined;\n    if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n      thumbnailImage = (await this._extractGLTFImage(schemaMeta.thumbnailImage)) ?? undefined;\n    }\n\n    return {\n      metaVersion: '1',\n      name: schemaMeta.name,\n      version: schemaMeta.version,\n      authors: schemaMeta.authors,\n      copyrightInformation: schemaMeta.copyrightInformation,\n      contactInformation: schemaMeta.contactInformation,\n      references: schemaMeta.references,\n      thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n      thumbnailImage,\n      licenseUrl: schemaMeta.licenseUrl,\n      avatarPermission: schemaMeta.avatarPermission,\n      allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n      allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n      commercialUsage: schemaMeta.commercialUsage,\n      allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n      allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n      creditNotation: schemaMeta.creditNotation,\n      allowRedistribution: schemaMeta.allowRedistribution,\n      modification: schemaMeta.modification,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n    };\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRM0Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaMeta = vrmExt.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    if (!this.acceptV0Meta) {\n      throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n    }\n\n    // load thumbnail texture\n    let texture: THREE.Texture | null | undefined;\n    if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n      texture = await this.parser.getDependency('texture', schemaMeta.texture);\n    }\n\n    return {\n      metaVersion: '0',\n      allowedUserName: schemaMeta.allowedUserName,\n      author: schemaMeta.author,\n      commercialUssageName: schemaMeta.commercialUssageName,\n      contactInformation: schemaMeta.contactInformation,\n      licenseName: schemaMeta.licenseName,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n      otherPermissionUrl: schemaMeta.otherPermissionUrl,\n      reference: schemaMeta.reference,\n      sexualUssageName: schemaMeta.sexualUssageName,\n      texture: texture ?? undefined,\n      title: schemaMeta.title,\n      version: schemaMeta.version,\n      violentUssageName: schemaMeta.violentUssageName,\n    };\n  }\n\n  private async _extractGLTFImage(index: number): Promise<HTMLImageElement | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const source = json.images?.[index];\n\n    if (source == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`,\n      );\n      return null;\n    }\n\n    // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n\n    // `source.uri` might be a reference to a file\n    let sourceURI: string | undefined = source.uri;\n\n    // Load the binary as a blob\n    if (source.bufferView != null) {\n      const bufferView = await this.parser.getDependency('bufferView', source.bufferView);\n      const blob = new Blob([bufferView], { type: source.mimeType });\n      sourceURI = URL.createObjectURL(blob);\n    }\n\n    if (sourceURI == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`,\n      );\n      return null;\n    }\n\n    const loader = new THREE.ImageLoader();\n    return await loader.loadAsync(resolveURL(sourceURI, (this.parser as any).options.path)).catch((error) => {\n      console.error(error);\n      console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n      return null;\n    });\n  }\n}\n","import * as THREE from 'three';\nimport { VRMExpressionManager } from './expressions/VRMExpressionManager';\nimport { VRMFirstPerson } from './firstPerson/VRMFirstPerson';\nimport { VRMHumanoid } from './humanoid/VRMHumanoid';\nimport { VRMLookAt } from './lookAt/VRMLookAt';\nimport { VRMMeta } from './meta/VRMMeta';\nimport { VRMCoreParameters } from './VRMCoreParameters';\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nexport class VRMCore {\n  /**\n   * `THREE.Group` that contains the entire VRM.\n   */\n  public readonly scene: THREE.Group;\n\n  /**\n   * Contains meta fields of the VRM.\n   * You might want to refer these license fields before use your VRMs.\n   */\n  public readonly meta: VRMMeta;\n\n  /**\n   * Contains {@link VRMHumanoid} of the VRM.\n   * You can control each bones using {@link VRMHumanoid.getNormalizedBoneNode} or {@link VRMHumanoid.getRawBoneNode}.\n   *\n   * @TODO Add a link to VRM spec\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * Contains {@link VRMExpressionManager} of the VRM.\n   * You might want to control these facial expressions via {@link VRMExpressionManager.setValue}.\n   */\n  public readonly expressionManager?: VRMExpressionManager;\n\n  /**\n   * Contains {@link VRMFirstPerson} of the VRM.\n   * VRMFirstPerson is mostly used for mesh culling for first person view.\n   */\n  public readonly firstPerson?: VRMFirstPerson;\n\n  /**\n   * Contains {@link VRMLookAt} of the VRM.\n   * You might want to use {@link VRMLookAt.target} to control the eye direction of your VRMs.\n   */\n  public readonly lookAt?: VRMLookAt;\n\n  /**\n   * Create a new VRM instance.\n   *\n   * @param params [[VRMParameters]] that represents components of the VRM\n   */\n  public constructor(params: VRMCoreParameters) {\n    this.scene = params.scene;\n    this.meta = params.meta;\n    this.humanoid = params.humanoid;\n    this.expressionManager = params.expressionManager;\n    this.firstPerson = params.firstPerson;\n    this.lookAt = params.lookAt;\n  }\n\n  /**\n   * **You need to call this on your update loop.**\n   *\n   * This function updates every VRM components.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    this.humanoid.update();\n\n    if (this.lookAt) {\n      this.lookAt.update(delta);\n    }\n\n    if (this.expressionManager) {\n      this.expressionManager.update();\n    }\n  }\n}\n","import { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMCoreLoaderPluginOptions } from './VRMCoreLoaderPluginOptions';\nimport { VRMCore } from './VRMCore';\nimport { VRMExpressionLoaderPlugin } from './expressions/VRMExpressionLoaderPlugin';\nimport { VRMFirstPersonLoaderPlugin } from './firstPerson/VRMFirstPersonLoaderPlugin';\nimport { VRMHumanoidLoaderPlugin } from './humanoid/VRMHumanoidLoaderPlugin';\nimport { VRMMetaLoaderPlugin } from './meta/VRMMetaLoaderPlugin';\nimport { VRMLookAtLoaderPlugin } from './lookAt/VRMLookAtLoaderPlugin';\nimport type { VRMHumanoid } from './humanoid';\nimport type { VRMMeta } from './meta';\n\nexport class VRMCoreLoaderPlugin implements GLTFLoaderPlugin {\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMC_vrm';\n  }\n\n  public readonly parser: GLTFParser;\n\n  public readonly expressionPlugin: VRMExpressionLoaderPlugin;\n  public readonly firstPersonPlugin: VRMFirstPersonLoaderPlugin;\n  public readonly humanoidPlugin: VRMHumanoidLoaderPlugin;\n  public readonly lookAtPlugin: VRMLookAtLoaderPlugin;\n  public readonly metaPlugin: VRMMetaLoaderPlugin;\n\n  public constructor(parser: GLTFParser, options?: VRMCoreLoaderPluginOptions) {\n    this.parser = parser;\n\n    const helperRoot = options?.helperRoot;\n    const autoUpdateHumanBones = options?.autoUpdateHumanBones;\n\n    this.expressionPlugin = options?.expressionPlugin ?? new VRMExpressionLoaderPlugin(parser);\n    this.firstPersonPlugin = options?.firstPersonPlugin ?? new VRMFirstPersonLoaderPlugin(parser);\n    this.humanoidPlugin =\n      options?.humanoidPlugin ?? new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n    this.lookAtPlugin = options?.lookAtPlugin ?? new VRMLookAtLoaderPlugin(parser, { helperRoot });\n    this.metaPlugin = options?.metaPlugin ?? new VRMMetaLoaderPlugin(parser);\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    await this.metaPlugin.afterRoot(gltf);\n    await this.humanoidPlugin.afterRoot(gltf);\n    await this.expressionPlugin.afterRoot(gltf);\n    await this.lookAtPlugin.afterRoot(gltf);\n    await this.firstPersonPlugin.afterRoot(gltf);\n\n    const meta = gltf.userData.vrmMeta as VRMMeta | null;\n    const humanoid = gltf.userData.vrmHumanoid as VRMHumanoid | null;\n\n    // meta and humanoid are required to be a VRM.\n    // Don't create VRM if they are null\n    if (meta && humanoid) {\n      const vrmCore = new VRMCore({\n        scene: gltf.scene,\n        expressionManager: gltf.userData.vrmExpressionManager,\n        firstPerson: gltf.userData.vrmFirstPerson,\n        humanoid,\n        lookAt: gltf.userData.vrmLookAt,\n        meta,\n      });\n\n      gltf.userData.vrmCore = vrmCore;\n    }\n  }\n}\n"],"names":["POSSIBLE_SPEC_VERSIONS","_v3A","_v3B","_quatA","_quatB","VEC3_POSITIVE_Z","_eulerA"],"mappings":";;;;;;;;;;AAIA;AACA;AACa,MAAA,aAAc,SAAQ,KAAK,CAAC,QAAQ,CAAA;AAoC/C;;;AAGG;AACH,IAAA,IAAW,mBAAmB,GAAA;AAC5B,QAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;AAClC,YAAA,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,GAAG,GAAG,GAAG,GAAG,CAAC;AACtC,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YACzC,OAAO,IAAI,CAAC,MAAM,CAAC;AACpB,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,GAAG,CAAC;AACZ,SAAA;KACF;AAED;;;AAGG;AACH,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,OAAO,EAAE;AACnC,YAAA,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,GAAG,GAAG,GAAG,GAAG,CAAC;AACtC,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,cAAc,KAAK,OAAO,EAAE;YAC1C,OAAO,IAAI,CAAC,MAAM,CAAC;AACpB,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,GAAG,CAAC;AACZ,SAAA;KACF;AAED;;;AAGG;AACH,IAAA,IAAW,mBAAmB,GAAA;AAC5B,QAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;AAClC,YAAA,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,GAAG,GAAG,GAAG,GAAG,CAAC;AACtC,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YACzC,OAAO,IAAI,CAAC,MAAM,CAAC;AACpB,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,GAAG,CAAC;AACZ,SAAA;KACF;AAED,IAAA,WAAA,CAAY,cAAsB,EAAA;AAChC,QAAA,KAAK,EAAE,CAAC;AAxEV;;AAEG;QACI,IAAM,CAAA,MAAA,GAAG,GAAG,CAAC;AAEpB;;AAEG;QACI,IAAQ,CAAA,QAAA,GAAG,KAAK,CAAC;AAExB;;AAEG;QACI,IAAa,CAAA,aAAA,GAA8B,MAAM,CAAC;AAEzD;;AAEG;QACI,IAAc,CAAA,cAAA,GAA8B,MAAM,CAAC;AAE1D;;AAEG;QACI,IAAa,CAAA,aAAA,GAA8B,MAAM,CAAC;QAEjD,IAAM,CAAA,MAAA,GAAwB,EAAE,CAAC;AAiDvC,QAAA,IAAI,CAAC,IAAI,GAAG,CAAiB,cAAA,EAAA,cAAc,EAAE,CAAC;AAC9C,QAAA,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;;AAGrC,QAAA,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC;;;AAI5B,QAAA,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;KACtB;AAEM,IAAA,OAAO,CAAC,IAAuB,EAAA;AACpC,QAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KACxB;AAED;;;AAGG;AACI,IAAA,WAAW,CAAC,OAOlB,EAAA;;AACC,QAAA,IAAI,YAAY,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,MAAM,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC;QAClF,YAAY,IAAI,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CAAC;AAE3C,QAAA,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,CAAC,CAAC;KAC/D;AAED;;AAEG;IACI,kBAAkB,GAAA;AACvB,QAAA,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;KAC1D;AACF;;AC9HD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;AC1TA,SAAS,yBAAyB,CAAC,IAAU,EAAE,SAAiB,EAAE,IAAoB,EAAA;;AACpF,IAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;AAElD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiDG;;IAGH,MAAM,UAAU,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,KAAK,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,CAAC;IAC3C,IAAI,UAAU,IAAI,IAAI,EAAE;AACtB,QAAA,OAAO,CAAC,IAAI,CAAC,mDAAmD,SAAS,CAAA,oCAAA,CAAsC,CAAC,CAAC;AACjH,QAAA,OAAO,IAAI,CAAC;AACb,KAAA;AAED,IAAA,MAAM,SAAS,GAAG,UAAU,CAAC,IAAI,CAAC;IAClC,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,QAAA,OAAO,IAAI,CAAC;AACb,KAAA;;IAGD,MAAM,UAAU,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,CAAC;IAC5C,IAAI,UAAU,IAAI,IAAI,EAAE;AACtB,QAAA,OAAO,CAAC,IAAI,CAAC,oDAAoD,SAAS,CAAA,oCAAA,CAAsC,CAAC,CAAC;AAClH,QAAA,OAAO,IAAI,CAAC;AACb,KAAA;AAED,IAAA,MAAM,cAAc,GAAG,UAAU,CAAC,UAAU,CAAC,MAAM,CAAC;;IAGpD,MAAM,UAAU,GAAiB,EAAE,CAAC;AACpC,IAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,MAAM,KAAI;AACvB,QAAA,IAAI,UAAU,CAAC,MAAM,GAAG,cAAc,EAAE;YACtC,IAAK,MAAc,CAAC,MAAM,EAAE;AAC1B,gBAAA,UAAU,CAAC,IAAI,CAAC,MAAoB,CAAC,CAAC;AACvC,aAAA;AACF,SAAA;AACH,KAAC,CAAC,CAAC;AAEH,IAAA,OAAO,UAAU,CAAC;AACpB,CAAC;AAED;;;;;;;;AAQG;AACmB,SAAA,6BAA6B,CAAC,IAAU,EAAE,SAAiB,EAAA;;AAC/E,QAAA,MAAM,IAAI,GAAmB,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;QAChF,OAAO,yBAAyB,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;KACzD,CAAA,CAAA;AAAA,CAAA;AAED;;;;;;;;AAQG;AACG,SAAgB,8BAA8B,CAAC,IAAU,EAAA;;QAC7D,MAAM,KAAK,GAAqB,MAAM,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;AAC1E,QAAA,MAAM,GAAG,GAAG,IAAI,GAAG,EAAwB,CAAC;QAE5C,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,KAAI;YAC5B,MAAM,MAAM,GAAG,yBAAyB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;YAC5D,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,gBAAA,GAAG,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;AACxB,aAAA;AACH,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,GAAG,CAAC;KACZ,CAAA,CAAA;AAAA;;AC5HD;;;;;;AAMG;AACa,SAAA,8BAA8B,CAAC,MAAkB,EAAE,QAAwB,EAAA;;IACzF,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;IAEnD,IAAI,KAAK,GAAkB,IAAI,CAAC;IAEhC,IAAI,aAAa,IAAI,GAAG,EAAE;AACxB,QAAA,KAAK,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,MAAM,CAAC,YAAY,CAAC,GAAG,CAAC,QAAQ,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;AAC9D,KAAA;AAAM,SAAA;AAWL,QAAA,MAAM,YAAY,GAAG,MAAM,CAAC,YAAsC,CAAC;QAEnE,MAAM,SAAS,GAAG,YAAY,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAE7C,IAAI,CAAA,SAAS,KAAA,IAAA,IAAT,SAAS,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAT,SAAS,CAAE,IAAI,MAAK,WAAW,EAAE;AACnC,YAAA,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AACzB,SAAA;AACF,KAAA;AAED,IAAA,OAAO,KAAK,CAAC;AACf;;ACtCA;AAEa,MAAA,uBAAuB,GAAG;AACrC,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,GAAG,EAAE,KAAK;AACV,IAAA,OAAO,EAAE,SAAS;AAClB,IAAA,MAAM,EAAE,QAAQ;AAChB,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,UAAU,EAAE,YAAY;AACxB,IAAA,OAAO,EAAE,SAAS;;;ACpBpB;;;;AAIG;AACG,SAAU,QAAQ,CAAC,KAAa,EAAA;AACpC,IAAA,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7C;;MCHa,oBAAoB,CAAA;AAqB/B,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC;KACnC;AAMD,IAAA,IAAW,aAAa,GAAA;QACtB,OAAO,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;KAC/C;AAED;;AAEG;AACH,IAAA,IAAW,mBAAmB,GAAA;QAC5B,MAAM,MAAM,GAA0D,EAAE,CAAC;AAEzE,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,CAAS,MAAM,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC;AAE9E,QAAA,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,KAAI;AACjE,YAAA,IAAI,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC3B,gBAAA,MAAM,CAAC,IAA+B,CAAC,GAAG,UAAU,CAAC;AACtD,aAAA;AACH,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,MAAM,CAAC;KACf;AAED;;AAEG;AACH,IAAA,IAAW,mBAAmB,GAAA;QAC5B,MAAM,MAAM,GAAsC,EAAE,CAAC;AAErD,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,CAAS,MAAM,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC;AAE9E,QAAA,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,UAAU,CAAC,KAAI;AACjE,YAAA,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC5B,gBAAA,MAAM,CAAC,IAAI,CAAC,GAAG,UAAU,CAAC;AAC3B,aAAA;AACH,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,MAAM,CAAC;KACf;AAED;;AAEG;AACH,IAAA,WAAA,GAAA;AArEA;;AAEG;QACI,IAAoB,CAAA,oBAAA,GAAG,CAAC,OAAO,EAAE,WAAW,EAAE,YAAY,CAAC,CAAC;AAEnE;;AAEG;QACI,IAAqB,CAAA,qBAAA,GAAG,CAAC,UAAU,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,CAAC,CAAC;AAE/E;;AAEG;AACI,QAAA,IAAA,CAAA,oBAAoB,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;AAE7D;;;AAGG;QACK,IAAY,CAAA,YAAA,GAAoB,EAAE,CAAC;AAK3C;;AAEG;QACK,IAAc,CAAA,cAAA,GAAsC,EAAE,CAAC;;KA4C9D;AAED;;;;AAIG;AACI,IAAA,IAAI,CAAC,MAA4B,EAAA;;QAEtC,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC;AAC/C,QAAA,WAAW,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;AACjC,YAAA,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,CAAC;AACxC,SAAC,CAAC,CAAC;;QAGH,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;AACzC,YAAA,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;AACtC,SAAC,CAAC,CAAC;;QAGH,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC;QACjE,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC;QACnE,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC;AAEjE,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;AAGG;IACI,KAAK,GAAA;QACV,OAAO,IAAI,oBAAoB,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KAC9C;AAED;;;;;AAKG;AACI,IAAA,aAAa,CAAC,IAAsC,EAAA;;QACzD,OAAO,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;KAC1C;AAED;;;;AAIG;AACI,IAAA,kBAAkB,CAAC,UAAyB,EAAA;AACjD,QAAA,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QACnC,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,CAAC,GAAG,UAAU,CAAC;KAC7D;AAED;;;;AAIG;AACI,IAAA,oBAAoB,CAAC,UAAyB,EAAA;QACnD,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;AACpD,QAAA,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;AAChB,YAAA,OAAO,CAAC,IAAI,CAAC,mEAAmE,CAAC,CAAC;AACnF,SAAA;QAED,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QACnC,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC;KACvD;AAED;;;;;AAKG;AACI,IAAA,QAAQ,CAAC,IAAsC,EAAA;;QACpD,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;QAC5C,OAAO,CAAA,EAAA,GAAA,UAAU,KAAA,IAAA,IAAV,UAAU,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAV,UAAU,CAAE,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;KACnC;AAED;;;;;AAKG;IACI,QAAQ,CAAC,IAAsC,EAAE,MAAc,EAAA;QACpE,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;AAC5C,QAAA,IAAI,UAAU,EAAE;AACd,YAAA,UAAU,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC;AACtC,SAAA;KACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;AAyBG;AACI,IAAA,sBAAsB,CAAC,IAAsC,EAAA;QAClE,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;AAC5C,QAAA,OAAO,UAAU,GAAG,CAAG,EAAA,UAAU,CAAC,IAAI,CAAS,OAAA,CAAA,GAAG,IAAI,CAAC;KACxD;AAED;;AAEG;IACI,MAAM,GAAA;;AAEX,QAAA,MAAM,iBAAiB,GAAG,IAAI,CAAC,2BAA2B,EAAE,CAAC;;QAG7D,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;YACvC,UAAU,CAAC,kBAAkB,EAAE,CAAC;AAClC,SAAC,CAAC,CAAC;;QAGH,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;YACvC,IAAI,UAAU,GAAG,GAAG,CAAC;AACrB,YAAA,MAAM,IAAI,GAAG,UAAU,CAAC,cAAc,CAAC;YAEvC,IAAI,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;AAClD,gBAAA,UAAU,IAAI,iBAAiB,CAAC,KAAK,CAAC;AACvC,aAAA;YAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;AACnD,gBAAA,UAAU,IAAI,iBAAiB,CAAC,MAAM,CAAC;AACxC,aAAA;YAED,IAAI,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE;AAClD,gBAAA,UAAU,IAAI,iBAAiB,CAAC,KAAK,CAAC;AACvC,aAAA;AAED,YAAA,UAAU,CAAC,WAAW,CAAC,EAAE,UAAU,EAAE,CAAC,CAAC;AACzC,SAAC,CAAC,CAAC;KACJ;AAED;;AAEG;IACK,2BAA2B,GAAA;QAKjC,IAAI,KAAK,GAAG,GAAG,CAAC;QAChB,IAAI,MAAM,GAAG,GAAG,CAAC;QACjB,IAAI,KAAK,GAAG,GAAG,CAAC;QAEhB,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;AACvC,YAAA,KAAK,IAAI,UAAU,CAAC,mBAAmB,CAAC;AACxC,YAAA,MAAM,IAAI,UAAU,CAAC,oBAAoB,CAAC;AAC1C,YAAA,KAAK,IAAI,UAAU,CAAC,mBAAmB,CAAC;AAC1C,SAAC,CAAC,CAAC;QAEH,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;QAC7B,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;QAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;AAE7B,QAAA,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;KACjC;AACF;;AClQD;AAEa,MAAA,8BAA8B,GAAG;AAC5C,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,UAAU,EAAE,YAAY;AACxB,IAAA,WAAW,EAAE,aAAa;AAC1B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,YAAY,EAAE,cAAc;EACnB;AAKJ,MAAM,4BAA4B,GAAkE;IACzG,MAAM,EAAE,8BAA8B,CAAC,KAAK;IAC5C,cAAc,EAAE,8BAA8B,CAAC,aAAa;IAC5D,WAAW,EAAE,8BAA8B,CAAC,UAAU;IACtD,SAAS,EAAE,8BAA8B,CAAC,QAAQ;IAClD,aAAa,EAAE,8BAA8B,CAAC,YAAY;CAC3D;;AChBD,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;AAmBjC;;AAEG;MACU,8BAA8B,CAAA;IAsDzC,WAAmB,CAAA,EACjB,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,WAAW,GAqBZ,EAAA;AACC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACjB,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QAC/B,IAAI,CAAC,WAAW,GAAG,WAAW,KAAA,IAAA,IAAX,WAAW,KAAX,KAAA,CAAA,GAAA,WAAW,GAAI,GAAG,CAAC;;AAGtC,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;AACzC,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACzC,IAAI,CAAC,MAAM,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;KAChC;AAEM,IAAA,WAAW,CAAC,MAAc,EAAA;QAC/B,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;QAErC,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC;YAE3C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAgB,CAAC;YACnE,IAAI,MAAM,IAAI,SAAS,EAAE;AACvB,gBAAA,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;AAC5D,aAAA;AACF,SAAA;QAED,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC;YAE3C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAW,CAAC;YAC9D,IAAI,MAAM,IAAI,SAAS,EAAE;gBACrB,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAY,IAAI,UAAU,GAAG,MAAM,CAAC;AACzE,aAAA;AACF,SAAA;KACF;IAEM,kBAAkB,GAAA;QACvB,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;QAErC,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,YAAY,EAAE,GAAG,KAAK,CAAC;YAE7C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAgB,CAAC;YACnE,IAAI,MAAM,IAAI,SAAS,EAAE;AACvB,gBAAA,MAAM,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AAC3B,aAAA;AACF,SAAA;QAED,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,MAAM,EAAE,YAAY,EAAE,YAAY,EAAE,GAAG,KAAK,CAAC;YAE7C,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAW,CAAC;YAC9D,IAAI,MAAM,IAAI,SAAS,EAAE;AACrB,gBAAA,IAAI,CAAC,QAAgB,CAAC,YAAY,CAAY,GAAG,YAAY,CAAC;AACjE,aAAA;AACF,SAAA;KACF;IAEO,mBAAmB,GAAA;;QACzB,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,GAAG,IAAI,CAAC;AAE7C,QAAA,MAAM,eAAe,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;AACnD,QAAA,MAAM,YAAY,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,eAAe,aAAf,eAAe,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAf,eAAe,CAAG,IAAI,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;QAE1D,IAAI,YAAY,IAAI,IAAI,EAAE;AACxB,YAAA,OAAO,CAAC,IAAI,CACV,CAAA,mDAAA,EACE,MAAA,QAAQ,CAAC,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,WACnB,CAAA,WAAA,EAAc,IAAI,CAAA,+CAAA,CAAiD,CACpE,CAAC;AAEF,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;AAED,QAAA,MAAM,MAAM,GAAI,QAAgB,CAAC,YAAY,CAAgB,CAAC;AAE9D,QAAA,MAAM,YAAY,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;;AAGpC,QAAA,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,KAAK,CAChC,WAAW,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,EAC9B,WAAW,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,EAC9B,WAAW,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,CAC/B,CAAC;AAEF,QAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;KACnD;IAEO,mBAAmB,GAAA;;QACzB,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,GAAG,IAAI,CAAC;AAE7C,QAAA,MAAM,eAAe,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;AACnD,QAAA,MAAM,YAAY,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,eAAe,aAAf,eAAe,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAf,eAAe,CAAG,IAAI,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;AAE1D,QAAA,IAAI,YAAY,IAAI,IAAI,IAAI,WAAW,KAAK,GAAG,EAAE;AAC/C,YAAA,OAAO,CAAC,IAAI,CACV,CAAA,mDAAA,EACE,MAAA,QAAQ,CAAC,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,WACnB,CAAA,WAAA,EAAc,IAAI,CAAA,qDAAA,CAAuD,CAC1E,CAAC;AAEF,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;QAED,IAAI,YAAY,IAAI,IAAI,EAAE;AACxB,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;AAED,QAAA,MAAM,YAAY,GAAI,QAAgB,CAAC,YAAY,CAAW,CAAC;AAE/D,QAAA,MAAM,UAAU,GAAG,WAAW,GAAG,YAAY,CAAC;AAE9C,QAAA,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;KACnD;IAEO,mBAAmB,GAAA;;AAGzB,QAAA,QACE,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,MAAM,CAAC,OAAO,CAAC,8BAA8B,CAAC,mBAAmB,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,aAAa,CAAC,KAAI;YAC1F,OAAQ,IAAI,CAAC,QAAgB,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC;AACxD,SAAC,CAAC,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,EACf;KACH;;AAvMD;;;;AAIG;AACH;AACA;AACe,8BAAA,CAAA,mBAAmB,GAE9B;AACF,IAAA,sBAAsB,EAAE;AACtB,QAAA,KAAK,EAAE,CAAC,OAAO,EAAE,SAAS,CAAC;AAC3B,QAAA,aAAa,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC;AAClC,KAAA;AACD,IAAA,mBAAmB,EAAE;AACnB,QAAA,KAAK,EAAE,CAAC,OAAO,EAAE,SAAS,CAAC;AAC5B,KAAA;AACD,IAAA,eAAe,EAAE;AACf,QAAA,KAAK,EAAE,CAAC,OAAO,EAAE,SAAS,CAAC;AAC3B,QAAA,aAAa,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC;AACjC,QAAA,YAAY,EAAE,CAAC,oBAAoB,EAAE,IAAI,CAAC;AAC1C,QAAA,WAAW,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC;AACnC,QAAA,QAAQ,EAAE,CAAC,0BAA0B,EAAE,IAAI,CAAC;AAC5C,QAAA,UAAU,EAAE,CAAC,kBAAkB,EAAE,IAAI,CAAC;AACvC,KAAA;CACF;;ACjDH;;AAEG;MACU,4BAA4B,CAAA;AAgBvC,IAAA,WAAA,CAAmB,EACjB,UAAU,EACV,KAAK,EACL,MAAM,GAgBP,EAAA;AACC,QAAA,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC7B,QAAA,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACnB,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;AAEM,IAAA,WAAW,CAAC,MAAc,EAAA;QAC/B,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;;AAC/B,YAAA,IAAI,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,qBAAqB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,IAAI,CAAC,KAAK,CAAC,KAAI,IAAI,EAAE;AACpD,gBAAA,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAChE,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;IAEM,kBAAkB,GAAA;QACvB,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;;AAC/B,YAAA,IAAI,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,qBAAqB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,IAAI,CAAC,KAAK,CAAC,KAAI,IAAI,EAAE;gBACpD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC;AAC9C,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AACF;;AC3DD,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEhC;;AAEG;MACU,iCAAiC,CAAA;AAkD5C,IAAA,WAAA,CAAmB,EACjB,QAAQ,EACR,KAAK,EACL,MAAM,GAgBP,EAAA;;AACC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACnB,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,MAAM,aAAa,GAAG,CAAA,EAAA,GAAA,MAAM,CAAC,OAAO,CAAC,iCAAiC,CAAC,iBAAiB,CAAC,CAAC,IAAI,CAC5F,CAAC,CAAC,aAAa,CAAC,KAAI;AAClB,YAAA,OAAQ,QAAgB,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC;AACnD,SAAC,CACF,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,CAAC,CAAC,CAAC;QAEP,IAAI,aAAa,IAAI,IAAI,EAAE;AACzB,YAAA,OAAO,CAAC,IAAI,CACV,CAAA,sDAAA,EACE,CAAA,EAAA,GAAA,QAAQ,CAAC,IAAI,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,WACnB,CAAqC,mCAAA,CAAA,CACtC,CAAC;AAEF,YAAA,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;AACvB,SAAA;AAAM,aAAA;AACL,YAAA,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;AAEtB,YAAA,aAAa,CAAC,OAAO,CAAC,CAAC,YAAY,KAAI;;gBACrC,MAAM,OAAO,GAAG,CAAA,EAAA,GAAE,QAAgB,CAAC,YAAY,CAA+B,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,KAAK,EAAE,CAAC;gBACxF,IAAI,CAAC,OAAO,EAAE;AACZ,oBAAA,OAAO,IAAI,CAAC;AACb,iBAAA;AAEA,gBAAA,QAAgB,CAAC,YAAY,CAAC,GAAG,OAAO,CAAC;gBAE1C,MAAM,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;gBAC7C,MAAM,YAAY,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;gBAC5C,MAAM,WAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,aAAa,CAAC,CAAC;gBACtD,MAAM,UAAU,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;AAEnD,gBAAA,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC;AACpB,oBAAA,IAAI,EAAE,YAAY;oBAClB,aAAa;oBACb,WAAW;oBACX,YAAY;oBACZ,UAAU;AACX,iBAAA,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;AACJ,SAAA;KACF;AAEM,IAAA,WAAW,CAAC,MAAc,EAAA;QAC/B,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,QAAQ,CAAC,IAAI,CAAkB,CAAC;YACtE,IAAI,MAAM,KAAK,SAAS,EAAE;gBACxB,OAAO;AACR,aAAA;AAED,YAAA,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;AACzE,YAAA,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC;AAC1E,SAAC,CAAC,CAAC;KACJ;IAEM,kBAAkB,GAAA;QACvB,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;YACpC,MAAM,MAAM,GAAI,IAAI,CAAC,QAAgB,CAAC,QAAQ,CAAC,IAAI,CAAkB,CAAC;YACtE,IAAI,MAAM,KAAK,SAAS,EAAE;gBACxB,OAAO;AACR,aAAA;YAED,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;YAC3C,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;AAC5C,SAAC,CAAC,CAAC;KACJ;;AAxIc,iCAAA,CAAA,iBAAiB,GAA0C;AACxE,IAAA,sBAAsB,EAAE;QACtB,KAAK;QACL,aAAa;QACb,SAAS;QACT,WAAW;QACX,iBAAiB;QACjB,cAAc;QACd,cAAc;QACd,UAAU;AACX,KAAA;AACD,IAAA,mBAAmB,EAAE,CAAC,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC;AACvD,IAAA,eAAe,EAAE;QACf,KAAK;QACL,WAAW;QACX,aAAa;QACb,sBAAsB;QACtB,oBAAoB;QACpB,6BAA6B;QAC7B,wBAAwB;AACzB,KAAA;CACF;;ACfH;;AAEG;AACH,MAAMA,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;MACU,yBAAyB,CAAA;AAyBpC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,2BAA2B,CAAC;KACpC;AAED,IAAA,WAAA,CAAmB,MAAkB,EAAA;AACnC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SAC/D,CAAA,CAAA;AAAA,KAAA;AAED;;;;AAIG;AACW,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,4DAA4D,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACzF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,SAAS,CAAC,WAAW,CAAC;YAChD,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;AAGD,YAAA,MAAM,aAAa,GAAG,IAAI,GAAG,CAAS,MAAM,CAAC,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC;AAC9E,YAAA,MAAM,uBAAuB,GAAG,IAAI,GAAG,EAAkC,CAAC;AAE1E,YAAA,IAAI,iBAAiB,CAAC,MAAM,IAAI,IAAI,EAAE;AACpC,gBAAA,MAAM,CAAC,OAAO,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,gBAAgB,CAAC,KAAI;oBAC5E,IAAI,gBAAgB,IAAI,IAAI,EAAE;wBAC5B,OAAO;AACR,qBAAA;AAED,oBAAA,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC5B,wBAAA,OAAO,CAAC,IAAI,CAAC,mDAAmD,IAAI,CAAA,mCAAA,CAAqC,CAAC,CAAC;wBAC3G,OAAO;AACR,qBAAA;AAED,oBAAA,uBAAuB,CAAC,GAAG,CAAC,IAAI,EAAE,gBAAgB,CAAC,CAAC;AACtD,iBAAC,CAAC,CAAC;AACJ,aAAA;AAED,YAAA,IAAI,iBAAiB,CAAC,MAAM,IAAI,IAAI,EAAE;AACpC,gBAAA,MAAM,CAAC,OAAO,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,gBAAgB,CAAC,KAAI;AAC5E,oBAAA,IAAI,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC3B,wBAAA,OAAO,CAAC,IAAI,CACV,yEAAyE,IAAI,CAAA,0BAAA,CAA4B,CAC1G,CAAC;wBACF,OAAO;AACR,qBAAA;AAED,oBAAA,uBAAuB,CAAC,GAAG,CAAC,IAAI,EAAE,gBAAgB,CAAC,CAAC;AACtD,iBAAC,CAAC,CAAC;AACJ,aAAA;;AAGD,YAAA,MAAM,OAAO,GAAG,IAAI,oBAAoB,EAAE,CAAC;;YAG3C,MAAM,OAAO,CAAC,GAAG,CACf,KAAK,CAAC,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,CAAC,CAAC,GAAG,CAAC,CAAO,CAAC,IAAI,EAAE,gBAAgB,CAAC,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;AACnF,gBAAA,MAAM,UAAU,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,CAAC;AAC3C,gBAAA,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAE3B,UAAU,CAAC,QAAQ,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,QAAQ,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;gBACzD,UAAU,CAAC,aAAa,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;gBACpE,UAAU,CAAC,cAAc,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,cAAc,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;gBACtE,UAAU,CAAC,aAAa,GAAG,CAAA,EAAA,GAAA,gBAAgB,CAAC,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;gBAEpE,CAAA,EAAA,GAAA,gBAAgB,CAAC,gBAAgB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;oBACxD,IAAI,IAAI,CAAC,IAAI,KAAK,SAAS,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,EAAE;wBACvD,OAAO;AACR,qBAAA;AAED,oBAAA,MAAM,UAAU,IAAI,MAAM,6BAA6B,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAE,CAAC;AAC3E,oBAAA,MAAM,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;;AAGpC,oBAAA,IACE,CAAC,UAAU,CAAC,KAAK,CACf,CAAC,SAAS,KACR,KAAK,CAAC,OAAO,CAAC,SAAS,CAAC,qBAAqB,CAAC;AAC9C,wBAAA,gBAAgB,GAAG,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAC5D,EACD;wBACA,OAAO,CAAC,IAAI,CACV,CAA8B,2BAAA,EAAA,gBAAgB,CAAC,IAAI,CAA6B,0BAAA,EAAA,gBAAgB,CAAiB,eAAA,CAAA,CAClH,CAAC;wBACF,OAAO;AACR,qBAAA;AAED,oBAAA,UAAU,CAAC,OAAO,CAChB,IAAI,4BAA4B,CAAC;wBAC/B,UAAU;AACV,wBAAA,KAAK,EAAE,gBAAgB;AACvB,wBAAA,MAAM,EAAE,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,mCAAI,GAAG;AAC3B,qBAAA,CAAC,CACH,CAAC;iBACH,CAAA,CAAC,CAAC;AAEH,gBAAA,IAAI,gBAAgB,CAAC,kBAAkB,IAAI,gBAAgB,CAAC,qBAAqB,EAAE;;oBAEjF,MAAM,aAAa,GAAqB,EAAE,CAAC;oBAC3C,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,MAAM,KAAI;AAC7B,wBAAA,MAAM,QAAQ,GAAI,MAAc,CAAC,QAAsC,CAAC;AACxE,wBAAA,IAAI,QAAQ,EAAE;AACZ,4BAAA,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AAC9B,yBAAA;AACH,qBAAC,CAAC,CAAC;oBAEH,CAAA,EAAA,GAAA,gBAAgB,CAAC,kBAAkB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;wBAC1D,MAAM,SAAS,GAAG,aAAa,CAAC,MAAM,CAAC,CAAC,QAAQ,KAAI;4BAClD,MAAM,aAAa,GAAG,8BAA8B,CAAC,IAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;AAC5E,4BAAA,OAAO,IAAI,CAAC,QAAQ,KAAK,aAAa,CAAC;AACzC,yBAAC,CAAC,CAAC;AAEH,wBAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;AAC7B,4BAAA,UAAU,CAAC,OAAO,CAChB,IAAI,8BAA8B,CAAC;gCACjC,QAAQ;gCACR,IAAI,EAAE,IAAI,CAAC,IAAI;AACf,gCAAA,WAAW,EAAE,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,WAAW,CAAC;AAC1D,gCAAA,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;AACjC,6BAAA,CAAC,CACH,CAAC;AACJ,yBAAC,CAAC,CAAC;qBACJ,CAAA,CAAC,CAAC;oBAEH,CAAA,EAAA,GAAA,gBAAgB,CAAC,qBAAqB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;wBAC7D,MAAM,SAAS,GAAG,aAAa,CAAC,MAAM,CAAC,CAAC,QAAQ,KAAI;4BAClD,MAAM,aAAa,GAAG,8BAA8B,CAAC,IAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;AAC5E,4BAAA,OAAO,IAAI,CAAC,QAAQ,KAAK,aAAa,CAAC;AACzC,yBAAC,CAAC,CAAC;AAEH,wBAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;AAC7B,4BAAA,UAAU,CAAC,OAAO,CAChB,IAAI,iCAAiC,CAAC;gCACpC,QAAQ;AACR,gCAAA,MAAM,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,MAAA,IAAI,CAAC,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChE,gCAAA,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,MAAA,IAAI,CAAC,KAAK,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/D,6BAAA,CAAC,CACH,CAAC;AACJ,yBAAC,CAAC,CAAC;qBACJ,CAAA,CAAC,CAAC;AACJ,iBAAA;AAED,gBAAA,OAAO,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;aACxC,CAAA,CAAC,CACH,CAAC;AAEF,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;YACjD,IAAI,CAAC,gBAAgB,EAAE;AACrB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,OAAO,GAAG,IAAI,oBAAoB,EAAE,CAAC;AAE3C,YAAA,MAAM,sBAAsB,GAAG,gBAAgB,CAAC,gBAAgB,CAAC;YACjE,IAAI,CAAC,sBAAsB,EAAE;AAC3B,gBAAA,OAAO,OAAO,CAAC;AAChB,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,IAAI,GAAG,EAAU,CAAC;YAE5C,MAAM,OAAO,CAAC,GAAG,CACf,sBAAsB,CAAC,GAAG,CAAC,CAAO,WAAW,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;AAC/C,gBAAA,MAAM,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;AAC5C,gBAAA,MAAM,YAAY,GAChB,CAAC,YAAY,IAAI,IAAI,IAAI,yBAAyB,CAAC,iBAAiB,CAAC,YAAY,CAAC,KAAK,IAAI,CAAC;gBAC9F,MAAM,IAAI,GAAG,YAAY,KAAZ,IAAA,IAAA,YAAY,KAAZ,KAAA,CAAA,GAAA,YAAY,GAAI,WAAW,CAAC,IAAI,CAAC;gBAE9C,IAAI,IAAI,IAAI,IAAI,EAAE;AAChB,oBAAA,OAAO,CAAC,IAAI,CAAC,2FAA2F,CAAC,CAAC;oBAC1G,OAAO;AACR,iBAAA;;AAGD,gBAAA,IAAI,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE;AAC/B,oBAAA,OAAO,CAAC,IAAI,CACV,mDAAmD,YAAY,CAAA,gDAAA,CAAkD,CAClH,CAAC;oBACF,OAAO;AACR,iBAAA;AAED,gBAAA,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;AAE5B,gBAAA,MAAM,UAAU,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,CAAC;AAC3C,gBAAA,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;gBAE3B,UAAU,CAAC,QAAQ,GAAG,CAAA,EAAA,GAAA,WAAW,CAAC,QAAQ,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;;;gBAIpD,IAAI,WAAW,CAAC,KAAK,EAAE;oBACrB,WAAW,CAAC,KAAK,CAAC,OAAO,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;wBACvC,IAAI,IAAI,CAAC,IAAI,KAAK,SAAS,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,EAAE;4BACvD,OAAO;AACR,yBAAA;wBAED,MAAM,cAAc,GAAa,EAAE,CAAC;wBACpC,CAAA,EAAA,GAAA,IAAI,CAAC,KAAK,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,CAAC,IAAI,EAAE,CAAC,KAAI;AAC9B,4BAAA,IAAI,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI,EAAE;AAC3B,gCAAA,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AACxB,6BAAA;AACH,yBAAC,CAAC,CAAC;AAEH,wBAAA,MAAM,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;wBAEpC,MAAM,OAAO,CAAC,GAAG,CACf,cAAc,CAAC,GAAG,CAAC,CAAO,SAAS,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;;4BACrC,MAAM,UAAU,IAAI,MAAM,6BAA6B,CAAC,IAAI,EAAE,SAAS,CAAC,CAAE,CAAC;;AAG3E,4BAAA,IACE,CAAC,UAAU,CAAC,KAAK,CACf,CAAC,SAAS,KACR,KAAK,CAAC,OAAO,CAAC,SAAS,CAAC,qBAAqB,CAAC;AAC9C,gCAAA,gBAAgB,GAAG,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAC5D,EACD;gCACA,OAAO,CAAC,IAAI,CACV,CAA8B,2BAAA,EAAA,WAAW,CAAC,IAAI,CAAsB,mBAAA,EAAA,gBAAgB,CAAyB,uBAAA,CAAA,CAC9G,CAAC;gCACF,OAAO;AACR,6BAAA;AAED,4BAAA,UAAU,CAAC,OAAO,CAChB,IAAI,4BAA4B,CAAC;gCAC/B,UAAU;AACV,gCAAA,KAAK,EAAE,gBAAgB;AACvB,gCAAA,MAAM,EAAE,IAAI,IAAI,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CAAC;AACpC,6BAAA,CAAC,CACH,CAAC;yBACH,CAAA,CAAC,CACH,CAAC;qBACH,CAAA,CAAC,CAAC;AACJ,iBAAA;;AAGD,gBAAA,MAAM,cAAc,GAAG,WAAW,CAAC,cAAc,CAAC;AAClD,gBAAA,IAAI,cAAc,IAAI,cAAc,CAAC,MAAM,KAAK,CAAC,EAAE;AACjD,oBAAA,cAAc,CAAC,OAAO,CAAC,CAAC,aAAa,KAAI;AACvC,wBAAA,IACE,aAAa,CAAC,YAAY,KAAK,SAAS;4BACxC,aAAa,CAAC,YAAY,KAAK,SAAS;AACxC,4BAAA,aAAa,CAAC,WAAW,KAAK,SAAS,EACvC;4BACA,OAAO;AACR,yBAAA;AAED;;;;;;AAMG;wBACH,MAAM,SAAS,GAAqB,EAAE,CAAC;wBACvC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,MAAM,KAAI;4BAC7B,IAAK,MAAc,CAAC,QAAQ,EAAE;AAC5B,gCAAA,MAAM,QAAQ,GAAuC,MAAc,CAAC,QAAQ,CAAC;AAC7E,gCAAA,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE;oCAC3B,SAAS,CAAC,IAAI,CACZ,GAAG,QAAQ,CAAC,MAAM,CAChB,CAAC,GAAG,KACF,CAAC,GAAG,CAAC,IAAI,KAAK,aAAa,CAAC,YAAa;wCACvC,GAAG,CAAC,IAAI,KAAK,aAAa,CAAC,YAAa,GAAG,YAAY;wCACzD,SAAS,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAChC,CACF,CAAC;AACH,iCAAA;AAAM,qCAAA,IAAI,QAAQ,CAAC,IAAI,KAAK,aAAa,CAAC,YAAY,IAAI,SAAS,CAAC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE;AAC7F,oCAAA,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AAC1B,iCAAA;AACF,6BAAA;AACH,yBAAC,CAAC,CAAC;AAEH,wBAAA,MAAM,oBAAoB,GAAG,aAAa,CAAC,YAAY,CAAC;AACxD,wBAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;4BAE7B,IAAI,oBAAoB,KAAK,aAAa,EAAE;gCAC1C,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,CAAC,CAAC;gCAC9F,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,EAAE,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC,CAAC,CAAC;AAE/F,gCAAA,MAAM,CAAC,CAAC,GAAG,GAAG,GAAG,MAAM,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AAEpC,gCAAA,UAAU,CAAC,OAAO,CAChB,IAAI,iCAAiC,CAAC;oCACpC,QAAQ;oCACR,KAAK;oCACL,MAAM;AACP,iCAAA,CAAC,CACH,CAAC;gCAEF,OAAO;AACR,6BAAA;;AAGD,4BAAA,MAAM,iBAAiB,GAAG,4BAA4B,CAAC,oBAAoB,CAAC,CAAC;AAC7E,4BAAA,IAAI,iBAAiB,EAAE;AACrB,gCAAA,UAAU,CAAC,OAAO,CAChB,IAAI,8BAA8B,CAAC;oCACjC,QAAQ;AACR,oCAAA,IAAI,EAAE,iBAAiB;AACvB,oCAAA,WAAW,EAAE,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,SAAS,CAAC,aAAa,CAAC,WAAY,CAAC;AACpE,oCAAA,WAAW,EAAE,aAAa,CAAC,WAAY,CAAC,CAAC,CAAC;AAC3C,iCAAA,CAAC,CACH,CAAC;gCAEF,OAAO;AACR,6BAAA;AAED,4BAAA,OAAO,CAAC,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC,CAAC;AAC3D,yBAAC,CAAC,CAAC;AACL,qBAAC,CAAC,CAAC;AACJ,iBAAA;AAED,gBAAA,OAAO,CAAC,kBAAkB,CAAC,UAAU,CAAC,CAAC;aACxC,CAAA,CAAC,CACH,CAAC;AAEF,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;;AAvYsB,yBAAA,CAAA,iBAAiB,GAAyE;AAC/G,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,CAAC,EAAE,IAAI;AACP,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,GAAG,EAAE,OAAO;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,MAAM,EAAE,KAAK;AACb,IAAA,GAAG,EAAE,SAAS;AACd,IAAA,MAAM,EAAE,QAAQ;AAChB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,SAAS,EAAE,WAAW;;AAEtB,IAAA,OAAO,EAAE,WAAW;;AAEpB,IAAA,OAAO,EAAE,YAAY;AACrB,IAAA,OAAO,EAAE,SAAS;CACnB;;AC5CH;AAEa,MAAA,yBAAyB,GAAG;AACvC,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;;;MCDH,cAAc,CAAA;AA0BzB;;;;;AAKG;IACH,WAAmB,CAAA,QAAqB,EAAE,eAA+C,EAAA;AAXjF,QAAA,IAAA,CAAA,qBAAqB,GAAG,cAAc,CAAC,8BAA8B,CAAC;AACtE,QAAA,IAAA,CAAA,qBAAqB,GAAG,cAAc,CAAC,8BAA8B,CAAC;QAEtE,IAAkB,CAAA,kBAAA,GAAG,KAAK,CAAC;AASjC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;KACxC;AAED;;;;;AAKG;AACI,IAAA,IAAI,CAAC,MAAsB,EAAA;AAChC,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,EAAE;AACrC,YAAA,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;AAC3E,SAAA;AAED,QAAA,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,UAAU,MAAM;AACjE,YAAA,MAAM,EAAE,UAAU,CAAC,MAAM,CAAC,MAAM,EAAE;YAClC,IAAI,EAAE,UAAU,CAAC,IAAI;AACtB,SAAA,CAAC,CAAC,CAAC;AAEJ,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;AAGG;IACI,KAAK,GAAA;AACV,QAAA,OAAO,IAAI,cAAc,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KAC3E;AAED;;;;;;;;AAQG;AACH,IAAA,IAAW,oBAAoB,GAAA;QAC7B,OAAO,IAAI,CAAC,qBAAqB,CAAC;KACnC;AAED;;;;;;;;AAQG;AACH,IAAA,IAAW,oBAAoB,GAAA;QAC7B,OAAO,IAAI,CAAC,qBAAqB,CAAC;KACnC;AAED;;;;;;;;;;;AAWG;AACI,IAAA,KAAK,CAAC,EACX,oBAAoB,GAAG,cAAc,CAAC,8BAA8B,EACpE,oBAAoB,GAAG,cAAc,CAAC,8BAA8B,GACrE,GAAG,EAAE,EAAA;QACJ,IAAI,IAAI,CAAC,kBAAkB,EAAE;YAC3B,OAAO;AACR,SAAA;AACD,QAAA,IAAI,CAAC,qBAAqB,GAAG,oBAAoB,CAAC;AAClD,QAAA,IAAI,CAAC,qBAAqB,GAAG,oBAAoB,CAAC;QAElD,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;YACpC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;AAC3B,gBAAA,IAAI,IAAI,CAAC,IAAI,KAAK,iBAAiB,EAAE;oBACnC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,oBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,iBAAA;AAAM,qBAAA,IAAI,IAAI,CAAC,IAAI,KAAK,iBAAiB,EAAE;oBAC1C,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,oBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,iBAAA;AAAM,qBAAA,IAAI,IAAI,CAAC,IAAI,KAAK,MAAM,EAAE;AAC/B,oBAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;AACjC,iBAAA;AACH,aAAC,CAAC,CAAC;AACL,SAAC,CAAC,CAAC;AAEH,QAAA,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;KAChC;AAEO,IAAA,iBAAiB,CAAC,SAAmB,EAAE,GAAe,EAAE,SAAqB,EAAE,OAAiB,EAAA;QACtG,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,GAAG,IAAI,IAAI,IAAI,GAAG,CAAC,MAAM,GAAG,CAAC,EAAE;AACjC,YAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;AAC5C,gBAAA,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;gBACvB,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;gBAC3B,MAAM,CAAC,GAAG,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;AAC3B,gBAAA,MAAM,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB,gBAAA,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;AAE3B,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AAEvD,gBAAA,MAAM,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB,gBAAA,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;AAC3B,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AAEvD,gBAAA,MAAM,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB,gBAAA,MAAM,KAAK,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC;AAC3B,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AACvD,gBAAA,IAAI,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;oBAAE,SAAS;AAEvD,gBAAA,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACvB,gBAAA,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACvB,gBAAA,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACxB,aAAA;AACF,SAAA;AACD,QAAA,OAAO,KAAK,CAAC;KACd;IAEO,iBAAiB,CAAC,GAAsB,EAAE,iBAA2B,EAAA;AAC3E,QAAA,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,EAAE,GAAG,CAAC,QAAQ,CAAC,CAAC;QACtE,GAAG,CAAC,IAAI,GAAG,CAAA,EAAG,GAAG,CAAC,IAAI,SAAS,CAAC;AAChC,QAAA,GAAG,CAAC,aAAa,GAAG,GAAG,CAAC,aAAa,CAAC;QACtC,GAAG,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAE3C,QAAA,MAAM,QAAQ,GAAG,GAAG,CAAC,QAAQ,CAAC;QAE9B,MAAM,aAAa,GAAG,QAAQ,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;AACzD,QAAA,MAAM,kBAAkB,GAAG,aAAa,YAAY,KAAK,CAAC,iBAAiB,GAAG,EAAE,GAAG,aAAa,CAAC,KAAK,CAAC;QACvG,MAAM,SAAS,GAAG,EAAE,CAAC;AACrB,QAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,kBAAkB,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;YACrD,SAAS,CAAC,IAAI,CAAC;gBACb,kBAAkB,CAAC,CAAC,CAAC;AACrB,gBAAA,kBAAkB,CAAC,CAAC,GAAG,CAAC,CAAC;AACzB,gBAAA,kBAAkB,CAAC,CAAC,GAAG,CAAC,CAAC;AACzB,gBAAA,kBAAkB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1B,aAAA,CAAC,CAAC;AACJ,SAAA;QAED,MAAM,cAAc,GAAG,QAAQ,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;AAC3D,QAAA,MAAM,mBAAmB,GAAG,cAAc,YAAY,KAAK,CAAC,iBAAiB,GAAG,EAAE,GAAG,cAAc,CAAC,KAAK,CAAC;QAC1G,MAAM,UAAU,GAAG,EAAE,CAAC;AACtB,QAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE;YACtD,UAAU,CAAC,IAAI,CAAC;gBACd,mBAAmB,CAAC,CAAC,CAAC;AACtB,gBAAA,mBAAmB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1B,gBAAA,mBAAmB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1B,gBAAA,mBAAmB,CAAC,CAAC,GAAG,CAAC,CAAC;AAC3B,aAAA,CAAC,CAAC;AACJ,SAAA;AAED,QAAA,MAAM,KAAK,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;QAClC,IAAI,CAAC,KAAK,EAAE;AACV,YAAA,MAAM,IAAI,KAAK,CAAC,2CAA2C,CAAC,CAAC;AAC9D,SAAA;QACD,MAAM,YAAY,GAAG,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AAE7C,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,UAAU,EAAE,SAAS,EAAE,iBAAiB,CAAC,CAAC;QAC7F,MAAM,WAAW,GAAa,EAAE,CAAC;QACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE;YAC9B,WAAW,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;AAClC,SAAA;AACD,QAAA,QAAQ,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;;QAG/B,IAAI,GAAG,CAAC,cAAc,EAAE;AACtB,YAAA,GAAG,CAAC,cAAc,GAAG,GAAG,CAAC,cAAc,CAAC;AACzC,SAAA;QACD,GAAG,CAAC,IAAI,CAAC,IAAI,KAAK,CAAC,QAAQ,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,EAAE,GAAG,CAAC,QAAQ,CAAC,YAAY,CAAC,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC;AACjG,QAAA,OAAO,GAAG,CAAC;KACZ;IAEO,kCAAkC,CAAC,MAAsB,EAAE,IAAuB,EAAA;QACxF,MAAM,gBAAgB,GAAa,EAAE,CAAC;AACtC,QAAA,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,KAAI;AAC1C,YAAA,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;AAAE,gBAAA,gBAAgB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;AAC9D,SAAC,CAAC,CAAC;;AAGH,QAAA,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE;YAC5B,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAC/C,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAC/C,OAAO;AACR,SAAA;QACD,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAC5C,MAAM,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,gBAAgB,CAAC,CAAC;AAC/D,QAAA,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;KACrB;AAEO,IAAA,oBAAoB,CAAC,IAAoB,EAAA;AAC/C,QAAA,IAAI,IAAI,CAAC,IAAI,KAAK,OAAO,EAAE;YACzB,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,YAAA,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE;AAC7B,gBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,aAAA;AAAM,iBAAA;AACL,gBAAA,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;gBACjC,MAAM,CAAC,IAAI,GAAG,CAAA,UAAA,EAAa,IAAI,CAAC,IAAI,EAAE,CAAC;gBACvC,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC9C,gBAAA,IAAI,CAAC,MAAO,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AACzB,gBAAA,IAAI,CAAC,QAAQ;qBACV,MAAM,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,IAAI,KAAK,aAAa,CAAC;AAC/C,qBAAA,OAAO,CAAC,CAAC,KAAK,KAAI;oBACjB,MAAM,WAAW,GAAG,KAA0B,CAAC;AAC/C,oBAAA,IAAI,CAAC,kCAAkC,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;AAC/D,iBAAC,CAAC,CAAC;AACN,aAAA;AACF,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,IAAI,KAAK,aAAa,EAAE;YACtC,MAAM,WAAW,GAAG,IAAyB,CAAC;YAC9C,IAAI,CAAC,kCAAkC,CAAC,IAAI,CAAC,MAAO,EAAE,WAAW,CAAC,CAAC;AACpE,SAAA;AAAM,aAAA;AACL,YAAA,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE;gBAC7B,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;AAC5C,gBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,KAAK,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;AACxE,aAAA;AACF,SAAA;KACF;AAEO,IAAA,cAAc,CAAC,IAAoB,EAAA;QACzC,IAAI,IAAI,KAAK,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE;AACjD,YAAA,OAAO,IAAI,CAAC;AACb,SAAA;AAAM,aAAA,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;AACvB,YAAA,OAAO,KAAK,CAAC;AACd,SAAA;AAAM,aAAA;YACL,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;AACzC,SAAA;KACF;;AA/QD;;;;AAIG;AACoB,cAA8B,CAAA,8BAAA,GAAG,CAAC,CAAC;AAE1D;;;;AAIG;AACoB,cAA8B,CAAA,8BAAA,GAAG,EAAE;;ACP5D;;AAEG;AACH,MAAMA,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;MACU,0BAA0B,CAAA;AAGrC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,4BAA4B,CAAC;KACrC;AAED,IAAA,WAAA,CAAmB,MAAkB,EAAA;AACnC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAsC,CAAC;;;YAIzE,IAAI,WAAW,KAAK,IAAI,EAAE;gBACxB,OAAO;AACR,aAAA;iBAAM,IAAI,WAAW,KAAK,SAAS,EAAE;AACpC,gBAAA,MAAM,IAAI,KAAK,CACb,qGAAqG,CACtG,CAAC;AACH,aAAA;AAED,YAAA,IAAI,CAAC,QAAQ,CAAC,cAAc,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;SACtE,CAAA,CAAA;AAAA,KAAA;AAED;;;;;AAKG;IAEW,OAAO,CAAC,IAAU,EAAE,QAA4B,EAAA;;YAC5D,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;AACtD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;AACtD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;IAEa,SAAS,CAAC,IAAU,EAAE,QAAqB,EAAA;;;AACvD,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,6DAA6D,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AAC1F,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,SAAS,CAAC,WAAW,CAAC;YAChD,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,eAAe,GAAmC,EAAE,CAAC;AAC3D,YAAA,MAAM,iBAAiB,GAAG,MAAM,8BAA8B,CAAC,IAAI,CAAC,CAAC;AACrE,YAAA,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,EAAE,UAAU,CAAC,KAAI;;AAC1E,gBAAA,MAAM,UAAU,GAAG,iBAAiB,CAAC,eAAe;AAClD,sBAAE,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC;sBACnE,SAAS,CAAC;gBAEd,eAAe,CAAC,IAAI,CAAC;AACnB,oBAAA,MAAM,EAAE,UAAU;oBAClB,IAAI,EAAE,CAAA,EAAA,GAAA,UAAU,KAAV,IAAA,IAAA,UAAU,uBAAV,UAAU,CAAE,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,MAAM;AACjC,iBAAA,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;AAEH,YAAA,OAAO,IAAI,cAAc,CAAC,QAAQ,EAAE,eAAe,CAAC,CAAC;;AACtD,KAAA;IAEa,SAAS,CAAC,IAAU,EAAE,QAAqB,EAAA;;;AACvD,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;YAElD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAkC,MAAM,CAAC,WAAW,CAAC;YAC5E,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,eAAe,GAAmC,EAAE,CAAC;AAC3D,YAAA,MAAM,iBAAiB,GAAG,MAAM,8BAA8B,CAAC,IAAI,CAAC,CAAC;AAErE,YAAA,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,EAAE,UAAU,CAAC,KAAI;gBAC1E,MAAM,UAAU,GAAG,IAAI,CAAC,KAAM,CAAC,SAAS,CAAC,CAAC;AAE1C,gBAAA,MAAM,IAAI,GAAG,iBAAiB,CAAC,eAAe;AAC5C,sBAAE,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,KAAK,UAAU,CAAC,IAAI,CAAC;sBACzE,SAAS,CAAC;gBAEd,eAAe,CAAC,IAAI,CAAC;AACnB,oBAAA,MAAM,EAAE,UAAU;AAClB,oBAAA,IAAI,EAAE,IAAI,CAAC,sBAAsB,CAAC,IAAI,KAAJ,IAAA,IAAA,IAAI,KAAJ,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,IAAI,CAAE,eAAe,CAAC;AACzD,iBAAA,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;AAEH,YAAA,OAAO,IAAI,cAAc,CAAC,QAAQ,EAAE,eAAe,CAAC,CAAC;;AACtD,KAAA;AAEO,IAAA,sBAAsB,CAAC,IAAwB,EAAA;QACrD,IAAI,IAAI,KAAK,iBAAiB,EAAE;AAC9B,YAAA,OAAO,iBAAiB,CAAC;AAC1B,SAAA;aAAM,IAAI,IAAI,KAAK,iBAAiB,EAAE;AACrC,YAAA,OAAO,iBAAiB,CAAC;AAC1B,SAAA;aAAM,IAAI,IAAI,KAAK,MAAM,EAAE;AAC1B,YAAA,OAAO,MAAM,CAAC;AACf,SAAA;AAAM,aAAA;AACL,YAAA,OAAO,MAAM,CAAC;AACf,SAAA;KACF;AACF;;AC3JD;AAEa,MAAA,gCAAgC,GAAG;AAC9C,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,eAAe,EAAE,iBAAiB;;;ACFpC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEzB,MAAA,iBAAkB,SAAQ,KAAK,CAAC,KAAK,CAAA;AAIhD,IAAA,WAAA,CAAmB,QAAqB,EAAA;AACtC,QAAA,KAAK,EAAE,CAAC;AAER,QAAA,IAAI,CAAC,WAAW,GAAG,QAAQ,CAAC;AAE5B,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,GAAG,EAAE,CAAC;AAE9B,QAAA,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;YAClD,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,GAAG,CAAC,CAAC;AAEzC,YAAA,MAAM,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAE/B,YAAA,MAAM,CAAC,QAA2B,CAAC,SAAS,GAAG,KAAK,CAAC;AACrD,YAAA,MAAM,CAAC,QAA2B,CAAC,UAAU,GAAG,KAAK,CAAC;AAEvD,YAAA,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YAEjB,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;AACtC,SAAC,CAAC,CAAC;KACJ;IAEM,OAAO,GAAA;AACZ,QAAA,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,IAAI,KAAI;AACtD,YAAA,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACvB,YAAA,IAAI,CAAC,QAA2B,CAAC,OAAO,EAAE,CAAC;AAC9C,SAAC,CAAC,CAAC;KACJ;AAEM,IAAA,iBAAiB,CAAC,KAAc,EAAA;QACrC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,IAAI,CAAC,KAAI;YAC/D,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;AAEzC,YAAA,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,SAAS,CAACF,MAAI,EAAEE,QAAM,EAAED,MAAI,CAAC,CAAC;AAEpD,YAAA,MAAM,KAAK,GAAGD,MAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,MAAM,CAACC,MAAI,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AACvD,SAAC,CAAC,CAAC;AAEH,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;ACpDD;AAIA;;AAEG;AACU,MAAA,gBAAgB,GAAuB;IAClD,MAAM;IACN,OAAO;IACP,OAAO;IACP,YAAY;IACZ,MAAM;IAEN,MAAM;IACN,SAAS;IACT,UAAU;IACV,KAAK;IAEL,cAAc;IACd,cAAc;IACd,UAAU;IACV,UAAU;IAEV,eAAe;IACf,eAAe;IACf,WAAW;IACX,WAAW;IAEX,cAAc;IACd,cAAc;IACd,cAAc;IACd,UAAU;IAEV,eAAe;IACf,eAAe;IACf,eAAe;IACf,WAAW;IAEX,qBAAqB;IACrB,mBAAmB;IACnB,iBAAiB;IACjB,mBAAmB;IACnB,uBAAuB;IACvB,iBAAiB;IACjB,oBAAoB;IACpB,wBAAwB;IACxB,kBAAkB;IAClB,kBAAkB;IAClB,sBAAsB;IACtB,gBAAgB;IAChB,oBAAoB;IACpB,wBAAwB;IACxB,kBAAkB;IAElB,sBAAsB;IACtB,oBAAoB;IACpB,kBAAkB;IAClB,oBAAoB;IACpB,wBAAwB;IACxB,kBAAkB;IAClB,qBAAqB;IACrB,yBAAyB;IACzB,mBAAmB;IACnB,mBAAmB;IACnB,uBAAuB;IACvB,iBAAiB;IACjB,qBAAqB;IACrB,yBAAyB;IACzB,mBAAmB;;;ACrErB;AAEA;;;;AAIG;AACU,MAAA,gBAAgB,GAAG;AAC9B,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,UAAU,EAAE,YAAY;AACxB,IAAA,IAAI,EAAE,MAAM;AAEZ,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,OAAO,EAAE,SAAS;AAClB,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,GAAG,EAAE,KAAK;AAEV,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,QAAQ,EAAE,UAAU;AAEpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,SAAS,EAAE,WAAW;AAEtB,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AAEpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;AAEtB,IAAA,mBAAmB,EAAE,qBAAqB;AAC1C,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,qBAAqB,EAAE,uBAAuB;AAC9C,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,sBAAsB,EAAE,wBAAwB;AAChD,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,oBAAoB,EAAE,sBAAsB;AAC5C,IAAA,cAAc,EAAE,gBAAgB;AAChC,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,sBAAsB,EAAE,wBAAwB;AAChD,IAAA,gBAAgB,EAAE,kBAAkB;AAEpC,IAAA,oBAAoB,EAAE,sBAAsB;AAC5C,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,kBAAkB,EAAE,oBAAoB;AACxC,IAAA,sBAAsB,EAAE,wBAAwB;AAChD,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,mBAAmB,EAAE,qBAAqB;AAC1C,IAAA,uBAAuB,EAAE,yBAAyB;AAClD,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,iBAAiB,EAAE,mBAAmB;AACtC,IAAA,qBAAqB,EAAE,uBAAuB;AAC9C,IAAA,eAAe,EAAE,iBAAiB;AAClC,IAAA,mBAAmB,EAAE,qBAAqB;AAC1C,IAAA,uBAAuB,EAAE,yBAAyB;AAClD,IAAA,iBAAiB,EAAE,mBAAmB;;;ACrExC;AAIA;;;;AAIG;AACU,MAAA,qBAAqB,GAA4D;AAC5F,IAAA,IAAI,EAAE,IAAI;AACV,IAAA,KAAK,EAAE,MAAM;AACb,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,UAAU,EAAE,OAAO;AACnB,IAAA,IAAI,EAAE,YAAY;AAElB,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,OAAO,EAAE,MAAM;AACf,IAAA,QAAQ,EAAE,MAAM;AAChB,IAAA,GAAG,EAAE,MAAM;AAEX,IAAA,YAAY,EAAE,MAAM;AACpB,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,cAAc;AACxB,IAAA,QAAQ,EAAE,UAAU;AAEpB,IAAA,aAAa,EAAE,MAAM;AACrB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,eAAe;AAC1B,IAAA,SAAS,EAAE,WAAW;AAEtB,IAAA,YAAY,EAAE,YAAY;AAC1B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,cAAc;AAExB,IAAA,aAAa,EAAE,YAAY;AAC3B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,eAAe;AAE1B,IAAA,mBAAmB,EAAE,UAAU;AAC/B,IAAA,iBAAiB,EAAE,qBAAqB;AACxC,IAAA,eAAe,EAAE,mBAAmB;AACpC,IAAA,iBAAiB,EAAE,UAAU;AAC7B,IAAA,qBAAqB,EAAE,mBAAmB;AAC1C,IAAA,eAAe,EAAE,uBAAuB;AACxC,IAAA,kBAAkB,EAAE,UAAU;AAC9B,IAAA,sBAAsB,EAAE,oBAAoB;AAC5C,IAAA,gBAAgB,EAAE,wBAAwB;AAC1C,IAAA,gBAAgB,EAAE,UAAU;AAC5B,IAAA,oBAAoB,EAAE,kBAAkB;AACxC,IAAA,cAAc,EAAE,sBAAsB;AACtC,IAAA,kBAAkB,EAAE,UAAU;AAC9B,IAAA,sBAAsB,EAAE,oBAAoB;AAC5C,IAAA,gBAAgB,EAAE,wBAAwB;AAE1C,IAAA,oBAAoB,EAAE,WAAW;AACjC,IAAA,kBAAkB,EAAE,sBAAsB;AAC1C,IAAA,gBAAgB,EAAE,oBAAoB;AACtC,IAAA,kBAAkB,EAAE,WAAW;AAC/B,IAAA,sBAAsB,EAAE,oBAAoB;AAC5C,IAAA,gBAAgB,EAAE,wBAAwB;AAC1C,IAAA,mBAAmB,EAAE,WAAW;AAChC,IAAA,uBAAuB,EAAE,qBAAqB;AAC9C,IAAA,iBAAiB,EAAE,yBAAyB;AAC5C,IAAA,iBAAiB,EAAE,WAAW;AAC9B,IAAA,qBAAqB,EAAE,mBAAmB;AAC1C,IAAA,eAAe,EAAE,uBAAuB;AACxC,IAAA,mBAAmB,EAAE,WAAW;AAChC,IAAA,uBAAuB,EAAE,qBAAqB;AAC9C,IAAA,iBAAiB,EAAE,yBAAyB;;;ACrE9C;;;;;AAKG;AACG,SAAU,gBAAgB,CAA6B,MAAS,EAAA;IACpE,IAAK,MAAc,CAAC,MAAM,EAAE;QAC1B,MAAM,CAAC,MAAM,EAAE,CAAC;AACjB,KAAA;AAAM,SAAA;QACJ,MAAc,CAAC,OAAO,EAAE,CAAC;AAC3B,KAAA;AAED,IAAA,OAAO,MAAM,CAAC;AAChB;;ACTA,MAAMD,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAME,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEtC;;AAEG;MACU,MAAM,CAAA;AAajB;;;AAGG;AACH,IAAA,WAAA,CAAmB,UAAyB,EAAA;AAC1C,QAAA,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAE7B,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;KACxC;AAED;;;;AAIG;IACI,eAAe,GAAA;QACpB,MAAM,IAAI,GAAG,EAAa,CAAC;AAE3B,QAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,iBAAiB,KAAI;YACzD,MAAM,WAAW,GAAG,iBAAqC,CAAC;YAC1D,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;;YAG3C,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;;AAGD,YAAAF,MAAI,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACzB,YAAAE,QAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;;YAG7B,IAAI,CAAC,WAAW,CAAC,GAAG;AAClB,gBAAA,QAAQ,EAAEF,MAAI,CAAC,OAAO,EAA8B;AACpD,gBAAA,QAAQ,EAAEE,QAAM,CAAC,OAAO,EAAsC;aAC/D,CAAC;AACJ,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;AAIG;IACI,OAAO,GAAA;QACZ,MAAM,IAAI,GAAG,EAAa,CAAC;AAE3B,QAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,cAAc,KAAI;YACtD,MAAM,QAAQ,GAAG,cAAkC,CAAC;YACpD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;;YAGxC,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;;YAGDF,MAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAClBE,QAAM,CAAC,QAAQ,EAAE,CAAC;YAElB,MAAM,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;AAC1C,YAAA,IAAI,SAAS,KAAT,IAAA,IAAA,SAAS,uBAAT,SAAS,CAAE,QAAQ,EAAE;gBACvBF,MAAI,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,MAAM,EAAE,CAAC;AAC7C,aAAA;AACD,YAAA,IAAI,SAAS,KAAT,IAAA,IAAA,SAAS,uBAAT,SAAS,CAAE,QAAQ,EAAE;gBACvB,gBAAgB,CAACE,QAAM,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC;AACxD,aAAA;;AAGD,YAAAF,MAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACxB,YAAAE,QAAM,CAAC,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;;YAGpC,IAAI,CAAC,QAAQ,CAAC,GAAG;AACf,gBAAA,QAAQ,EAAEF,MAAI,CAAC,OAAO,EAA8B;AACpD,gBAAA,QAAQ,EAAEE,QAAM,CAAC,OAAO,EAAsC;aAC/D,CAAC;AACJ,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;;;;AAOG;AACI,IAAA,OAAO,CAAC,UAAmB,EAAA;AAChC,QAAA,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,cAAc,EAAE,KAAK,CAAC,KAAI;YAC7D,MAAM,QAAQ,GAAG,cAAkC,CAAC;YACpD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;;YAGxC,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;YAED,MAAM,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAC1C,IAAI,CAAC,SAAS,EAAE;;gBAEd,OAAO;AACR,aAAA;;AAGD,YAAA,IAAI,KAAK,KAAL,IAAA,IAAA,KAAK,uBAAL,KAAK,CAAE,QAAQ,EAAE;gBACnB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;gBAExC,IAAI,SAAS,CAAC,QAAQ,EAAE;AACtB,oBAAA,IAAI,CAAC,QAAQ,CAAC,GAAG,CAACF,MAAI,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC;AACvD,iBAAA;AACF,aAAA;AAED,YAAA,IAAI,KAAK,KAAL,IAAA,IAAA,KAAK,uBAAL,KAAK,CAAE,QAAQ,EAAE;gBACnB,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;gBAE1C,IAAI,SAAS,CAAC,QAAQ,EAAE;AACtB,oBAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAACE,QAAM,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC;AAChE,iBAAA;AACF,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AAED;;AAEG;IACI,SAAS,GAAA;AACd,QAAA,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAI;YACzD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,QAA4B,CAAC,CAAC;YAE5D,IAAI,CAAC,IAAI,EAAE;gBACT,OAAO;AACR,aAAA;AAED,YAAA,IAAI,IAAI,KAAJ,IAAA,IAAA,IAAI,uBAAJ,IAAI,CAAE,QAAQ,EAAE;gBAClB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACxC,aAAA;AAED,YAAA,IAAI,IAAI,KAAJ,IAAA,IAAA,IAAI,uBAAJ,IAAI,CAAE,QAAQ,EAAE;gBAClB,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AAC1C,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AAED;;;;AAIG;AACI,IAAA,OAAO,CAAC,IAAsB,EAAA;;QACnC,OAAO,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,SAAS,CAAC;KAC3C;AAED;;;;AAIG;AACI,IAAA,WAAW,CAAC,IAAsB,EAAA;;AACvC,QAAA,OAAO,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,IAAI,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;KAC5C;AACF;;ACzLD,MAAMF,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAME,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,aAAa,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAE1C;;AAEG;AACG,MAAO,cAAe,SAAQ,MAAM,CAAA;IAC9B,OAAO,gBAAgB,CAAC,QAAgB,EAAA;AAMhD,QAAA,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;AAClC,QAAA,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;;QAG7B,MAAM,kBAAkB,GAAuD,EAAE,CAAC;QAElF,MAAM,aAAa,GAA0D,EAAE,CAAC;QAChF,MAAM,oBAAoB,GAA0D,EAAE,CAAC;AAEvF,QAAA,gBAAgB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;YACpC,MAAM,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;AAEhD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,MAAM,iBAAiB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAC9C,gBAAA,MAAM,iBAAiB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEjD,gBAAA,QAAQ,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;gBACxC,QAAQ,CAAC,WAAW,CAAC,SAAS,CAAC,iBAAiB,EAAE,iBAAiB,EAAEF,MAAI,CAAC,CAAC;AAE3E,gBAAA,kBAAkB,CAAC,QAAQ,CAAC,GAAG,iBAAiB,CAAC;gBAEjD,aAAa,CAAC,QAAQ,CAAC,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;AAEtD,gBAAA,MAAM,mBAAmB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACnD,gBAAA,CAAA,EAAA,GAAA,QAAQ,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,WAAW,CAAC,SAAS,CAACA,MAAI,EAAE,mBAAmB,EAAEA,MAAI,CAAC,CAAC;AACxE,gBAAA,oBAAoB,CAAC,QAAQ,CAAC,GAAG,mBAAmB,CAAC;AACtD,aAAA;AACH,SAAC,CAAC,CAAC;;QAGH,MAAM,QAAQ,GAA2B,EAAE,CAAC;AAC5C,QAAA,gBAAgB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;;YACpC,MAAM,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;AAEhD,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,MAAM,iBAAiB,GAAG,kBAAkB,CAAC,QAAQ,CAAkB,CAAC;;gBAGxE,IAAI,eAAe,GAA4B,QAAQ,CAAC;AACxD,gBAAA,IAAI,uBAAkD,CAAC;gBACvD,OAAO,uBAAuB,IAAI,IAAI,EAAE;AACtC,oBAAA,eAAe,GAAG,qBAAqB,CAAC,eAAe,CAAC,CAAC;oBACzD,IAAI,eAAe,IAAI,IAAI,EAAE;wBAC3B,MAAM;AACP,qBAAA;AACD,oBAAA,uBAAuB,GAAG,kBAAkB,CAAC,eAAe,CAAC,CAAC;AAC/D,iBAAA;;AAGD,gBAAA,MAAM,WAAW,GAAG,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;gBACzC,WAAW,CAAC,IAAI,GAAG,aAAa,GAAG,QAAQ,CAAC,IAAI,CAAC;AAEjD,gBAAA,MAAM,iBAAiB,IAAI,eAAe,GAAG,CAAA,EAAA,GAAA,QAAQ,CAAC,eAAe,CAAC,0CAAE,IAAI,GAAG,IAAI,CAAmB,CAAC;AAEvG,gBAAA,iBAAiB,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC;AACnC,gBAAA,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;AAC7C,gBAAA,IAAI,uBAAuB,EAAE;AAC3B,oBAAA,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,uBAAuB,CAAC,CAAC;AACnD,iBAAA;gBAED,QAAQ,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC5C,aAAA;AACH,SAAC,CAAC,CAAC;QAEH,OAAO;AACL,YAAA,QAAQ,EAAE,QAAyB;YACnC,IAAI;YACJ,oBAAoB;YACpB,aAAa;SACd,CAAC;KACH;AAOD,IAAA,WAAA,CAAmB,QAAgB,EAAA;AACjC,QAAA,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,oBAAoB,EAAE,aAAa,EAAE,GAAG,cAAc,CAAC,gBAAgB,CAAC,QAAQ,CAAC,CAAC;QAE1G,KAAK,CAAC,QAAQ,CAAC,CAAC;AAEhB,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACjB,QAAA,IAAI,CAAC,qBAAqB,GAAG,oBAAoB,CAAC;AAClD,QAAA,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;KACrC;AAED;;AAEG;IACI,MAAM,GAAA;AACX,QAAA,gBAAgB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;YACpC,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;YAErD,IAAI,QAAQ,IAAI,IAAI,EAAE;gBACpB,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAE,CAAC;gBAChD,MAAM,mBAAmB,GAAG,IAAI,CAAC,qBAAqB,CAAC,QAAQ,CAAE,CAAC;gBAClE,MAAM,sBAAsB,GAAGE,QAAM,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC,MAAM,EAAE,CAAC;gBACzE,MAAM,YAAY,GAAG,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAE,CAAC;AAEpD,gBAAA,QAAQ,CAAC,UAAU;AAChB,qBAAA,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC;qBAC5B,QAAQ,CAAC,mBAAmB,CAAC;qBAC7B,WAAW,CAAC,sBAAsB,CAAC;qBACnC,QAAQ,CAAC,YAAY,CAAC,CAAC;;gBAG1B,IAAI,QAAQ,KAAK,MAAM,EAAE;oBACvB,MAAM,iBAAiB,GAAG,WAAW,CAAC,gBAAgB,CAAC,aAAa,CAAC,CAAC;oBACtE,QAAQ,CAAC,MAAO,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;AAChD,oBAAA,MAAM,iBAAiB,GAAG,QAAQ,CAAC,MAAO,CAAC,WAAW,CAAC;oBACvD,MAAM,aAAa,GAAG,iBAAiB,CAAC,YAAY,CAAC,iBAAiB,CAAC,MAAM,EAAE,CAAC,CAAC;AACjF,oBAAA,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;AACvC,iBAAA;AACF,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AACF;;AClID;;AAEG;MACU,WAAW,CAAA;AAmBtB;;AAEG;AACH,IAAA,IAAW,QAAQ,GAAA;AACjB,QAAA,OAAO,CAAC,IAAI,CAAC,4FAA4F,CAAC,CAAC;QAE3G,OAAO,IAAI,CAAC,WAAW,CAAC;KACzB;AAED;;;AAGG;AACH,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC;KACrC;AAED;;;AAGG;AACH,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,QAAQ,CAAC;KAC5C;AAED;;AAEG;AACH,IAAA,IAAW,UAAU,GAAA;;AAEnB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC;KACvC;AAED;;AAEG;AACH,IAAA,IAAW,aAAa,GAAA;AACtB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC;KACvC;AAED;;AAEG;AACH,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,UAAU,CAAC;KAC9C;AAED;;AAEG;AACH,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC;KACxC;AAED;;;;AAIG;IACH,WAAmB,CAAA,UAAyB,EAAE,OAA4C,EAAA;;AACxF,QAAA,IAAI,CAAC,oBAAoB,GAAG,CAAA,EAAA,GAAA,OAAO,KAAA,IAAA,IAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,oBAAoB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;QAClE,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,CAAC,UAAU,CAAC,CAAC;QAC7C,IAAI,CAAC,qBAAqB,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;KACtE;AAED;;;;AAIG;AACI,IAAA,IAAI,CAAC,MAAmB,EAAA;AAC7B,QAAA,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;QACxD,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QACpD,IAAI,CAAC,qBAAqB,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;AAErE,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;AAGG;IACI,KAAK,GAAA;QACV,OAAO,IAAI,WAAW,CAAC,IAAI,CAAC,UAAU,EAAE,EAAE,oBAAoB,EAAE,IAAI,CAAC,oBAAoB,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KACzG;AAED;;AAEG;IACI,eAAe,GAAA;AACpB,QAAA,OAAO,CAAC,IAAI,CACV,uHAAuH,CACxH,CAAC;AAEF,QAAA,OAAO,IAAI,CAAC,kBAAkB,EAAE,CAAC;KAClC;AAED;;;;AAIG;IACI,kBAAkB,GAAA;AACvB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,CAAC;KAC9C;AAED;;;;AAIG;IACI,yBAAyB,GAAA;AAC9B,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,eAAe,EAAE,CAAC;KACrD;AAED;;AAEG;IACI,OAAO,GAAA;AACZ,QAAA,OAAO,CAAC,IAAI,CAAC,+FAA+F,CAAC,CAAC;AAE9G,QAAA,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;KAC1B;AAED;;;;AAIG;IACI,UAAU,GAAA;AACf,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;KACtC;AAED;;;;AAIG;IACI,iBAAiB,GAAA;AACtB,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,EAAE,CAAC;KAC7C;AAED;;AAEG;AACI,IAAA,OAAO,CAAC,UAAmB,EAAA;AAChC,QAAA,OAAO,CAAC,IAAI,CAAC,+FAA+F,CAAC,CAAC;AAE9G,QAAA,OAAO,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;KACpC;AAED;;;;;;;;;AASG;AACI,IAAA,UAAU,CAAC,UAAmB,EAAA;QACnC,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;KAChD;AAED;;;;;;;AAOG;AACI,IAAA,iBAAiB,CAAC,UAAmB,EAAA;QAC1C,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;KACvD;AAED;;AAEG;IACI,SAAS,GAAA;AACd,QAAA,OAAO,CAAC,IAAI,CAAC,qGAAqG,CAAC,CAAC;AAEpH,QAAA,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC;KAC5B;AAED;;;;AAIG;IACI,YAAY,GAAA;AACjB,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;KACxC;AAED;;AAEG;IACI,mBAAmB,GAAA;AACxB,QAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,SAAS,EAAE,CAAC;KAC/C;AAED;;AAEG;AACI,IAAA,OAAO,CAAC,IAAsB,EAAA;AACnC,QAAA,OAAO,CAAC,IAAI,CAAC,+FAA+F,CAAC,CAAC;AAE9G,QAAA,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;KAC9B;AAED;;;;AAIG;AACI,IAAA,UAAU,CAAC,IAAsB,EAAA;QACtC,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;KAC1C;AAED;;;;AAIG;AACI,IAAA,iBAAiB,CAAC,IAAsB,EAAA;QAC7C,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;KACjD;AAED;;AAEG;AACI,IAAA,WAAW,CAAC,IAAsB,EAAA;AACvC,QAAA,OAAO,CAAC,IAAI,CACV,2GAA2G,CAC5G,CAAC;AAEF,QAAA,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;KAClC;AAED;;;;AAIG;AACI,IAAA,cAAc,CAAC,IAAsB,EAAA;QAC1C,OAAO,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;KAC9C;AAED;;;;AAIG;AACI,IAAA,qBAAqB,CAAC,IAAsB,EAAA;QACjD,OAAO,IAAI,CAAC,qBAAqB,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;KACrD;AAED;;;;AAIG;IACI,MAAM,GAAA;QACX,IAAI,IAAI,CAAC,oBAAoB,EAAE;AAC7B,YAAA,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,CAAC;AACrC,SAAA;KACF;AACF;;AC1SD;AAEa,MAAA,wBAAwB,GAAG;AACtC,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,KAAK,EAAE,OAAO;AACd,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;AACtB,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,YAAY,EAAE,cAAc;AAC5B,IAAA,QAAQ,EAAE,UAAU;AACpB,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,aAAa,EAAE,eAAe;AAC9B,IAAA,SAAS,EAAE,WAAW;;;ACNxB;;AAEG;AACH,MAAMH,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;AACH,MAAM,gBAAgB,GAAqE;AACzF,IAAA,iBAAiB,EAAE,qBAAqB;AACxC,IAAA,qBAAqB,EAAE,mBAAmB;AAC1C,IAAA,kBAAkB,EAAE,sBAAsB;AAC1C,IAAA,sBAAsB,EAAE,oBAAoB;CAC7C,CAAC;AAEF;;AAEG;MACU,uBAAuB,CAAA;AAYlC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,yBAAyB,CAAC;KAClC;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAwC,EAAA;AAC7E,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;QACtC,IAAI,CAAC,oBAAoB,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,oBAAoB,CAAC;KAC3D;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SACtD,CAAA,CAAA;AAAA,KAAA;AAED;;;;AAIG;AACW,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAC5C,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,0DAA0D,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACvF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,cAAc,GAAG,SAAS,CAAC,QAAQ,CAAC;YAC1C,IAAI,CAAC,cAAc,EAAE;AACnB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED;;;;AAIG;YACH,MAAM,uBAAuB,GAC1B,cAAc,CAAC,UAAkB,CAAC,qBAAqB,IAAI,IAAI;AAC/D,gBAAA,cAAc,CAAC,UAAkB,CAAC,sBAAsB,IAAI,IAAI,CAAC;YAEpE,MAAM,UAAU,GAA2B,EAAE,CAAC;AAC9C,YAAA,IAAI,cAAc,CAAC,UAAU,IAAI,IAAI,EAAE;gBACrC,MAAM,OAAO,CAAC,GAAG,CACf,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,CAAO,CAAC,cAAc,EAAE,eAAe,CAAC,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;oBACxF,IAAI,QAAQ,GAAG,cAAmD,CAAC;AACnE,oBAAA,MAAM,KAAK,GAAG,eAAe,CAAC,IAAI,CAAC;;AAGnC,oBAAA,IAAI,uBAAuB,EAAE;AAC3B,wBAAA,MAAM,aAAa,GAAG,gBAAgB,CAAC,QAAQ,CAAC,CAAC;wBACjD,IAAI,aAAa,IAAI,IAAI,EAAE;4BACzB,QAAQ,GAAG,aAAa,CAAC;AAC1B,yBAAA;AACF,qBAAA;AAED,oBAAA,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;;oBAG5D,IAAI,IAAI,IAAI,IAAI,EAAE;wBAChB,OAAO,CAAC,IAAI,CAAC,CAAA,uCAAA,EAA0C,QAAQ,CAAa,UAAA,EAAA,KAAK,CAAkB,gBAAA,CAAA,CAAC,CAAC;wBACrG,OAAO;AACR,qBAAA;;AAGD,oBAAA,UAAU,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;iBACjC,CAAA,CAAC,CACH,CAAC;AACH,aAAA;YAED,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,UAAU,CAAC,EAAE;gBAC3E,oBAAoB,EAAE,IAAI,CAAC,oBAAoB;AAChD,aAAA,CAAC,CAAC;YACH,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,QAAQ,CAAC,wBAAwB,CAAC,CAAC;YAElD,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,gBAAA,MAAM,MAAM,GAAG,IAAI,iBAAiB,CAAC,QAAQ,CAAC,CAAC;AAC/C,gBAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBAC5B,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAClD,aAAA;AAED,YAAA,OAAO,QAAQ,CAAC;;AACjB,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;YAElD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,cAAc,GAA+B,MAAM,CAAC,QAAQ,CAAC;YACnE,IAAI,CAAC,cAAc,EAAE;AACnB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,UAAU,GAA2B,EAAE,CAAC;AAC9C,YAAA,IAAI,cAAc,CAAC,UAAU,IAAI,IAAI,EAAE;AACrC,gBAAA,MAAM,OAAO,CAAC,GAAG,CACf,cAAc,CAAC,UAAU,CAAC,GAAG,CAAC,CAAO,IAAI,KAAI,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;AAC3C,oBAAA,MAAM,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC;AAC3B,oBAAA,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC;AAExB,oBAAA,IAAI,QAAQ,IAAI,IAAI,IAAI,KAAK,IAAI,IAAI,EAAE;wBACrC,OAAO;AACR,qBAAA;AAED,oBAAA,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;;oBAG5D,IAAI,IAAI,IAAI,IAAI,EAAE;wBAChB,OAAO,CAAC,IAAI,CAAC,CAAA,uCAAA,EAA0C,QAAQ,CAAa,UAAA,EAAA,KAAK,CAAkB,gBAAA,CAAA,CAAC,CAAC;wBACrG,OAAO;AACR,qBAAA;;AAGD,oBAAA,MAAM,aAAa,GAAG,gBAAgB,CAAC,QAAQ,CAAC,CAAC;oBACjD,MAAM,WAAW,IAAI,aAAa,KAAA,IAAA,IAAb,aAAa,KAAA,KAAA,CAAA,GAAb,aAAa,GAAI,QAAQ,CAAsC,CAAC;;;AAIrF,oBAAA,IAAI,UAAU,CAAC,WAAW,CAAC,IAAI,IAAI,EAAE;wBACnC,OAAO,CAAC,IAAI,CACV,CAAA,0BAAA,EAA6B,WAAW,CAAsB,mBAAA,EAAA,KAAK,CAAiC,+BAAA,CAAA,CACrG,CAAC;wBACF,OAAO;AACR,qBAAA;;AAGD,oBAAA,UAAU,CAAC,WAAW,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;iBACpC,CAAA,CAAC,CACH,CAAC;AACH,aAAA;YAED,MAAM,QAAQ,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,yBAAyB,CAAC,UAAU,CAAC,EAAE;gBAC3E,oBAAoB,EAAE,IAAI,CAAC,oBAAoB;AAChD,aAAA,CAAC,CAAC;YACH,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,QAAQ,CAAC,wBAAwB,CAAC,CAAC;YAElD,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,gBAAA,MAAM,MAAM,GAAG,IAAI,iBAAiB,CAAC,QAAQ,CAAC,CAAC;AAC/C,gBAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;gBAC5B,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAClD,aAAA;AAED,YAAA,OAAO,QAAQ,CAAC;;AACjB,KAAA;AAED;;;;AAIG;AACK,IAAA,yBAAyB,CAAC,UAAkC,EAAA;;QAElE,MAAM,oBAAoB,GAAG,MAAM,CAAC,MAAM,CAAC,wBAAwB,CAAC,CAAC,MAAM,CACzE,CAAC,gBAAgB,KAAK,UAAU,CAAC,gBAAgB,CAAC,IAAI,IAAI,CAC3D,CAAC;;AAGF,QAAA,IAAI,oBAAoB,CAAC,MAAM,GAAG,CAAC,EAAE;AACnC,YAAA,MAAM,IAAI,KAAK,CACb,CAAA,0EAAA,EAA6E,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAE,CAAA,CAC/G,CAAC;AACH,SAAA;AAED,QAAA,OAAO,UAA2B,CAAC;KACpC;AACF;;AC5OY,MAAA,iBAAkB,SAAQ,KAAK,CAAC,cAAc,CAAA;AAQzD,IAAA,WAAA,GAAA;AACE,QAAA,KAAK,EAAE,CAAC;QANF,IAAa,CAAA,aAAA,GAAG,CAAC,CAAC;QAClB,IAAc,CAAA,cAAA,GAAG,CAAC,CAAC;AAOzB,QAAA,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC;AACjB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,aAAa,GAAG,GAAG,CAAC;AACzB,QAAA,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAE1B,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACvE,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;AAE7C,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,WAAW,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AACxE,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;AAEjC,QAAA,IAAI,IAAI,CAAC,aAAa,KAAK,IAAI,CAAC,KAAK,EAAE;AACrC,YAAA,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC;YAChC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,MAAM,EAAE;AACvC,YAAA,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC;YAClC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;AACpB,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,aAAa,CAAC;AAE1C,YAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AACxG,SAAA;AAED,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;AAC3B,YAAA,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;AAChD,SAAA;AAED,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;AC/DY,MAAA,2BAA4B,SAAQ,KAAK,CAAC,cAAc,CAAA;AAQnE,IAAA,WAAA,GAAA;AACE,QAAA,KAAK,EAAE,CAAC;AAER,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;QAE1B,IAAI,CAAC,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,YAAY,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAExC,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;AAE7C,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,WAAW,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;AACrE,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;AAEjC,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,IAAI,CAAC,MAAM,EAAE;AACvC,YAAA,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC;YAClC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;QAED,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE;YACxC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAClC,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,EAAE,CAAC;YAE/B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YACvD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AAC7D,SAAA;AAED,QAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;AAE9E,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;AAExF,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;AAExB,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;AACpC,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACrD,SAAA;QACD,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;AAEnC,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;ACxED,MAAMG,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMH,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEjC,MAAM,aAAa,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;AAC3C,MAAM,YAAY,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,aAAa,CAAC,CAAC;AAC/E,MAAM,eAAe,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAE5C,MAAA,eAAgB,SAAQ,KAAK,CAAC,KAAK,CAAA;AAM9C,IAAA,WAAA,CAAmB,MAAiB,EAAA;AAClC,QAAA,KAAK,EAAE,CAAC;AACR,QAAA,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAE9B,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC;AAExB,QAAA;AACE,YAAA,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACzC,YAAA,QAAQ,CAAC,MAAM,GAAG,GAAG,CAAC;AAEtB,YAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,gBAAA,KAAK,EAAE,QAAQ;AACf,gBAAA,WAAW,EAAE,IAAI;AACjB,gBAAA,OAAO,EAAE,GAAG;gBACZ,IAAI,EAAE,KAAK,CAAC,UAAU;AACtB,gBAAA,SAAS,EAAE,KAAK;AAChB,gBAAA,UAAU,EAAE,KAAK;AAClB,aAAA,CAAC,CAAC;AAEH,YAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AACrD,YAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;AAC3B,SAAA;AAED,QAAA;AACE,YAAA,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACzC,YAAA,QAAQ,CAAC,MAAM,GAAG,GAAG,CAAC;AAEtB,YAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,gBAAA,KAAK,EAAE,QAAQ;AACf,gBAAA,WAAW,EAAE,IAAI;AACjB,gBAAA,OAAO,EAAE,GAAG;gBACZ,IAAI,EAAE,KAAK,CAAC,UAAU;AACtB,gBAAA,SAAS,EAAE,KAAK;AAChB,gBAAA,UAAU,EAAE,KAAK;AAClB,aAAA,CAAC,CAAC;AAEH,YAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;AACzB,SAAA;AAED,QAAA;AACE,YAAA,MAAM,QAAQ,GAAG,IAAI,2BAA2B,EAAE,CAAC;AACnD,YAAA,QAAQ,CAAC,MAAM,GAAG,GAAG,CAAC;AAEtB,YAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,gBAAA,KAAK,EAAE,QAAQ;AACf,gBAAA,SAAS,EAAE,KAAK;AAChB,gBAAA,UAAU,EAAE,KAAK;AAClB,aAAA,CAAC,CAAC;AAEH,YAAA,IAAI,CAAC,WAAW,GAAG,IAAI,KAAK,CAAC,YAAY,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AAC9D,YAAA,IAAI,CAAC,WAAW,CAAC,aAAa,GAAG,KAAK,CAAC;AACvC,YAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;AAC5B,SAAA;KACF;IAEM,OAAO,GAAA;AACZ,QAAA,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACjC,QAAA,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAEjC,QAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACnC,QAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAEnC,QAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AACpC,QAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;KACrC;AAEM,IAAA,iBAAiB,CAAC,KAAc,EAAA;;AAErC,QAAA,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC;QACzD,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,GAAG,CAAC;AACnC,QAAA,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;AAEhC,QAAA,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC;QAC7D,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC;AACvC,QAAA,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;;AAGlC,QAAA,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAACD,MAAI,CAAC,CAAC;AAC5C,QAAA,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAACE,QAAM,CAAC,CAAC;;AAGhD,QAAAA,QAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAACC,QAAM,CAAC,CAAC,CAAC;;QAG/D,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAACH,MAAI,CAAC,CAAC;QAClC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,IAAI,CAACE,QAAM,CAAC,CAAC;QAEtC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAACF,MAAI,CAAC,CAAC;QACpC,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,IAAI,CAACE,QAAM,CAAC,CAAC;AACxC,QAAA,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,QAAQ,CAACC,QAAM,CAAC,gBAAgB,CAAC,eAAe,EAAE,GAAG,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;;QAGlD,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC;AAC9C,QAAA,IAAI,MAAM,IAAI,IAAI,IAAI,UAAU,EAAE;YAChC,MAAM,CAAC,gBAAgB,CAACF,MAAI,CAAC,CAAC,GAAG,CAACD,MAAI,CAAC,CAAC;YACxC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAACC,MAAI,CAAC,CAAC;AAC1C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;YACnC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,IAAI,CAACD,MAAI,CAAC,CAAC;AACtC,SAAA;;AAGD,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;AC3HD,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEnC;;;;;;;AAOG;AACa,SAAA,sBAAsB,CAAC,MAAsB,EAAE,GAAqB,EAAA;IAClF,MAAM,CAAC,WAAW,CAAC,SAAS,CAAC,SAAS,EAAE,GAAG,EAAE,MAAM,CAAC,CAAC;AACrD,IAAA,OAAO,GAAG,CAAC;AACb;;ACdA;;;;;;;;;;AAUG;AACG,SAAU,mBAAmB,CAAC,MAAqB,EAAA;IACvD,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACvH;;ACfA;;;;;;;;;AASG;AACG,SAAU,aAAa,CAAC,KAAa,EAAA;AACzC,IAAA,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;IACpD,OAAO,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC;AAC3C;;ACLA,MAAMI,iBAAe,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAEzD,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMF,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAME,SAAO,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;AAElC;;AAEG;MACU,SAAS,CAAA;AA8CpB;;AAEG;AACH,IAAA,IAAW,GAAG,GAAA;QACZ,OAAO,IAAI,CAAC,IAAI,CAAC;KAClB;AAED;;AAEG;IACH,IAAW,GAAG,CAAC,KAAa,EAAA;AAC1B,QAAA,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC;AAClB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAOD;;AAEG;AACH,IAAA,IAAW,KAAK,GAAA;QACd,OAAO,IAAI,CAAC,MAAM,CAAC;KACpB;AAED;;AAEG;IACH,IAAW,KAAK,CAAC,KAAa,EAAA;AAC5B,QAAA,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACpB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAYD;;AAEG;AACH,IAAA,IAAW,KAAK,GAAA;AACd,QAAA,OAAO,CAAC,IAAI,CAAC,yDAAyD,CAAC,CAAC;QAExE,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,CAAC;KACzC;AAED;;;;;AAKG;IACH,WAAmB,CAAA,QAAqB,EAAE,OAAyB,EAAA;AAvGnE;;AAEG;AACI,QAAA,IAAA,CAAA,kBAAkB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAYhD;;;;;AAKG;QACI,IAAU,CAAA,UAAA,GAAG,IAAI,CAAC;AAUzB;;;;AAIG;AACI,QAAA,IAAA,CAAA,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAoElD,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzB,QAAA,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AAEvB,QAAA,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AAChB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAEzB,QAAA,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,wBAAwB,CAAC,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,CAAC;KACvF;AAED;;;;;AAKG;AACI,IAAA,QAAQ,CAAC,MAAmB,EAAA;AACjC,QAAA,OAAO,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;KAC3G;AAED;;;;;;AAMG;AACI,IAAA,IAAI,CAAC,MAAiB,EAAA;AAC3B,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,EAAE;AACrC,YAAA,MAAM,IAAI,KAAK,CAAC,mDAAmD,CAAC,CAAC;AACtE,SAAA;QAED,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,CAAC;AACxD,QAAA,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAC9B,QAAA,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACpC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;QAC5B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;AAEtC,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;AAIG;IACI,KAAK,GAAA;AACV,QAAA,OAAO,IAAI,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;KAC9D;AAED;;AAEG;IACI,KAAK,GAAA;AACV,QAAA,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AAChB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;AAClB,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAED;;;;AAIG;AACI,IAAA,sBAAsB,CAAC,MAAqB,EAAA;QACjD,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAE,CAAC;AAEnD,QAAA,OAAO,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;KAC5E;AAED;;;;;AAKG;AACI,IAAA,wBAAwB,CAAC,MAAwB,EAAA;QACtD,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAE,CAAC;AAEnD,QAAA,OAAO,sBAAsB,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;KAC7C;AAED;;;;AAIG;AACI,IAAA,sBAAsB,CAAC,MAAwB,EAAA;QACpD,IAAI,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAACD,iBAAe,CAAC,GAAG,IAAI,EAAE;YAC5D,OAAO,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC,MAAM,EAAE,CAAC;AAC5D,SAAA;AAED,QAAA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;AAClF,QAAAC,SAAO,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,gBAAgB,EAAE,iBAAiB,EAAE,KAAK,CAAC,CAAC;QAE7E,OAAO,MAAM,CAAC,YAAY,CAACA,SAAO,CAAC,CAAC,WAAW,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;KACtG;AAED;;;;AAIG;AACI,IAAA,uBAAuB,CAAC,MAAqB,EAAA;AAClD,QAAA,IAAI,CAAC,wBAAwB,CAACF,QAAM,CAAC,CAAC;AACtC,QAAA,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;AAEpC,QAAA,OAAO,MAAM;aACV,IAAI,CAACC,iBAAe,CAAC;aACrB,eAAe,CAACD,QAAM,CAAC;aACvB,eAAe,CAAC,MAAM,CAAC;aACvB,UAAU,CAAC,IAAI,CAAC,QAAQ,CAACE,SAAO,CAAC,CAAC,CAAC;KACvC;AAED;;;;;;;;AAQG;AACI,IAAA,MAAM,CAAC,QAAuB,EAAA;;QAEnC,MAAM,cAAc,GAAGH,QAAM;AAC1B,aAAA,IAAI,CAAC,IAAI,CAAC,wBAAwB,CAAC;aACnC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,wBAAwB,CAACC,QAAM,CAAC,CAAC,CAAC,CAAC;QACrE,MAAM,OAAO,GAAG,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;QAClD,MAAM,SAAS,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC,SAAS,EAAE,CAAC;;AAG/F,QAAA,MAAM,CAAC,WAAW,EAAE,YAAY,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACxE,MAAM,CAAC,SAAS,EAAE,UAAU,CAAC,GAAG,mBAAmB,CAAC,SAAS,CAAC,CAAC;QAC/D,MAAM,GAAG,GAAG,aAAa,CAAC,SAAS,GAAG,WAAW,CAAC,CAAC;QACnD,MAAM,KAAK,GAAG,aAAa,CAAC,YAAY,GAAG,UAAU,CAAC,CAAC;;QAGvD,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,GAAG,CAAC;QAC1C,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;AAE9C,QAAA,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;KAC1B;AAED;;;;;AAKG;AACI,IAAA,MAAM,CAAC,KAAa,EAAA;QACzB,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,IAAI,IAAI,CAAC,UAAU,EAAE;AAC1C,YAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC;AACjD,SAAA;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;AACrB,YAAA,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAE1B,YAAA,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;AACpD,SAAA;KACF;;AA1QsB,SAAA,CAAA,WAAW,GAAG,KAAK,CAAC;;AChB7C,MAAM,eAAe,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAEzD,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,OAAO,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;AAEtD;;;AAGG;MACU,oBAAoB,CAAA;AA0D/B;;;;;;;;AAQG;IACH,WACE,CAAA,QAAqB,EACrB,uBAA0C,EAC1C,uBAA0C,EAC1C,oBAAuC,EACvC,kBAAqC,EAAA;AAErC,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAEzB,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;AACjD,QAAA,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAE7C,QAAA,IAAI,CAAC,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;;QAGlD,IAAI,CAAC,gBAAgB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC/C,IAAI,CAAC,iBAAiB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAChD,IAAI,CAAC,2BAA2B,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC1D,IAAI,CAAC,4BAA4B,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAE3D,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QACxD,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC;AAE1D,QAAA,IAAI,OAAO,EAAE;YACX,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;YAC/C,sBAAsB,CAAC,OAAO,CAAC,MAAO,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;AAC3E,SAAA;AAED,QAAA,IAAI,QAAQ,EAAE;YACZ,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;YACjD,sBAAsB,CAAC,QAAQ,CAAC,MAAO,EAAE,IAAI,CAAC,4BAA4B,CAAC,CAAC;AAC7E,SAAA;KACF;AAED;;;;;AAKG;IACI,aAAa,CAAC,GAAW,EAAE,KAAa,EAAA;QAC7C,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC;QACxD,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC;QAC1D,MAAM,iBAAiB,GAAG,IAAI,CAAC,QAAQ,CAAC,qBAAqB,CAAC,SAAS,CAAC,CAAC;QACzE,MAAM,kBAAkB,GAAG,IAAI,CAAC,QAAQ,CAAC,qBAAqB,CAAC,UAAU,CAAC,CAAC;;AAE3E,QAAA,IAAI,OAAO,EAAE;YACX,IAAI,KAAK,GAAG,GAAG,EAAE;AACf,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAC9E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;AACb,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;AAC/E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC7E,aAAA;AAED,YAAA,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AAC7B,YAAA,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;;;;YAKpC,iBAAkB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC;AAEtF,YAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;;;AAI9C,YAAA,OAAO,CAAC,UAAU;AACf,iBAAA,IAAI,CAAC,iBAAkB,CAAC,UAAU,CAAC;iBACnC,QAAQ,CAAC,MAAM,CAAC;AAChB,iBAAA,WAAW,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5B,iBAAA,QAAQ,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;AACpC,SAAA;;AAGD,QAAA,IAAI,QAAQ,EAAE;YACZ,IAAI,KAAK,GAAG,GAAG,EAAE;AACf,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAC9E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,IAAI,GAAG,GAAG,GAAG,EAAE;AACb,gBAAA,OAAO,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;AAC/E,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,CAAC,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC7E,aAAA;AAED,YAAA,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AAC7B,YAAA,IAAI,CAAC,sBAAsB,CAAC,MAAM,CAAC,CAAC;;;;YAKpC,kBAAmB,CAAC,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC;AAEvF,YAAA,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;;;AAI/C,YAAA,QAAQ,CAAC,UAAU;AAChB,iBAAA,IAAI,CAAC,kBAAmB,CAAC,UAAU,CAAC;iBACpC,QAAQ,CAAC,MAAM,CAAC;AAChB,iBAAA,WAAW,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5B,iBAAA,QAAQ,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;AACrC,SAAA;KACF;AAED;;AAEG;AACI,IAAA,MAAM,CAAC,KAAkB,EAAA;AAC9B,QAAA,OAAO,CAAC,IAAI,CAAC,oEAAoE,CAAC,CAAC;QAEnF,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QAC9C,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;AAEhD,QAAA,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;KAChC;AAED;;;;AAIG;AACK,IAAA,sBAAsB,CAAC,MAAwB,EAAA;QACrD,IAAI,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,eAAe,CAAC,GAAG,IAAI,EAAE;AAC5D,YAAA,OAAO,MAAM,CAAC,QAAQ,EAAE,CAAC;AAC1B,SAAA;AAED,QAAA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,GAAG,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;AAClF,QAAA,OAAO,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE,GAAG,gBAAgB,EAAE,iBAAiB,EAAE,KAAK,CAAC,CAAC;AAE7E,QAAA,OAAO,MAAM,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;KACrC;;AA9MD;;AAEG;AACoB,oBAAI,CAAA,IAAA,GAAG,MAAM;;AChBtC;;;AAGG;MACU,0BAA0B,CAAA;AAgCrC;;;;;;;;AAQG;IACH,WACE,CAAA,WAAiC,EACjC,uBAA0C,EAC1C,uBAA0C,EAC1C,oBAAuC,EACvC,kBAAqC,EAAA;AAErC,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AAE/B,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;AACvD,QAAA,IAAI,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;AACjD,QAAA,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;KAC9C;AAED;;;;;AAKG;IACI,aAAa,CAAC,GAAW,EAAE,KAAa,EAAA;QAC7C,IAAI,KAAK,GAAG,GAAG,EAAE;YACf,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,GAAG,CAAC,CAAC;AAC3C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;AAC1E,SAAA;AAAM,aAAA;YACL,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC;AACzC,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC;AAC7E,SAAA;QAED,IAAI,GAAG,GAAG,GAAG,EAAE;YACb,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,GAAG,CAAC,CAAC;AAC3C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;AAChF,SAAA;AAAM,aAAA;YACL,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,CAAC,CAAC;AAC5C,YAAA,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC9E,SAAA;KACF;AAED;;AAEG;AACI,IAAA,MAAM,CAAC,KAAkB,EAAA;AAC9B,QAAA,OAAO,CAAC,IAAI,CAAC,oEAAoE,CAAC,CAAC;QAEnF,MAAM,GAAG,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QAC9C,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;AAEhD,QAAA,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;KAChC;;AAzFD;;AAEG;AACoB,0BAAI,CAAA,IAAA,GAAG,YAAY;;MCX/B,iBAAiB,CAAA;AAY5B;;;;;AAKG;IACH,WAAmB,CAAA,aAAqB,EAAE,WAAmB,EAAA;AAC3D,QAAA,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;AACnC,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;KAChC;AAED;;;AAGG;AACI,IAAA,GAAG,CAAC,GAAW,EAAA;AACpB,QAAA,OAAO,IAAI,CAAC,WAAW,GAAG,QAAQ,CAAC,GAAG,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC;KAC9D;AACF;;ACjBD;;AAEG;AACH,MAAMJ,wBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;;AAGG;AACH,MAAM,uBAAuB,GAAG,IAAI,CAAC;AAErC;;AAEG;MACU,qBAAqB,CAAA;AAUhC,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,uBAAuB,CAAC;KAChC;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAsC,EAAA;AAC3E,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;KACvC;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,MAAM,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAsC,CAAC;;;YAIzE,IAAI,WAAW,KAAK,IAAI,EAAE;gBACxB,OAAO;AACR,aAAA;iBAAM,IAAI,WAAW,KAAK,SAAS,EAAE;AACpC,gBAAA,MAAM,IAAI,KAAK,CAAC,gGAAgG,CAAC,CAAC;AACnH,aAAA;AAED,YAAA,MAAM,oBAAoB,GAAG,IAAI,CAAC,QAAQ,CAAC,oBAAwD,CAAC;YAEpG,IAAI,oBAAoB,KAAK,IAAI,EAAE;gBACjC,OAAO;AACR,aAAA;iBAAM,IAAI,oBAAoB,KAAK,SAAS,EAAE;AAC7C,gBAAA,MAAM,IAAI,KAAK,CACb,2GAA2G,CAC5G,CAAC;AACH,aAAA;AAED,YAAA,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,WAAW,EAAE,oBAAoB,CAAC,CAAC;SACvF,CAAA,CAAA;AAAA,KAAA;AAED;;;;;;AAMG;AACW,IAAA,OAAO,CACnB,IAAU,EACV,QAA4B,EAC5B,WAAwC,EAAA;;AAExC,YAAA,IAAI,QAAQ,IAAI,IAAI,IAAI,WAAW,IAAI,IAAI,EAAE;AAC3C,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;AACnE,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;AACnE,YAAA,IAAI,QAAQ,EAAE;AACZ,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CACrB,IAAU,EACV,QAAqB,EACrB,WAAiC,EAAA;;;AAEjC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAACA,wBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,wDAAwD,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACrF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,YAAY,GAAG,SAAS,CAAC,MAAM,CAAC;YACtC,IAAI,CAAC,YAAY,EAAE;AACjB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,kBAAkB,GAAG,YAAY,CAAC,IAAI,KAAK,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC;AAE3E,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,uBAAuB,EAAE,kBAAkB,CAAC,CAAC;AAC/F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,uBAAuB,EAAE,kBAAkB,CAAC,CAAC;AAC/F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;AAC5F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,kBAAkB,EAAE,kBAAkB,CAAC,CAAC;AAE1F,YAAA,IAAI,OAAO,CAAC;AAEZ,YAAA,IAAI,YAAY,CAAC,IAAI,KAAK,YAAY,EAAE;AACtC,gBAAA,OAAO,GAAG,IAAI,0BAA0B,CAAC,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AACnF,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,GAAG,IAAI,oBAAoB,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;AAErD,YAAA,MAAM,CAAC,kBAAkB,CAAC,SAAS,CAAC,CAAA,EAAA,GAAA,YAAY,CAAC,kBAAkB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC;AAEzF,YAAA,OAAO,MAAM,CAAC;;AACf,KAAA;IAEO,iBAAiB,CACvB,cAAsD,EACtD,kBAA0B,EAAA;;AAE1B,QAAA,IAAI,aAAa,GAAG,CAAA,EAAA,GAAA,cAAc,KAAd,IAAA,IAAA,cAAc,KAAd,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,cAAc,CAAE,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;AAC1D,QAAA,MAAM,WAAW,GAAG,CAAA,EAAA,GAAA,cAAc,KAAd,IAAA,IAAA,cAAc,KAAd,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,cAAc,CAAE,WAAW,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,kBAAkB,CAAC;;;;QAKtE,IAAI,aAAa,GAAG,uBAAuB,EAAE;AAC3C,YAAA,OAAO,CAAC,IAAI,CACV,qGAAqG,CACtG,CAAC;YACF,aAAa,GAAG,uBAAuB,CAAC;AACzC,SAAA;AAED,QAAA,OAAO,IAAI,iBAAiB,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;KAC1D;AAEa,IAAA,SAAS,CACrB,IAAU,EACV,QAAqB,EACrB,WAAiC,EAAA;;;AAEjC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,iBAAiB,GAAG,MAAM,CAAC,WAAW,CAAC;YAC7C,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,kBAAkB,GAAG,iBAAiB,CAAC,cAAc,KAAK,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC;AAE1F,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACnG,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACnG,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,kBAAkB,EAAE,kBAAkB,CAAC,CAAC;AAChG,YAAA,MAAM,KAAK,GAAG,IAAI,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,kBAAkB,CAAC,CAAC;AAE9F,YAAA,IAAI,OAAO,CAAC;AAEZ,YAAA,IAAI,iBAAiB,CAAC,cAAc,KAAK,YAAY,EAAE;AACrD,gBAAA,OAAO,GAAG,IAAI,0BAA0B,CAAC,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AACnF,aAAA;AAAM,iBAAA;AACL,gBAAA,OAAO,GAAG,IAAI,oBAAoB,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AAC1E,aAAA;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YAErD,IAAI,iBAAiB,CAAC,qBAAqB,EAAE;AAC3C,gBAAA,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAC3B,CAAA,EAAA,GAAA,iBAAiB,CAAC,qBAAqB,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,EAChD,MAAA,iBAAiB,CAAC,qBAAqB,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,EACjD,EAAE,CAAA,EAAA,GAAA,iBAAiB,CAAC,qBAAqB,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,CAAC,CACpD,CAAC;AACH,aAAA;AAAM,iBAAA;gBACL,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC/C,aAAA;;AAGD,YAAA,MAAM,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;YAErC,IAAI,OAAO,YAAY,oBAAoB,EAAE;AAC3C,gBAAA,OAAO,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACvC,aAAA;AAED,YAAA,OAAO,MAAM,CAAC;;AACf,KAAA;IAEO,kBAAkB,CACxB,eAAuD,EACvD,kBAA0B,EAAA;;QAE1B,MAAM,KAAK,GAAG,eAAe,KAAA,IAAA,IAAf,eAAe,KAAf,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,eAAe,CAAE,KAAK,CAAC;QACrC,IAAI,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,KAAK,mBAAmB,EAAE;AACjD,YAAA,OAAO,CAAC,IAAI,CAAC,gEAAgE,CAAC,CAAC;AAChF,SAAA;AAED,QAAA,IAAI,MAAM,GAAG,CAAA,EAAA,GAAA,eAAe,KAAf,IAAA,IAAA,eAAe,KAAf,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,eAAe,CAAE,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;AAC7C,QAAA,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,eAAe,KAAf,IAAA,IAAA,eAAe,KAAf,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,eAAe,CAAE,MAAM,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,kBAAkB,CAAC;;;;QAK7D,IAAI,MAAM,GAAG,uBAAuB,EAAE;AACpC,YAAA,OAAO,CAAC,IAAI,CAAC,gGAAgG,CAAC,CAAC;YAC/G,MAAM,GAAG,uBAAuB,CAAC;AAClC,SAAA;AAED,QAAA,OAAO,IAAI,iBAAiB,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;KAC9C;IAEO,aAAa,CAAC,QAAqB,EAAE,OAAyB,EAAA;QACpE,MAAM,MAAM,GAAG,IAAI,SAAS,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;QAEhD,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,YAAA,MAAM,MAAM,GAAG,IAAI,eAAe,CAAC,MAAM,CAAC,CAAC;AAC3C,YAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YAC5B,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAClD,SAAA;AAED,QAAA,OAAO,MAAM,CAAC;KACf;AACF;;ACvQD;AAEA;;AAEG;AACU,MAAA,iBAAiB,GAAG;AAC/B,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,UAAU,EAAE,YAAY;;;ACP1B;;AAEG;AACa,SAAA,UAAU,CAAC,GAAW,EAAE,IAAY,EAAA;;AAElD,IAAA,IAAI,OAAO,GAAG,KAAK,QAAQ,IAAI,GAAG,KAAK,EAAE;AAAE,QAAA,OAAO,EAAE,CAAC;;AAGrD,IAAA,IAAI,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;QACjD,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,wBAAwB,EAAE,IAAI,CAAC,CAAC;AACrD,KAAA;;AAGD,IAAA,IAAI,kBAAkB,CAAC,IAAI,CAAC,GAAG,CAAC;AAAE,QAAA,OAAO,GAAG,CAAC;;AAG7C,IAAA,IAAI,eAAe,CAAC,IAAI,CAAC,GAAG,CAAC;AAAE,QAAA,OAAO,GAAG,CAAC;;AAG1C,IAAA,IAAI,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC;AAAE,QAAA,OAAO,GAAG,CAAC;;IAGvC,OAAO,IAAI,GAAG,GAAG,CAAC;AACpB;;ACZA;;AAEG;AACH,MAAM,sBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;AAE5D;;AAEG;MACU,mBAAmB,CAAA;AAuB9B,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,qBAAqB,CAAC;KAC9B;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAoC,EAAA;;AACzE,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,IAAI,CAAC,kBAAkB,GAAG,CAAA,EAAA,GAAA,OAAO,KAAA,IAAA,IAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,kBAAkB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;AAC9D,QAAA,IAAI,CAAC,iBAAiB,GAAG,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,+BAA+B,CAAC,CAAC;AACzF,QAAA,IAAI,CAAC,YAAY,GAAG,CAAA,EAAA,GAAA,OAAO,KAAA,IAAA,IAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,YAAY,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,CAAC;KACnD;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SAClD,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,UAAU,CAAC,MAAK,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAoC,CAAC;YACnF,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;AAC5C,gBAAA,OAAO,CAAC,IAAI,CAAC,sDAAsD,WAAW,CAAA,CAAA,CAAG,CAAC,CAAC;AACnF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,UAAU,GAAG,SAAS,CAAC,IAAI,CAAC;YAClC,IAAI,CAAC,UAAU,EAAE;AACf,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;AAGD,YAAA,MAAM,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;YACzC,MAAM,oBAAoB,GAAG,IAAI,GAAG,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;AAC7D,YAAA,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE;AACzC,gBAAA,MAAM,IAAI,KAAK,CAAC,yCAAyC,UAAU,CAAA,iBAAA,CAAmB,CAAC,CAAC;AACzF,aAAA;YAED,IAAI,cAAc,GAAiC,SAAS,CAAC;YAC7D,IAAI,IAAI,CAAC,kBAAkB,IAAI,UAAU,CAAC,cAAc,IAAI,IAAI,EAAE;AAChE,gBAAA,cAAc,GAAG,CAAA,EAAA,IAAC,MAAM,IAAI,CAAC,iBAAiB,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,SAAS,CAAC;AACzF,aAAA;YAED,OAAO;AACL,gBAAA,WAAW,EAAE,GAAG;gBAChB,IAAI,EAAE,UAAU,CAAC,IAAI;gBACrB,OAAO,EAAE,UAAU,CAAC,OAAO;gBAC3B,OAAO,EAAE,UAAU,CAAC,OAAO;gBAC3B,oBAAoB,EAAE,UAAU,CAAC,oBAAoB;gBACrD,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,UAAU,EAAE,UAAU,CAAC,UAAU;gBACjC,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,cAAc;gBACd,UAAU,EAAE,UAAU,CAAC,UAAU;gBACjC,gBAAgB,EAAE,UAAU,CAAC,gBAAgB;gBAC7C,4BAA4B,EAAE,UAAU,CAAC,4BAA4B;gBACrE,2BAA2B,EAAE,UAAU,CAAC,2BAA2B;gBACnE,eAAe,EAAE,UAAU,CAAC,eAAe;gBAC3C,8BAA8B,EAAE,UAAU,CAAC,8BAA8B;gBACzE,0BAA0B,EAAE,UAAU,CAAC,0BAA0B;gBACjE,cAAc,EAAE,UAAU,CAAC,cAAc;gBACzC,mBAAmB,EAAE,UAAU,CAAC,mBAAmB;gBACnD,YAAY,EAAE,UAAU,CAAC,YAAY;gBACrC,eAAe,EAAE,UAAU,CAAC,eAAe;aAC5C,CAAC;;AACH,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAA4B,CAAC;YAC7D,IAAI,CAAC,MAAM,EAAE;AACX,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;YAC/B,IAAI,CAAC,UAAU,EAAE;AACf,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;AAGD,YAAA,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;AACtB,gBAAA,MAAM,IAAI,KAAK,CAAC,8EAA8E,CAAC,CAAC;AACjG,aAAA;;AAGD,YAAA,IAAI,OAAyC,CAAC;AAC9C,YAAA,IAAI,IAAI,CAAC,kBAAkB,IAAI,UAAU,CAAC,OAAO,IAAI,IAAI,IAAI,UAAU,CAAC,OAAO,KAAK,CAAC,CAAC,EAAE;AACtF,gBAAA,OAAO,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,SAAS,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC;AAC1E,aAAA;YAED,OAAO;AACL,gBAAA,WAAW,EAAE,GAAG;gBAChB,eAAe,EAAE,UAAU,CAAC,eAAe;gBAC3C,MAAM,EAAE,UAAU,CAAC,MAAM;gBACzB,oBAAoB,EAAE,UAAU,CAAC,oBAAoB;gBACrD,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,WAAW,EAAE,UAAU,CAAC,WAAW;gBACnC,eAAe,EAAE,UAAU,CAAC,eAAe;gBAC3C,kBAAkB,EAAE,UAAU,CAAC,kBAAkB;gBACjD,SAAS,EAAE,UAAU,CAAC,SAAS;gBAC/B,gBAAgB,EAAE,UAAU,CAAC,gBAAgB;AAC7C,gBAAA,OAAO,EAAE,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,OAAO,GAAI,SAAS;gBAC7B,KAAK,EAAE,UAAU,CAAC,KAAK;gBACvB,OAAO,EAAE,UAAU,CAAC,OAAO;gBAC3B,iBAAiB,EAAE,UAAU,CAAC,iBAAiB;aAChD,CAAC;;AACH,KAAA;AAEa,IAAA,iBAAiB,CAAC,KAAa,EAAA;;;AAC3C,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;YAElD,MAAM,MAAM,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,KAAK,CAAC,CAAC;YAEpC,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,gBAAA,OAAO,CAAC,IAAI,CACV,8CAA8C,KAAK,CAAA,oDAAA,CAAsD,CAC1G,CAAC;AACF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;;AAKD,YAAA,IAAI,SAAS,GAAuB,MAAM,CAAC,GAAG,CAAC;;AAG/C,YAAA,IAAI,MAAM,CAAC,UAAU,IAAI,IAAI,EAAE;AAC7B,gBAAA,MAAM,UAAU,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,YAAY,EAAE,MAAM,CAAC,UAAU,CAAC,CAAC;AACpF,gBAAA,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC,CAAC,UAAU,CAAC,EAAE,EAAE,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;AAC/D,gBAAA,SAAS,GAAG,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;AACvC,aAAA;YAED,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,gBAAA,OAAO,CAAC,IAAI,CACV,8CAA8C,KAAK,CAAA,6DAAA,CAA+D,CACnH,CAAC;AACF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,WAAW,EAAE,CAAC;YACvC,OAAO,MAAM,MAAM,CAAC,SAAS,CAAC,UAAU,CAAC,SAAS,EAAG,IAAI,CAAC,MAAc,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,KAAK,KAAI;AACtG,gBAAA,OAAO,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AACrB,gBAAA,OAAO,CAAC,IAAI,CAAC,uDAAuD,CAAC,CAAC;AACtE,gBAAA,OAAO,IAAI,CAAC;AACd,aAAC,CAAC,CAAC;;AACJ,KAAA;AACF;;AC/MD;;;AAGG;MACU,OAAO,CAAA;AAsClB;;;;AAIG;AACH,IAAA,WAAA,CAAmB,MAAyB,EAAA;AAC1C,QAAA,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC1B,QAAA,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AACxB,QAAA,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAChC,QAAA,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AAClD,QAAA,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACtC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;KAC7B;AAED;;;;;;AAMG;AACI,IAAA,MAAM,CAAC,KAAa,EAAA;AACzB,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;QAEvB,IAAI,IAAI,CAAC,MAAM,EAAE;AACf,YAAA,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;AAC3B,SAAA;QAED,IAAI,IAAI,CAAC,iBAAiB,EAAE;AAC1B,YAAA,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,CAAC;AACjC,SAAA;KACF;AACF;;MCvEY,mBAAmB,CAAA;AAC9B,IAAA,IAAW,IAAI,GAAA;;AAEb,QAAA,OAAO,UAAU,CAAC;KACnB;IAUD,WAAmB,CAAA,MAAkB,EAAE,OAAoC,EAAA;;AACzE,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,MAAM,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;QACvC,MAAM,oBAAoB,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,oBAAoB,CAAC;AAE3D,QAAA,IAAI,CAAC,gBAAgB,GAAG,CAAA,EAAA,GAAA,OAAO,aAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,gBAAgB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,yBAAyB,CAAC,MAAM,CAAC,CAAC;AAC3F,QAAA,IAAI,CAAC,iBAAiB,GAAG,CAAA,EAAA,GAAA,OAAO,aAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,iBAAiB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,0BAA0B,CAAC,MAAM,CAAC,CAAC;AAC9F,QAAA,IAAI,CAAC,cAAc;AACjB,YAAA,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,uBAAP,OAAO,CAAE,cAAc,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,uBAAuB,CAAC,MAAM,EAAE,EAAE,UAAU,EAAE,oBAAoB,EAAE,CAAC,CAAC;QACvG,IAAI,CAAC,YAAY,GAAG,CAAA,EAAA,GAAA,OAAO,KAAP,IAAA,IAAA,OAAO,uBAAP,OAAO,CAAE,YAAY,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,qBAAqB,CAAC,MAAM,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC;AAC/F,QAAA,IAAI,CAAC,UAAU,GAAG,CAAA,EAAA,GAAA,OAAO,aAAP,OAAO,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAP,OAAO,CAAE,UAAU,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,mBAAmB,CAAC,MAAM,CAAC,CAAC;KAC1E;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;YAC/B,MAAM,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YACtC,MAAM,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC1C,MAAM,IAAI,CAAC,gBAAgB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,MAAM,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YACxC,MAAM,IAAI,CAAC,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;AAE7C,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAyB,CAAC;AACrD,YAAA,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAiC,CAAC;;;YAIjE,IAAI,IAAI,IAAI,QAAQ,EAAE;AACpB,gBAAA,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC;oBAC1B,KAAK,EAAE,IAAI,CAAC,KAAK;AACjB,oBAAA,iBAAiB,EAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB;AACrD,oBAAA,WAAW,EAAE,IAAI,CAAC,QAAQ,CAAC,cAAc;oBACzC,QAAQ;AACR,oBAAA,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,SAAS;oBAC/B,IAAI;AACL,iBAAA,CAAC,CAAC;AAEH,gBAAA,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,OAAO,CAAC;AACjC,aAAA;SACF,CAAA,CAAA;AAAA,KAAA;AACF;;;;"}\n","import * as THREE from 'three';\nimport { VRMCore } from '@pixiv/three-vrm-core';\nimport { VRMNodeConstraintManager } from '@pixiv/three-vrm-node-constraint';\nimport { VRMSpringBoneManager } from '@pixiv/three-vrm-springbone';\nimport { VRMParameters } from './VRMParameters';\n\n/**\n * A class that represents a single VRM model.\n */\nexport class VRM extends VRMCore {\n  /**\n   * Contains materials of the VRM.\n   * `update` method of these materials will be called via its {@link VRM.update} method.\n   */\n  public readonly materials?: THREE.Material[];\n\n  /**\n   * A {@link VRMSpringBoneManager} manipulates all spring bones attached on the VRM.\n   * Usually you don't have to care about this property.\n   */\n  public readonly springBoneManager?: VRMSpringBoneManager;\n\n  /**\n   * A {@link VRMNodeConstraintManager} manipulates all constraints attached on the VRM.\n   * Usually you don't have to care about this property.\n   */\n  public readonly nodeConstraintManager?: VRMNodeConstraintManager;\n\n  /**\n   * Create a new VRM instance.\n   *\n   * @param params [[VRMParameters]] that represents components of the VRM\n   */\n  public constructor(params: VRMParameters) {\n    super(params);\n\n    this.materials = params.materials;\n    this.springBoneManager = params.springBoneManager;\n    this.nodeConstraintManager = params.nodeConstraintManager;\n  }\n\n  /**\n   * **You need to call this on your update loop.**\n   *\n   * This function updates every VRM components.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    super.update(delta);\n\n    if (this.nodeConstraintManager) {\n      this.nodeConstraintManager.update();\n    }\n\n    if (this.springBoneManager) {\n      this.springBoneManager.update(delta);\n    }\n\n    if (this.materials) {\n      this.materials.forEach((material: any) => {\n        if (material.update) {\n          material.update(delta);\n        }\n      });\n    }\n  }\n}\n","/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n    __assign = Object.assign || function __assign(t) {\r\n        for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n            s = arguments[i];\r\n            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n        }\r\n        return t;\r\n    }\r\n    return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n    var t = {};\r\n    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n        t[p] = s[p];\r\n    if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n            if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n                t[p[i]] = s[p[i]];\r\n        }\r\n    return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n    if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n    return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n    return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n    function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n    var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","/*!\n * @pixiv/three-vrm-materials-mtoon v2.1.1\n * MToon (toon material) module for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-mtoon is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\nimport * as THREE from 'three';\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nvar vertexShader = \"// #define PHONG\\n\\nvarying vec3 vViewPosition;\\n\\n#ifndef FLAT_SHADED\\n  varying vec3 vNormal;\\n#endif\\n\\n#include <common>\\n\\n// #include <uv_pars_vertex>\\n#ifdef MTOON_USE_UV\\n  varying vec2 vUv;\\n\\n  // COMPAT: pre-r151 uses a common uvTransform\\n  #if THREE_VRM_THREE_REVISION < 151\\n    uniform mat3 uvTransform;\\n  #endif\\n#endif\\n\\n// #include <uv2_pars_vertex>\\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n#if THREE_VRM_THREE_REVISION < 151\\n  #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n    attribute vec2 uv2;\\n    varying vec2 vUv2;\\n    uniform mat3 uv2Transform;\\n  #endif\\n#endif\\n\\n// #include <displacementmap_pars_vertex>\\n// #include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\n\\n#ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\\n  uniform sampler2D outlineWidthMultiplyTexture;\\n  uniform mat3 outlineWidthMultiplyTextureUvTransform;\\n#endif\\n\\nuniform float outlineWidthFactor;\\n\\nvoid main() {\\n\\n  // #include <uv_vertex>\\n  #ifdef MTOON_USE_UV\\n    // COMPAT: pre-r151 uses a common uvTransform\\n    #if THREE_VRM_THREE_REVISION >= 151\\n      vUv = uv;\\n    #else\\n      vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n    #endif\\n  #endif\\n\\n  // #include <uv2_vertex>\\n  // COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n  #if THREE_VRM_THREE_REVISION < 151\\n    #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n      vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n    #endif\\n  #endif\\n\\n  #include <color_vertex>\\n\\n  #include <beginnormal_vertex>\\n  #include <morphnormal_vertex>\\n  #include <skinbase_vertex>\\n  #include <skinnormal_vertex>\\n\\n  // we need this to compute the outline properly\\n  objectNormal = normalize( objectNormal );\\n\\n  #include <defaultnormal_vertex>\\n\\n  #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n    vNormal = normalize( transformedNormal );\\n  #endif\\n\\n  #include <begin_vertex>\\n\\n  #include <morphtarget_vertex>\\n  #include <skinning_vertex>\\n  // #include <displacementmap_vertex>\\n  #include <project_vertex>\\n  #include <logdepthbuf_vertex>\\n  #include <clipping_planes_vertex>\\n\\n  vViewPosition = - mvPosition.xyz;\\n\\n  float outlineTex = 1.0;\\n\\n  #ifdef OUTLINE\\n    #ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\\n      vec2 outlineWidthMultiplyTextureUv = ( outlineWidthMultiplyTextureUvTransform * vec3( vUv, 1 ) ).xy;\\n      outlineTex = texture2D( outlineWidthMultiplyTexture, outlineWidthMultiplyTextureUv ).g;\\n    #endif\\n\\n    #ifdef OUTLINE_WIDTH_WORLD\\n      float worldNormalLength = length( transformedNormal );\\n      vec3 outlineOffset = outlineWidthFactor * outlineTex * worldNormalLength * objectNormal;\\n      gl_Position = projectionMatrix * modelViewMatrix * vec4( outlineOffset + transformed, 1.0 );\\n    #endif\\n\\n    #ifdef OUTLINE_WIDTH_SCREEN\\n      vec3 clipNormal = ( projectionMatrix * modelViewMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n      vec2 projectedNormal = normalize( clipNormal.xy );\\n      projectedNormal.x *= projectionMatrix[ 0 ].x / projectionMatrix[ 1 ].y;\\n      gl_Position.xy += 2.0 * outlineWidthFactor * outlineTex * projectedNormal.xy;\\n    #endif\\n\\n    gl_Position.z += 1E-6 * gl_Position.w; // anti-artifact magic\\n  #endif\\n\\n  #include <worldpos_vertex>\\n  // #include <envmap_vertex>\\n  #include <shadowmap_vertex>\\n  #include <fog_vertex>\\n\\n}\";\n\nvar fragmentShader = \"// #define PHONG\\n\\nuniform vec3 litFactor;\\n\\nuniform float opacity;\\n\\nuniform vec3 shadeColorFactor;\\n#ifdef USE_SHADEMULTIPLYTEXTURE\\n  uniform sampler2D shadeMultiplyTexture;\\n  uniform mat3 shadeMultiplyTextureUvTransform;\\n#endif\\n\\nuniform float shadingShiftFactor;\\nuniform float shadingToonyFactor;\\n\\n#ifdef USE_SHADINGSHIFTTEXTURE\\n  uniform sampler2D shadingShiftTexture;\\n  uniform mat3 shadingShiftTextureUvTransform;\\n  uniform float shadingShiftTextureScale;\\n#endif\\n\\nuniform float giEqualizationFactor;\\n\\nuniform vec3 parametricRimColorFactor;\\n#ifdef USE_RIMMULTIPLYTEXTURE\\n  uniform sampler2D rimMultiplyTexture;\\n  uniform mat3 rimMultiplyTextureUvTransform;\\n#endif\\nuniform float rimLightingMixFactor;\\nuniform float parametricRimFresnelPowerFactor;\\nuniform float parametricRimLiftFactor;\\n\\n#ifdef USE_MATCAPTEXTURE\\n  uniform vec3 matcapFactor;\\n  uniform sampler2D matcapTexture;\\n  uniform mat3 matcapTextureUvTransform;\\n#endif\\n\\nuniform vec3 emissive;\\nuniform float emissiveIntensity;\\n\\nuniform vec3 outlineColorFactor;\\nuniform float outlineLightingMixFactor;\\n\\n#ifdef USE_UVANIMATIONMASKTEXTURE\\n  uniform sampler2D uvAnimationMaskTexture;\\n  uniform mat3 uvAnimationMaskTextureUvTransform;\\n#endif\\n\\nuniform float uvAnimationScrollXOffset;\\nuniform float uvAnimationScrollYOffset;\\nuniform float uvAnimationRotationPhase;\\n\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n\\n// #include <uv_pars_fragment>\\n#if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n  varying vec2 vUv;\\n#endif\\n\\n// #include <uv2_pars_fragment>\\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n#if THREE_VRM_THREE_REVISION < 151\\n  #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n    varying vec2 vUv2;\\n  #endif\\n#endif\\n\\n#include <map_pars_fragment>\\n\\n#ifdef USE_MAP\\n  uniform mat3 mapUvTransform;\\n#endif\\n\\n// #include <alphamap_pars_fragment>\\n\\n#if THREE_VRM_THREE_REVISION >= 132\\n  #include <alphatest_pars_fragment>\\n#endif\\n\\n#include <aomap_pars_fragment>\\n// #include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n\\n#ifdef USE_EMISSIVEMAP\\n  uniform mat3 emissiveMapUvTransform;\\n#endif\\n\\n// #include <envmap_common_pars_fragment>\\n// #include <envmap_pars_fragment>\\n// #include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n\\n// #include <bsdfs>\\n// COMPAT: pre-r151 doesn't have BRDF_Lambert in <common>\\n#if THREE_VRM_THREE_REVISION < 151\\n  vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n    return RECIPROCAL_PI * diffuseColor;\\n  }\\n#endif\\n\\n#include <lights_pars_begin>\\n\\n#if THREE_VRM_THREE_REVISION >= 132\\n  #include <normal_pars_fragment>\\n#endif\\n\\n// #include <lights_phong_pars_fragment>\\nvarying vec3 vViewPosition;\\n\\n#if THREE_VRM_THREE_REVISION < 132\\n  #ifndef FLAT_SHADED\\n    varying vec3 vNormal;\\n  #endif\\n#endif\\n\\nstruct MToonMaterial {\\n  vec3 diffuseColor;\\n  vec3 shadeColor;\\n  float shadingShift;\\n};\\n\\nfloat linearstep( float a, float b, float t ) {\\n  return clamp( ( t - a ) / ( b - a ), 0.0, 1.0 );\\n}\\n\\n/**\\n * Convert NdotL into toon shading factor using shadingShift and shadingToony\\n */\\nfloat getShading(\\n  const in float dotNL,\\n  const in float shadow,\\n  const in float shadingShift\\n) {\\n  float shading = dotNL;\\n  shading = shading + shadingShift;\\n  shading = linearstep( -1.0 + shadingToonyFactor, 1.0 - shadingToonyFactor, shading );\\n  shading *= shadow;\\n  return shading;\\n}\\n\\n/**\\n * Mix diffuseColor and shadeColor using shading factor and light color\\n */\\nvec3 getDiffuse(\\n  const in MToonMaterial material,\\n  const in float shading,\\n  in vec3 lightColor\\n) {\\n  #ifdef DEBUG_LITSHADERATE\\n    return vec3( BRDF_Lambert( shading * lightColor ) );\\n  #endif\\n\\n  #if THREE_VRM_THREE_REVISION < 132\\n    #ifndef PHYSICALLY_CORRECT_LIGHTS\\n      lightColor *= PI;\\n    #endif\\n  #endif\\n\\n  vec3 col = lightColor * BRDF_Lambert( mix( material.shadeColor, material.diffuseColor, shading ) );\\n\\n  // The \\\"comment out if you want to PBR absolutely\\\" line\\n  #ifdef V0_COMPAT_SHADE\\n    col = min( col, material.diffuseColor );\\n  #endif\\n\\n  return col;\\n}\\n\\n// COMPAT: pre-r156 uses a struct GeometricContext\\n#if THREE_VRM_THREE_REVISION >= 157\\n  void RE_Direct_MToon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\\n    float dotNL = clamp( dot( geometryNormal, directLight.direction ), -1.0, 1.0 );\\n    vec3 irradiance = directLight.color;\\n\\n    // directSpecular will be used for rim lighting, not an actual specular\\n    reflectedLight.directSpecular += irradiance;\\n\\n    irradiance *= dotNL;\\n\\n    float shading = getShading( dotNL, shadow, material.shadingShift );\\n\\n    // toon shaded diffuse\\n    reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\\n  }\\n\\n  void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\\n    // indirect diffuse will use diffuseColor, no shadeColor involved\\n    reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\n    // directSpecular will be used for rim lighting, not an actual specular\\n    reflectedLight.directSpecular += irradiance;\\n  }\\n#else\\n  void RE_Direct_MToon( const in IncidentLight directLight, const in GeometricContext geometry, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\\n    float dotNL = clamp( dot( geometry.normal, directLight.direction ), -1.0, 1.0 );\\n    vec3 irradiance = directLight.color;\\n\\n    #if THREE_VRM_THREE_REVISION < 132\\n      #ifndef PHYSICALLY_CORRECT_LIGHTS\\n        irradiance *= PI;\\n      #endif\\n    #endif\\n\\n    // directSpecular will be used for rim lighting, not an actual specular\\n    reflectedLight.directSpecular += irradiance;\\n\\n    irradiance *= dotNL;\\n\\n    float shading = getShading( dotNL, shadow, material.shadingShift );\\n\\n    // toon shaded diffuse\\n    reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\\n  }\\n\\n  void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in GeometricContext geometry, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\\n    // indirect diffuse will use diffuseColor, no shadeColor involved\\n    reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\n    // directSpecular will be used for rim lighting, not an actual specular\\n    reflectedLight.directSpecular += irradiance;\\n  }\\n#endif\\n\\n#define RE_Direct RE_Direct_MToon\\n#define RE_IndirectDiffuse RE_IndirectDiffuse_MToon\\n#define Material_LightProbeLOD( material ) (0)\\n\\n#include <shadowmap_pars_fragment>\\n// #include <bumpmap_pars_fragment>\\n\\n// #include <normalmap_pars_fragment>\\n#ifdef USE_NORMALMAP\\n\\n  uniform sampler2D normalMap;\\n  uniform mat3 normalMapUvTransform;\\n  uniform vec2 normalScale;\\n\\n#endif\\n\\n// COMPAT: USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\\n#if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\\n\\n  uniform mat3 normalMatrix;\\n\\n#endif\\n\\n// COMPAT: USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( TANGENTSPACE_NORMALMAP ) )\\n\\n  // Per-Pixel Tangent Space Normal Mapping\\n  // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\\n\\n  // three-vrm specific change: it requires `uv` as an input in order to support uv scrolls\\n\\n  // Temporary compat against shader change @ Three.js r126, r151\\n  #if THREE_VRM_THREE_REVISION >= 151\\n\\n    mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\n      vec3 q0 = dFdx( eye_pos.xyz );\\n      vec3 q1 = dFdy( eye_pos.xyz );\\n      vec2 st0 = dFdx( uv.st );\\n      vec2 st1 = dFdy( uv.st );\\n\\n      vec3 N = surf_norm;\\n\\n      vec3 q1perp = cross( q1, N );\\n      vec3 q0perp = cross( N, q0 );\\n\\n      vec3 T = q1perp * st0.x + q0perp * st1.x;\\n      vec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\n      float det = max( dot( T, T ), dot( B, B ) );\\n      float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\n      return mat3( T * scale, B * scale, N );\\n\\n    }\\n\\n  #elif THREE_VRM_THREE_REVISION >= 126\\n\\n    vec3 perturbNormal2Arb( vec2 uv, vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\n      vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n      vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n      vec2 st0 = dFdx( uv.st );\\n      vec2 st1 = dFdy( uv.st );\\n\\n      vec3 N = normalize( surf_norm );\\n\\n      vec3 q1perp = cross( q1, N );\\n      vec3 q0perp = cross( N, q0 );\\n\\n      vec3 T = q1perp * st0.x + q0perp * st1.x;\\n      vec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\n      // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0\\n      // TODO: Is this still required? Or shall I make a PR about it?\\n      if ( length( T ) == 0.0 || length( B ) == 0.0 ) {\\n        return surf_norm;\\n      }\\n\\n      float det = max( dot( T, T ), dot( B, B ) );\\n      float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\n      return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\n    }\\n\\n  #else\\n\\n    vec3 perturbNormal2Arb( vec2 uv, vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\n      // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\\n\\n      vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n      vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n      vec2 st0 = dFdx( uv.st );\\n      vec2 st1 = dFdy( uv.st );\\n\\n      float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude\\n\\n      vec3 S = ( q0 * st1.t - q1 * st0.t ) * scale;\\n      vec3 T = ( - q0 * st1.s + q1 * st0.s ) * scale;\\n\\n      // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0\\n      // TODO: Is this still required? Or shall I make a PR about it?\\n\\n      if ( length( S ) == 0.0 || length( T ) == 0.0 ) {\\n        return surf_norm;\\n      }\\n\\n      S = normalize( S );\\n      T = normalize( T );\\n      vec3 N = normalize( surf_norm );\\n\\n      #ifdef DOUBLE_SIDED\\n\\n        // Workaround for Adreno GPUs gl_FrontFacing bug. See #15850 and #10331\\n\\n        bool frontFacing = dot( cross( S, T ), N ) > 0.0;\\n\\n        mapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\\n\\n      #else\\n\\n        mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\n      #endif\\n\\n      mat3 tsn = mat3( S, T, N );\\n      return normalize( tsn * mapN );\\n\\n    }\\n\\n  #endif\\n\\n#endif\\n\\n// #include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\n\\n// == post correction ==========================================================\\nvoid postCorrection() {\\n  #include <tonemapping_fragment>\\n  #include <colorspace_fragment>\\n  #include <fog_fragment>\\n  #include <premultiplied_alpha_fragment>\\n  #include <dithering_fragment>\\n}\\n\\n// == main procedure ===========================================================\\nvoid main() {\\n  #include <clipping_planes_fragment>\\n\\n  vec2 uv = vec2(0.5, 0.5);\\n\\n  #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n    uv = vUv;\\n\\n    float uvAnimMask = 1.0;\\n    #ifdef USE_UVANIMATIONMASKTEXTURE\\n      vec2 uvAnimationMaskTextureUv = ( uvAnimationMaskTextureUvTransform * vec3( uv, 1 ) ).xy;\\n      uvAnimMask = texture2D( uvAnimationMaskTexture, uvAnimationMaskTextureUv ).b;\\n    #endif\\n\\n    uv = uv + vec2( uvAnimationScrollXOffset, uvAnimationScrollYOffset ) * uvAnimMask;\\n    float uvRotCos = cos( uvAnimationRotationPhase * uvAnimMask );\\n    float uvRotSin = sin( uvAnimationRotationPhase * uvAnimMask );\\n    uv = mat2( uvRotCos, -uvRotSin, uvRotSin, uvRotCos ) * ( uv - 0.5 ) + 0.5;\\n  #endif\\n\\n  #ifdef DEBUG_UV\\n    gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n    #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n      gl_FragColor = vec4( uv, 0.0, 1.0 );\\n    #endif\\n    return;\\n  #endif\\n\\n  vec4 diffuseColor = vec4( litFactor, opacity );\\n  ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n  vec3 totalEmissiveRadiance = emissive * emissiveIntensity;\\n\\n  #include <logdepthbuf_fragment>\\n\\n  // #include <map_fragment>\\n  #ifdef USE_MAP\\n    vec2 mapUv = ( mapUvTransform * vec3( uv, 1 ) ).xy;\\n    vec4 sampledDiffuseColor = texture2D( map, mapUv );\\n    #ifdef DECODE_VIDEO_TEXTURE\\n      sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n    #endif\\n    diffuseColor *= sampledDiffuseColor;\\n  #endif\\n\\n  // #include <color_fragment>\\n  #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\\n    diffuseColor.rgb *= vColor;\\n  #endif\\n\\n  // #include <alphamap_fragment>\\n\\n  #include <alphatest_fragment>\\n\\n  // #include <specularmap_fragment>\\n\\n  // #include <normal_fragment_begin>\\n  float faceDirection = gl_FrontFacing ? 1.0 : -1.0;\\n\\n  #ifdef FLAT_SHADED\\n\\n    vec3 fdx = dFdx( vViewPosition );\\n    vec3 fdy = dFdy( vViewPosition );\\n    vec3 normal = normalize( cross( fdx, fdy ) );\\n\\n  #else\\n\\n    vec3 normal = normalize( vNormal );\\n\\n    #ifdef DOUBLE_SIDED\\n\\n      normal *= faceDirection;\\n\\n    #endif\\n\\n  #endif\\n\\n  #ifdef USE_NORMALMAP\\n\\n    vec2 normalMapUv = ( normalMapUvTransform * vec3( uv, 1 ) ).xy;\\n\\n  #endif\\n\\n  #ifdef USE_NORMALMAP_TANGENTSPACE\\n\\n    #ifdef USE_TANGENT\\n\\n      mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\n    #else\\n\\n      mat3 tbn = getTangentFrame( - vViewPosition, normal, normalMapUv );\\n\\n    #endif\\n\\n    #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\n      tbn[0] *= faceDirection;\\n      tbn[1] *= faceDirection;\\n\\n    #endif\\n\\n  #endif\\n\\n  #ifdef USE_CLEARCOAT_NORMALMAP\\n\\n    #ifdef USE_TANGENT\\n\\n      mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\n    #else\\n\\n      mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\n    #endif\\n\\n    #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\n      tbn2[0] *= faceDirection;\\n      tbn2[1] *= faceDirection;\\n\\n    #endif\\n\\n  #endif\\n\\n  // non perturbed normal for clearcoat among others\\n\\n  vec3 nonPerturbedNormal = normal;\\n\\n  #ifdef OUTLINE\\n    normal *= -1.0;\\n  #endif\\n\\n  // #include <normal_fragment_maps>\\n\\n  // COMPAT: USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\\n  #if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\\n\\n    normal = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\\n\\n    #ifdef FLIP_SIDED\\n\\n      normal = - normal;\\n\\n    #endif\\n\\n    #ifdef DOUBLE_SIDED\\n\\n      // Temporary compat against shader change @ Three.js r126\\n      // See: #21205, #21307, #21299\\n      #if THREE_VRM_THREE_REVISION >= 126\\n\\n        normal = normal * faceDirection;\\n\\n      #else\\n\\n        normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\n      #endif\\n\\n    #endif\\n\\n    normal = normalize( normalMatrix * normal );\\n\\n  // COMPAT: USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\\n  #elif defined( USE_NORMALMAP_TANGENTSPACE ) || defined( TANGENTSPACE_NORMALMAP )\\n\\n    vec3 mapN = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0;\\n    mapN.xy *= normalScale;\\n\\n    // COMPAT: pre-r151\\n    #if THREE_VRM_THREE_REVISION >= 151 || defined( USE_TANGENT )\\n\\n      normal = normalize( tbn * mapN );\\n\\n    #else\\n\\n      // pre-r126\\n      #if THREE_VRM_THREE_REVISION >= 126\\n\\n        normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN, faceDirection );\\n\\n      #else\\n\\n        normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN );\\n\\n      #endif\\n\\n    #endif\\n\\n  #endif\\n\\n  // #include <emissivemap_fragment>\\n  #ifdef USE_EMISSIVEMAP\\n    vec2 emissiveMapUv = ( emissiveMapUvTransform * vec3( uv, 1 ) ).xy;\\n    totalEmissiveRadiance *= texture2D( emissiveMap, emissiveMapUv ).rgb;\\n  #endif\\n\\n  #ifdef DEBUG_NORMAL\\n    gl_FragColor = vec4( 0.5 + 0.5 * normal, 1.0 );\\n    return;\\n  #endif\\n\\n  // -- MToon: lighting --------------------------------------------------------\\n  // accumulation\\n  // #include <lights_phong_fragment>\\n  MToonMaterial material;\\n\\n  material.diffuseColor = diffuseColor.rgb;\\n\\n  material.shadeColor = shadeColorFactor;\\n  #ifdef USE_SHADEMULTIPLYTEXTURE\\n    vec2 shadeMultiplyTextureUv = ( shadeMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\\n    material.shadeColor *= texture2D( shadeMultiplyTexture, shadeMultiplyTextureUv ).rgb;\\n  #endif\\n\\n  #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\\n    material.shadeColor.rgb *= vColor;\\n  #endif\\n\\n  material.shadingShift = shadingShiftFactor;\\n  #ifdef USE_SHADINGSHIFTTEXTURE\\n    vec2 shadingShiftTextureUv = ( shadingShiftTextureUvTransform * vec3( uv, 1 ) ).xy;\\n    material.shadingShift += texture2D( shadingShiftTexture, shadingShiftTextureUv ).r * shadingShiftTextureScale;\\n  #endif\\n\\n  // #include <lights_fragment_begin>\\n\\n  // MToon Specific changes:\\n  // Since we want to take shadows into account of shading instead of irradiance,\\n  // we had to modify the codes that multiplies the results of shadowmap into color of direct lights.\\n\\n  // COMPAT: pre-r156 uses a struct GeometricContext\\n  #if THREE_VRM_THREE_REVISION >= 157\\n    vec3 geometryPosition = - vViewPosition;\\n    vec3 geometryNormal = normal;\\n    vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n\\n    vec3 geometryClearcoatNormal;\\n\\n    #ifdef USE_CLEARCOAT\\n\\n      geometryClearcoatNormal = clearcoatNormal;\\n\\n    #endif\\n  #else\\n    GeometricContext geometry;\\n\\n    geometry.position = - vViewPosition;\\n    geometry.normal = normal;\\n    geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n\\n    #ifdef USE_CLEARCOAT\\n\\n      geometry.clearcoatNormal = clearcoatNormal;\\n\\n    #endif\\n  #endif\\n\\n  IncidentLight directLight;\\n\\n  // since these variables will be used in unrolled loop, we have to define in prior\\n  float shadow;\\n\\n  #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n    PointLight pointLight;\\n    #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n    PointLightShadow pointLightShadow;\\n    #endif\\n\\n    #pragma unroll_loop_start\\n    for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\n      pointLight = pointLights[ i ];\\n\\n      // COMPAT: pre-r156 uses a struct GeometricContext\\n      #if THREE_VRM_THREE_REVISION >= 157\\n        getPointLightInfo( pointLight, geometryPosition, directLight );\\n      #elif THREE_VRM_THREE_REVISION >= 132\\n        getPointLightInfo( pointLight, geometry, directLight );\\n      #else\\n        getPointDirectLightIrradiance( pointLight, geometry, directLight );\\n      #endif\\n\\n      shadow = 1.0;\\n      #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n      pointLightShadow = pointLightShadows[ i ];\\n      shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n      #endif\\n\\n      // COMPAT: pre-r156 uses a struct GeometricContext\\n      #if THREE_VRM_THREE_REVISION >= 157\\n        RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n      #else\\n        RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n      #endif\\n\\n    }\\n    #pragma unroll_loop_end\\n\\n  #endif\\n\\n  #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n    SpotLight spotLight;\\n    #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n    SpotLightShadow spotLightShadow;\\n    #endif\\n\\n    #pragma unroll_loop_start\\n    for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\n      spotLight = spotLights[ i ];\\n\\n      // COMPAT: pre-r156 uses a struct GeometricContext\\n      #if THREE_VRM_THREE_REVISION >= 157\\n        getSpotLightInfo( spotLight, geometryPosition, directLight );\\n      #elif THREE_VRM_THREE_REVISION >= 132\\n        getSpotLightInfo( spotLight, geometry, directLight );\\n      #else\\n        getSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n      #endif\\n\\n      shadow = 1.0;\\n      #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n      spotLightShadow = spotLightShadows[ i ];\\n      shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n      #endif\\n\\n      // COMPAT: pre-r156 uses a struct GeometricContext\\n      #if THREE_VRM_THREE_REVISION >= 157\\n        RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n      #else\\n        RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n      #endif\\n\\n    }\\n    #pragma unroll_loop_end\\n\\n  #endif\\n\\n  #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n    DirectionalLight directionalLight;\\n    #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n    DirectionalLightShadow directionalLightShadow;\\n    #endif\\n\\n    #pragma unroll_loop_start\\n    for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\n      directionalLight = directionalLights[ i ];\\n\\n      // COMPAT: pre-r156 uses a struct GeometricContext\\n      #if THREE_VRM_THREE_REVISION >= 157\\n        getDirectionalLightInfo( directionalLight, directLight );\\n      #elif THREE_VRM_THREE_REVISION >= 132\\n        getDirectionalLightInfo( directionalLight, geometry, directLight );\\n      #else\\n        getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n      #endif\\n\\n      shadow = 1.0;\\n      #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n      directionalLightShadow = directionalLightShadows[ i ];\\n      shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n      #endif\\n\\n      // COMPAT: pre-r156 uses a struct GeometricContext\\n      #if THREE_VRM_THREE_REVISION >= 157\\n        RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n      #else\\n        RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n      #endif\\n\\n    }\\n    #pragma unroll_loop_end\\n\\n  #endif\\n\\n  // #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\n  //   RectAreaLight rectAreaLight;\\n\\n  //   #pragma unroll_loop_start\\n  //   for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\n  //     rectAreaLight = rectAreaLights[ i ];\\n  //     RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\n  //   }\\n  //   #pragma unroll_loop_end\\n\\n  // #endif\\n\\n  #if defined( RE_IndirectDiffuse )\\n\\n    vec3 iblIrradiance = vec3( 0.0 );\\n\\n    vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\n    // COMPAT: pre-r156 uses a struct GeometricContext\\n    // COMPAT: pre-r156 doesn't have a define USE_LIGHT_PROBES\\n    #if THREE_VRM_THREE_REVISION >= 157\\n      #if defined( USE_LIGHT_PROBES )\\n        irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n      #endif\\n    #elif THREE_VRM_THREE_REVISION >= 133\\n      irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n    #else\\n      irradiance += getLightProbeIrradiance( lightProbe, geometry );\\n    #endif\\n\\n    #if ( NUM_HEMI_LIGHTS > 0 )\\n\\n      #pragma unroll_loop_start\\n      for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\n        // COMPAT: pre-r156 uses a struct GeometricContext\\n        #if THREE_VRM_THREE_REVISION >= 157\\n          irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n        #elif THREE_VRM_THREE_REVISION >= 133\\n          irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n        #else\\n          irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n        #endif\\n\\n      }\\n      #pragma unroll_loop_end\\n\\n    #endif\\n\\n  #endif\\n\\n  // #if defined( RE_IndirectSpecular )\\n\\n  //   vec3 radiance = vec3( 0.0 );\\n  //   vec3 clearcoatRadiance = vec3( 0.0 );\\n\\n  // #endif\\n\\n  #include <lights_fragment_maps>\\n  #include <lights_fragment_end>\\n\\n  // modulation\\n  #include <aomap_fragment>\\n\\n  vec3 col = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\n  #ifdef DEBUG_LITSHADERATE\\n    gl_FragColor = vec4( col, diffuseColor.a );\\n    postCorrection();\\n    return;\\n  #endif\\n\\n  // -- MToon: rim lighting -----------------------------------------\\n  vec3 viewDir = normalize( vViewPosition );\\n\\n  #ifndef PHYSICALLY_CORRECT_LIGHTS\\n    reflectedLight.directSpecular /= PI;\\n  #endif\\n  vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, 1.0 );\\n\\n  vec3 rim = parametricRimColorFactor * pow( saturate( 1.0 - dot( viewDir, normal ) + parametricRimLiftFactor ), parametricRimFresnelPowerFactor );\\n\\n  #ifdef USE_MATCAPTEXTURE\\n    {\\n      vec3 x = normalize( vec3( viewDir.z, 0.0, -viewDir.x ) );\\n      vec3 y = cross( viewDir, x ); // guaranteed to be normalized\\n      vec2 sphereUv = 0.5 + 0.5 * vec2( dot( x, normal ), -dot( y, normal ) );\\n      sphereUv = ( matcapTextureUvTransform * vec3( sphereUv, 1 ) ).xy;\\n      vec3 matcap = texture2D( matcapTexture, sphereUv ).rgb;\\n      rim += matcapFactor * matcap;\\n    }\\n  #endif\\n\\n  #ifdef USE_RIMMULTIPLYTEXTURE\\n    vec2 rimMultiplyTextureUv = ( rimMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\\n    rim *= texture2D( rimMultiplyTexture, rimMultiplyTextureUv ).rgb;\\n  #endif\\n\\n  col += rimMix * rim;\\n\\n  // -- MToon: Emission --------------------------------------------------------\\n  col += totalEmissiveRadiance;\\n\\n  // #include <envmap_fragment>\\n\\n  // -- Almost done! -----------------------------------------------------------\\n  #if defined( OUTLINE )\\n    col = outlineColorFactor.rgb * mix( vec3( 1.0 ), col, outlineLightingMixFactor );\\n  #endif\\n\\n  #ifdef OPAQUE\\n    diffuseColor.a = 1.0;\\n  #endif\\n\\n  gl_FragColor = vec4( col, diffuseColor.a );\\n  postCorrection();\\n}\\n\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Specifiers of debug mode of {@link MToonMaterial}.\n *\n * See: {@link MToonMaterial.debugMode}\n */\nconst MToonMaterialDebugMode = {\n    /**\n     * Render normally.\n     */\n    None: 'none',\n    /**\n     * Visualize normals of the surface.\n     */\n    Normal: 'normal',\n    /**\n     * Visualize lit/shade of the surface.\n     */\n    LitShadeRate: 'litShadeRate',\n    /**\n     * Visualize UV of the surface.\n     */\n    UV: 'uv',\n};\n\n/* eslint-disable @typescript-eslint/naming-convention */\nconst MToonMaterialOutlineWidthMode = {\n    None: 'none',\n    WorldCoordinates: 'worldCoordinates',\n    ScreenCoordinates: 'screenCoordinates',\n};\n\nconst encodingColorSpaceMap = {\n    3000: '',\n    3001: 'srgb',\n};\n/**\n * A compat function to get texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to get the color space from\n */\nfunction getTextureColorSpace(texture) {\n    if (parseInt(THREE.REVISION, 10) >= 152) {\n        return texture.colorSpace;\n    }\n    else {\n        return encodingColorSpaceMap[texture.encoding];\n    }\n}\n\n/* tslint:disable:member-ordering */\n/**\n * MToon is a material specification that has various features.\n * The spec and implementation are originally founded for Unity engine and this is a port of the material.\n *\n * See: https://github.com/Santarh/MToon\n */\nclass MToonMaterial extends THREE.ShaderMaterial {\n    get color() {\n        return this.uniforms.litFactor.value;\n    }\n    set color(value) {\n        this.uniforms.litFactor.value = value;\n    }\n    get map() {\n        return this.uniforms.map.value;\n    }\n    set map(value) {\n        this.uniforms.map.value = value;\n    }\n    get normalMap() {\n        return this.uniforms.normalMap.value;\n    }\n    set normalMap(value) {\n        this.uniforms.normalMap.value = value;\n    }\n    get normalScale() {\n        return this.uniforms.normalScale.value;\n    }\n    set normalScale(value) {\n        this.uniforms.normalScale.value = value;\n    }\n    get emissive() {\n        return this.uniforms.emissive.value;\n    }\n    set emissive(value) {\n        this.uniforms.emissive.value = value;\n    }\n    get emissiveIntensity() {\n        return this.uniforms.emissiveIntensity.value;\n    }\n    set emissiveIntensity(value) {\n        this.uniforms.emissiveIntensity.value = value;\n    }\n    get emissiveMap() {\n        return this.uniforms.emissiveMap.value;\n    }\n    set emissiveMap(value) {\n        this.uniforms.emissiveMap.value = value;\n    }\n    get shadeColorFactor() {\n        return this.uniforms.shadeColorFactor.value;\n    }\n    set shadeColorFactor(value) {\n        this.uniforms.shadeColorFactor.value = value;\n    }\n    get shadeMultiplyTexture() {\n        return this.uniforms.shadeMultiplyTexture.value;\n    }\n    set shadeMultiplyTexture(value) {\n        this.uniforms.shadeMultiplyTexture.value = value;\n    }\n    get shadingShiftFactor() {\n        return this.uniforms.shadingShiftFactor.value;\n    }\n    set shadingShiftFactor(value) {\n        this.uniforms.shadingShiftFactor.value = value;\n    }\n    get shadingShiftTexture() {\n        return this.uniforms.shadingShiftTexture.value;\n    }\n    set shadingShiftTexture(value) {\n        this.uniforms.shadingShiftTexture.value = value;\n    }\n    get shadingShiftTextureScale() {\n        return this.uniforms.shadingShiftTextureScale.value;\n    }\n    set shadingShiftTextureScale(value) {\n        this.uniforms.shadingShiftTextureScale.value = value;\n    }\n    get shadingToonyFactor() {\n        return this.uniforms.shadingToonyFactor.value;\n    }\n    set shadingToonyFactor(value) {\n        this.uniforms.shadingToonyFactor.value = value;\n    }\n    get giEqualizationFactor() {\n        return this.uniforms.giEqualizationFactor.value;\n    }\n    set giEqualizationFactor(value) {\n        this.uniforms.giEqualizationFactor.value = value;\n    }\n    get matcapFactor() {\n        return this.uniforms.matcapFactor.value;\n    }\n    set matcapFactor(value) {\n        this.uniforms.matcapFactor.value = value;\n    }\n    get matcapTexture() {\n        return this.uniforms.matcapTexture.value;\n    }\n    set matcapTexture(value) {\n        this.uniforms.matcapTexture.value = value;\n    }\n    get parametricRimColorFactor() {\n        return this.uniforms.parametricRimColorFactor.value;\n    }\n    set parametricRimColorFactor(value) {\n        this.uniforms.parametricRimColorFactor.value = value;\n    }\n    get rimMultiplyTexture() {\n        return this.uniforms.rimMultiplyTexture.value;\n    }\n    set rimMultiplyTexture(value) {\n        this.uniforms.rimMultiplyTexture.value = value;\n    }\n    get rimLightingMixFactor() {\n        return this.uniforms.rimLightingMixFactor.value;\n    }\n    set rimLightingMixFactor(value) {\n        this.uniforms.rimLightingMixFactor.value = value;\n    }\n    get parametricRimFresnelPowerFactor() {\n        return this.uniforms.parametricRimFresnelPowerFactor.value;\n    }\n    set parametricRimFresnelPowerFactor(value) {\n        this.uniforms.parametricRimFresnelPowerFactor.value = value;\n    }\n    get parametricRimLiftFactor() {\n        return this.uniforms.parametricRimLiftFactor.value;\n    }\n    set parametricRimLiftFactor(value) {\n        this.uniforms.parametricRimLiftFactor.value = value;\n    }\n    get outlineWidthMultiplyTexture() {\n        return this.uniforms.outlineWidthMultiplyTexture.value;\n    }\n    set outlineWidthMultiplyTexture(value) {\n        this.uniforms.outlineWidthMultiplyTexture.value = value;\n    }\n    get outlineWidthFactor() {\n        return this.uniforms.outlineWidthFactor.value;\n    }\n    set outlineWidthFactor(value) {\n        this.uniforms.outlineWidthFactor.value = value;\n    }\n    get outlineColorFactor() {\n        return this.uniforms.outlineColorFactor.value;\n    }\n    set outlineColorFactor(value) {\n        this.uniforms.outlineColorFactor.value = value;\n    }\n    get outlineLightingMixFactor() {\n        return this.uniforms.outlineLightingMixFactor.value;\n    }\n    set outlineLightingMixFactor(value) {\n        this.uniforms.outlineLightingMixFactor.value = value;\n    }\n    get uvAnimationMaskTexture() {\n        return this.uniforms.uvAnimationMaskTexture.value;\n    }\n    set uvAnimationMaskTexture(value) {\n        this.uniforms.uvAnimationMaskTexture.value = value;\n    }\n    get uvAnimationScrollXOffset() {\n        return this.uniforms.uvAnimationScrollXOffset.value;\n    }\n    set uvAnimationScrollXOffset(value) {\n        this.uniforms.uvAnimationScrollXOffset.value = value;\n    }\n    get uvAnimationScrollYOffset() {\n        return this.uniforms.uvAnimationScrollYOffset.value;\n    }\n    set uvAnimationScrollYOffset(value) {\n        this.uniforms.uvAnimationScrollYOffset.value = value;\n    }\n    get uvAnimationRotationPhase() {\n        return this.uniforms.uvAnimationRotationPhase.value;\n    }\n    set uvAnimationRotationPhase(value) {\n        this.uniforms.uvAnimationRotationPhase.value = value;\n    }\n    /**\n     * When this is `true`, vertex colors will be ignored.\n     * `true` by default.\n     */\n    get ignoreVertexColor() {\n        return this._ignoreVertexColor;\n    }\n    set ignoreVertexColor(value) {\n        this._ignoreVertexColor = value;\n        this.needsUpdate = true;\n    }\n    /**\n     * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n     * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n     * Usually not recommended to turn this on.\n     * `false` by default.\n     */\n    get v0CompatShade() {\n        return this._v0CompatShade;\n    }\n    /**\n     * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n     * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n     * Usually not recommended to turn this on.\n     * `false` by default.\n     */\n    set v0CompatShade(v) {\n        this._v0CompatShade = v;\n        this.needsUpdate = true;\n    }\n    /**\n     * Debug mode for the material.\n     * You can visualize several components for diagnosis using debug mode.\n     *\n     * See: {@link MToonMaterialDebugMode}\n     */\n    get debugMode() {\n        return this._debugMode;\n    }\n    /**\n     * Debug mode for the material.\n     * You can visualize several components for diagnosis using debug mode.\n     *\n     * See: {@link MToonMaterialDebugMode}\n     */\n    set debugMode(m) {\n        this._debugMode = m;\n        this.needsUpdate = true;\n    }\n    get outlineWidthMode() {\n        return this._outlineWidthMode;\n    }\n    set outlineWidthMode(m) {\n        this._outlineWidthMode = m;\n        this.needsUpdate = true;\n    }\n    get isOutline() {\n        return this._isOutline;\n    }\n    set isOutline(b) {\n        this._isOutline = b;\n        this.needsUpdate = true;\n    }\n    /**\n     * Readonly boolean that indicates this is a [[MToonMaterial]].\n     */\n    get isMToonMaterial() {\n        return true;\n    }\n    constructor(parameters = {}) {\n        var _a;\n        super({ vertexShader, fragmentShader });\n        this.uvAnimationScrollXSpeedFactor = 0.0;\n        this.uvAnimationScrollYSpeedFactor = 0.0;\n        this.uvAnimationRotationSpeedFactor = 0.0;\n        /**\n         * Whether the material is affected by fog.\n         * `true` by default.\n         */\n        this.fog = true;\n        /**\n         * Will be read in WebGLPrograms\n         *\n         * See: https://github.com/mrdoob/three.js/blob/4f5236ac3d6f41d904aa58401b40554e8fbdcb15/src/renderers/webgl/WebGLPrograms.js#L190-L191\n         */\n        this.normalMapType = THREE.TangentSpaceNormalMap;\n        /**\n         * When this is `true`, vertex colors will be ignored.\n         * `true` by default.\n         */\n        this._ignoreVertexColor = true;\n        this._v0CompatShade = false;\n        this._debugMode = MToonMaterialDebugMode.None;\n        this._outlineWidthMode = MToonMaterialOutlineWidthMode.None;\n        this._isOutline = false;\n        // override depthWrite with transparentWithZWrite\n        if (parameters.transparentWithZWrite) {\n            parameters.depthWrite = true;\n        }\n        delete parameters.transparentWithZWrite;\n        // == enabling bunch of stuff ==================================================================\n        parameters.fog = true;\n        parameters.lights = true;\n        parameters.clipping = true;\n        // COMPAT: pre-r129\n        // See: https://github.com/mrdoob/three.js/pull/21788\n        if (parseInt(THREE.REVISION, 10) < 129) {\n            parameters.skinning = parameters.skinning || false;\n        }\n        // COMPAT: pre-r131\n        // See: https://github.com/mrdoob/three.js/pull/22169\n        if (parseInt(THREE.REVISION, 10) < 131) {\n            parameters.morphTargets = parameters.morphTargets || false;\n            parameters.morphNormals = parameters.morphNormals || false;\n        }\n        // == uniforms =================================================================================\n        this.uniforms = THREE.UniformsUtils.merge([\n            THREE.UniformsLib.common,\n            THREE.UniformsLib.normalmap,\n            THREE.UniformsLib.emissivemap,\n            THREE.UniformsLib.fog,\n            THREE.UniformsLib.lights,\n            {\n                litFactor: { value: new THREE.Color(1.0, 1.0, 1.0) },\n                mapUvTransform: { value: new THREE.Matrix3() },\n                colorAlpha: { value: 1.0 },\n                normalMapUvTransform: { value: new THREE.Matrix3() },\n                shadeColorFactor: { value: new THREE.Color(0.97, 0.81, 0.86) },\n                shadeMultiplyTexture: { value: null },\n                shadeMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n                shadingShiftFactor: { value: 0.0 },\n                shadingShiftTexture: { value: null },\n                shadingShiftTextureUvTransform: { value: new THREE.Matrix3() },\n                shadingShiftTextureScale: { value: 1.0 },\n                shadingToonyFactor: { value: 0.9 },\n                giEqualizationFactor: { value: 0.9 },\n                matcapFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n                matcapTexture: { value: null },\n                matcapTextureUvTransform: { value: new THREE.Matrix3() },\n                parametricRimColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n                rimMultiplyTexture: { value: null },\n                rimMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n                rimLightingMixFactor: { value: 0.0 },\n                parametricRimFresnelPowerFactor: { value: 1.0 },\n                parametricRimLiftFactor: { value: 0.0 },\n                emissive: { value: new THREE.Color(0.0, 0.0, 0.0) },\n                emissiveIntensity: { value: 1.0 },\n                emissiveMapUvTransform: { value: new THREE.Matrix3() },\n                outlineWidthMultiplyTexture: { value: null },\n                outlineWidthMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n                outlineWidthFactor: { value: 0.5 },\n                outlineColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n                outlineLightingMixFactor: { value: 1.0 },\n                uvAnimationMaskTexture: { value: null },\n                uvAnimationMaskTextureUvTransform: { value: new THREE.Matrix3() },\n                uvAnimationScrollXOffset: { value: 0.0 },\n                uvAnimationScrollYOffset: { value: 0.0 },\n                uvAnimationRotationPhase: { value: 0.0 },\n            },\n            (_a = parameters.uniforms) !== null && _a !== void 0 ? _a : {},\n        ]);\n        // == finally compile the shader program =======================================================\n        this.setValues(parameters);\n        // == upload uniforms that need to upload ======================================================\n        this._uploadUniformsWorkaround();\n        // == update shader stuff ======================================================================\n        this.customProgramCacheKey = () => [\n            ...Object.entries(this._generateDefines()).map(([token, macro]) => `${token}:${macro}`),\n            this.matcapTexture ? `matcapTextureColorSpace:${getTextureColorSpace(this.matcapTexture)}` : '',\n            this.shadeMultiplyTexture\n                ? `shadeMultiplyTextureColorSpace:${getTextureColorSpace(this.shadeMultiplyTexture)}`\n                : '',\n            this.rimMultiplyTexture ? `rimMultiplyTextureColorSpace:${getTextureColorSpace(this.rimMultiplyTexture)}` : '',\n        ].join(',');\n        this.onBeforeCompile = (shader) => {\n            const threeRevision = parseInt(THREE.REVISION, 10);\n            const defines = Object.entries(Object.assign(Object.assign({}, this._generateDefines()), this.defines))\n                .filter(([token, macro]) => !!macro)\n                .map(([token, macro]) => `#define ${token} ${macro}`)\n                .join('\\n') + '\\n';\n            // -- generate shader code -------------------------------------------------------------------\n            shader.vertexShader = defines + shader.vertexShader;\n            shader.fragmentShader = defines + shader.fragmentShader;\n            // -- compat ---------------------------------------------------------------------------------\n            // COMPAT: pre-r154\n            // Three.js r154 renames the shader chunk <colorspace_fragment> to <encodings_fragment>\n            if (threeRevision < 154) {\n                shader.fragmentShader = shader.fragmentShader.replace('#include <colorspace_fragment>', '#include <encodings_fragment>');\n            }\n            // COMPAT: pre-r132\n            // Three.js r132 introduces new shader chunks <normal_pars_fragment> and <alphatest_pars_fragment>\n            if (threeRevision < 132) {\n                shader.fragmentShader = shader.fragmentShader.replace('#include <normal_pars_fragment>', '');\n                shader.fragmentShader = shader.fragmentShader.replace('#include <alphatest_pars_fragment>', '');\n            }\n        };\n    }\n    /**\n     * Update this material.\n     *\n     * @param delta deltaTime since last update\n     */\n    update(delta) {\n        this._uploadUniformsWorkaround();\n        this._updateUVAnimation(delta);\n    }\n    copy(source) {\n        super.copy(source);\n        // uniforms are already copied at this moment\n        // Beginning from r133, uniform textures will be cloned instead of reference\n        // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/examples/jsm/loaders/GLTFLoader.js#L3047\n        // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/src/renderers/shaders/UniformsUtils.js#L22\n        // This will leave their `.version` to be `0`\n        // and these textures won't be uploaded to GPU\n        // We are going to workaround this in here\n        // I've opened an issue for this: https://github.com/mrdoob/three.js/issues/22718\n        this.map = source.map;\n        this.normalMap = source.normalMap;\n        this.emissiveMap = source.emissiveMap;\n        this.shadeMultiplyTexture = source.shadeMultiplyTexture;\n        this.shadingShiftTexture = source.shadingShiftTexture;\n        this.matcapTexture = source.matcapTexture;\n        this.rimMultiplyTexture = source.rimMultiplyTexture;\n        this.outlineWidthMultiplyTexture = source.outlineWidthMultiplyTexture;\n        this.uvAnimationMaskTexture = source.uvAnimationMaskTexture;\n        // == copy members =============================================================================\n        this.normalMapType = source.normalMapType;\n        this.uvAnimationScrollXSpeedFactor = source.uvAnimationScrollXSpeedFactor;\n        this.uvAnimationScrollYSpeedFactor = source.uvAnimationScrollYSpeedFactor;\n        this.uvAnimationRotationSpeedFactor = source.uvAnimationRotationSpeedFactor;\n        this.ignoreVertexColor = source.ignoreVertexColor;\n        this.v0CompatShade = source.v0CompatShade;\n        this.debugMode = source.debugMode;\n        this.outlineWidthMode = source.outlineWidthMode;\n        this.isOutline = source.isOutline;\n        // == update shader stuff ======================================================================\n        this.needsUpdate = true;\n        return this;\n    }\n    /**\n     * Update UV animation state.\n     * Intended to be called via {@link update}.\n     * @param delta deltaTime\n     */\n    _updateUVAnimation(delta) {\n        this.uniforms.uvAnimationScrollXOffset.value += delta * this.uvAnimationScrollXSpeedFactor;\n        this.uniforms.uvAnimationScrollYOffset.value += delta * this.uvAnimationScrollYSpeedFactor;\n        this.uniforms.uvAnimationRotationPhase.value += delta * this.uvAnimationRotationSpeedFactor;\n        this.uniformsNeedUpdate = true;\n    }\n    /**\n     * Upload uniforms that need to upload but doesn't automatically because of reasons.\n     * Intended to be called via {@link constructor} and {@link update}.\n     */\n    _uploadUniformsWorkaround() {\n        // workaround: since opacity is defined as a property in THREE.Material\n        // and cannot be overridden as an accessor,\n        // We are going to update opacity here\n        this.uniforms.opacity.value = this.opacity;\n        // workaround: texture transforms are not updated automatically\n        this._updateTextureMatrix(this.uniforms.map, this.uniforms.mapUvTransform);\n        this._updateTextureMatrix(this.uniforms.normalMap, this.uniforms.normalMapUvTransform);\n        this._updateTextureMatrix(this.uniforms.emissiveMap, this.uniforms.emissiveMapUvTransform);\n        this._updateTextureMatrix(this.uniforms.shadeMultiplyTexture, this.uniforms.shadeMultiplyTextureUvTransform);\n        this._updateTextureMatrix(this.uniforms.shadingShiftTexture, this.uniforms.shadingShiftTextureUvTransform);\n        this._updateTextureMatrix(this.uniforms.matcapTexture, this.uniforms.matcapTextureUvTransform);\n        this._updateTextureMatrix(this.uniforms.rimMultiplyTexture, this.uniforms.rimMultiplyTextureUvTransform);\n        this._updateTextureMatrix(this.uniforms.outlineWidthMultiplyTexture, this.uniforms.outlineWidthMultiplyTextureUvTransform);\n        this._updateTextureMatrix(this.uniforms.uvAnimationMaskTexture, this.uniforms.uvAnimationMaskTextureUvTransform);\n        // COMPAT workaround: starting from r132, alphaTest becomes a uniform instead of preprocessor value\n        const threeRevision = parseInt(THREE.REVISION, 10);\n        if (threeRevision >= 132) {\n            this.uniforms.alphaTest.value = this.alphaTest;\n        }\n        this.uniformsNeedUpdate = true;\n    }\n    /**\n     * Returns a map object of preprocessor token and macro of the shader program.\n     */\n    _generateDefines() {\n        const threeRevision = parseInt(THREE.REVISION, 10);\n        const useUvInVert = this.outlineWidthMultiplyTexture !== null;\n        const useUvInFrag = this.map !== null ||\n            this.emissiveMap !== null ||\n            this.shadeMultiplyTexture !== null ||\n            this.shadingShiftTexture !== null ||\n            this.rimMultiplyTexture !== null ||\n            this.uvAnimationMaskTexture !== null;\n        return {\n            // Temporary compat against shader change @ Three.js r126\n            // See: #21205, #21307, #21299\n            THREE_VRM_THREE_REVISION: threeRevision,\n            OUTLINE: this._isOutline,\n            MTOON_USE_UV: useUvInVert || useUvInFrag,\n            MTOON_UVS_VERTEX_ONLY: useUvInVert && !useUvInFrag,\n            V0_COMPAT_SHADE: this._v0CompatShade,\n            USE_SHADEMULTIPLYTEXTURE: this.shadeMultiplyTexture !== null,\n            USE_SHADINGSHIFTTEXTURE: this.shadingShiftTexture !== null,\n            USE_MATCAPTEXTURE: this.matcapTexture !== null,\n            USE_RIMMULTIPLYTEXTURE: this.rimMultiplyTexture !== null,\n            USE_OUTLINEWIDTHMULTIPLYTEXTURE: this._isOutline && this.outlineWidthMultiplyTexture !== null,\n            USE_UVANIMATIONMASKTEXTURE: this.uvAnimationMaskTexture !== null,\n            IGNORE_VERTEX_COLOR: this._ignoreVertexColor === true,\n            DEBUG_NORMAL: this._debugMode === 'normal',\n            DEBUG_LITSHADERATE: this._debugMode === 'litShadeRate',\n            DEBUG_UV: this._debugMode === 'uv',\n            OUTLINE_WIDTH_WORLD: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.WorldCoordinates,\n            OUTLINE_WIDTH_SCREEN: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.ScreenCoordinates,\n        };\n    }\n    _updateTextureMatrix(src, dst) {\n        if (src.value) {\n            if (src.value.matrixAutoUpdate) {\n                src.value.updateMatrix();\n            }\n            dst.value.copy(src.value.matrix);\n        }\n    }\n}\n\nconst colorSpaceEncodingMap = {\n    '': 3000,\n    srgb: 3001,\n};\n/**\n * A compat function to set texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to set the color space to\n * @param colorSpace The color space you want to set to the texture\n */\nfunction setTextureColorSpace(texture, colorSpace) {\n    if (parseInt(THREE.REVISION, 10) >= 152) {\n        texture.colorSpace = colorSpace;\n    }\n    else {\n        texture.encoding = colorSpaceEncodingMap[colorSpace];\n    }\n}\n\n/**\n * MaterialParameters hates `undefined`. This helper automatically rejects assign of these `undefined`.\n * It also handles asynchronous process of textures.\n * Make sure await for {@link GLTFMToonMaterialParamsAssignHelper.pending}.\n */\nclass GLTFMToonMaterialParamsAssignHelper {\n    get pending() {\n        return Promise.all(this._pendings);\n    }\n    constructor(parser, materialParams) {\n        this._parser = parser;\n        this._materialParams = materialParams;\n        this._pendings = [];\n    }\n    assignPrimitive(key, value) {\n        if (value != null) {\n            this._materialParams[key] = value;\n        }\n    }\n    assignColor(key, value, convertSRGBToLinear) {\n        if (value != null) {\n            this._materialParams[key] = new THREE.Color().fromArray(value);\n            if (convertSRGBToLinear) {\n                this._materialParams[key].convertSRGBToLinear();\n            }\n        }\n    }\n    assignTexture(key, texture, isColorTexture) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const promise = (() => __awaiter(this, void 0, void 0, function* () {\n                if (texture != null) {\n                    yield this._parser.assignTexture(this._materialParams, key, texture);\n                    if (isColorTexture) {\n                        setTextureColorSpace(this._materialParams[key], 'srgb');\n                    }\n                }\n            }))();\n            this._pendings.push(promise);\n            return promise;\n        });\n    }\n    assignTextureByIndex(key, textureIndex, isColorTexture) {\n        return __awaiter(this, void 0, void 0, function* () {\n            return this.assignTexture(key, textureIndex != null ? { index: textureIndex } : undefined, isColorTexture);\n        });\n    }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\nclass MToonMaterialLoaderPlugin {\n    get name() {\n        return MToonMaterialLoaderPlugin.EXTENSION_NAME;\n    }\n    constructor(parser, options = {}) {\n        var _a, _b, _c;\n        this.parser = parser;\n        this.renderOrderOffset = (_a = options.renderOrderOffset) !== null && _a !== void 0 ? _a : 0;\n        this.v0CompatShade = (_b = options.v0CompatShade) !== null && _b !== void 0 ? _b : false;\n        this.debugMode = (_c = options.debugMode) !== null && _c !== void 0 ? _c : 'none';\n        this._mToonMaterialSet = new Set();\n    }\n    beforeRoot() {\n        return __awaiter(this, void 0, void 0, function* () {\n            this._removeUnlitExtensionIfMToonExists();\n        });\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmMToonMaterials = Array.from(this._mToonMaterialSet);\n        });\n    }\n    getMaterialType(materialIndex) {\n        const v1Extension = this._getMToonExtension(materialIndex);\n        if (v1Extension) {\n            return MToonMaterial;\n        }\n        return null;\n    }\n    extendMaterialParams(materialIndex, materialParams) {\n        const extension = this._getMToonExtension(materialIndex);\n        if (extension) {\n            return this._extendMaterialParams(extension, materialParams);\n        }\n        return null;\n    }\n    loadMesh(meshIndex) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const parser = this.parser;\n            const json = parser.json;\n            const meshDef = (_a = json.meshes) === null || _a === void 0 ? void 0 : _a[meshIndex];\n            if (meshDef == null) {\n                throw new Error(`MToonMaterialLoaderPlugin: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n            }\n            const primitivesDef = meshDef.primitives;\n            const meshOrGroup = yield parser.loadMesh(meshIndex);\n            if (primitivesDef.length === 1) {\n                const mesh = meshOrGroup;\n                const materialIndex = primitivesDef[0].material;\n                if (materialIndex != null) {\n                    this._setupPrimitive(mesh, materialIndex);\n                }\n            }\n            else {\n                const group = meshOrGroup;\n                for (let i = 0; i < primitivesDef.length; i++) {\n                    const mesh = group.children[i];\n                    const materialIndex = primitivesDef[i].material;\n                    if (materialIndex != null) {\n                        this._setupPrimitive(mesh, materialIndex);\n                    }\n                }\n            }\n            return meshOrGroup;\n        });\n    }\n    /**\n     * Delete use of `KHR_materials_unlit` from its `materials` if the material is using MToon.\n     *\n     * Since GLTFLoader have so many hardcoded procedure related to `KHR_materials_unlit`\n     * we have to delete the extension before we start to parse the glTF.\n     */\n    _removeUnlitExtensionIfMToonExists() {\n        const parser = this.parser;\n        const json = parser.json;\n        const materialDefs = json.materials;\n        materialDefs === null || materialDefs === void 0 ? void 0 : materialDefs.map((materialDef, iMaterial) => {\n            var _a;\n            const extension = this._getMToonExtension(iMaterial);\n            if (extension && ((_a = materialDef.extensions) === null || _a === void 0 ? void 0 : _a['KHR_materials_unlit'])) {\n                delete materialDef.extensions['KHR_materials_unlit'];\n            }\n        });\n    }\n    _getMToonExtension(materialIndex) {\n        var _a, _b;\n        const parser = this.parser;\n        const json = parser.json;\n        const materialDef = (_a = json.materials) === null || _a === void 0 ? void 0 : _a[materialIndex];\n        if (materialDef == null) {\n            console.warn(`MToonMaterialLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`);\n            return undefined;\n        }\n        const extension = (_b = materialDef.extensions) === null || _b === void 0 ? void 0 : _b[MToonMaterialLoaderPlugin.EXTENSION_NAME];\n        if (extension == null) {\n            return undefined;\n        }\n        const specVersion = extension.specVersion;\n        if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n            console.warn(`MToonMaterialLoaderPlugin: Unknown ${MToonMaterialLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`);\n            return undefined;\n        }\n        return extension;\n    }\n    _extendMaterialParams(extension, materialParams) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            // Removing material params that is not required to supress warnings.\n            delete materialParams.metalness;\n            delete materialParams.roughness;\n            const assignHelper = new GLTFMToonMaterialParamsAssignHelper(this.parser, materialParams);\n            assignHelper.assignPrimitive('transparentWithZWrite', extension.transparentWithZWrite);\n            assignHelper.assignColor('shadeColorFactor', extension.shadeColorFactor);\n            assignHelper.assignTexture('shadeMultiplyTexture', extension.shadeMultiplyTexture, true);\n            assignHelper.assignPrimitive('shadingShiftFactor', extension.shadingShiftFactor);\n            assignHelper.assignTexture('shadingShiftTexture', extension.shadingShiftTexture, true);\n            assignHelper.assignPrimitive('shadingShiftTextureScale', (_a = extension.shadingShiftTexture) === null || _a === void 0 ? void 0 : _a.scale);\n            assignHelper.assignPrimitive('shadingToonyFactor', extension.shadingToonyFactor);\n            assignHelper.assignPrimitive('giEqualizationFactor', extension.giEqualizationFactor);\n            assignHelper.assignColor('matcapFactor', extension.matcapFactor);\n            assignHelper.assignTexture('matcapTexture', extension.matcapTexture, true);\n            assignHelper.assignColor('parametricRimColorFactor', extension.parametricRimColorFactor);\n            assignHelper.assignTexture('rimMultiplyTexture', extension.rimMultiplyTexture, true);\n            assignHelper.assignPrimitive('rimLightingMixFactor', extension.rimLightingMixFactor);\n            assignHelper.assignPrimitive('parametricRimFresnelPowerFactor', extension.parametricRimFresnelPowerFactor);\n            assignHelper.assignPrimitive('parametricRimLiftFactor', extension.parametricRimLiftFactor);\n            assignHelper.assignPrimitive('outlineWidthMode', extension.outlineWidthMode);\n            assignHelper.assignPrimitive('outlineWidthFactor', extension.outlineWidthFactor);\n            assignHelper.assignTexture('outlineWidthMultiplyTexture', extension.outlineWidthMultiplyTexture, false);\n            assignHelper.assignColor('outlineColorFactor', extension.outlineColorFactor);\n            assignHelper.assignPrimitive('outlineLightingMixFactor', extension.outlineLightingMixFactor);\n            assignHelper.assignTexture('uvAnimationMaskTexture', extension.uvAnimationMaskTexture, false);\n            assignHelper.assignPrimitive('uvAnimationScrollXSpeedFactor', extension.uvAnimationScrollXSpeedFactor);\n            assignHelper.assignPrimitive('uvAnimationScrollYSpeedFactor', extension.uvAnimationScrollYSpeedFactor);\n            assignHelper.assignPrimitive('uvAnimationRotationSpeedFactor', extension.uvAnimationRotationSpeedFactor);\n            assignHelper.assignPrimitive('v0CompatShade', this.v0CompatShade);\n            assignHelper.assignPrimitive('debugMode', this.debugMode);\n            yield assignHelper.pending;\n        });\n    }\n    /**\n     * This will do two processes that is required to render MToon properly.\n     *\n     * - Set render order\n     * - Generate outline\n     *\n     * @param mesh A target GLTF primitive\n     * @param materialIndex The material index of the primitive\n     */\n    _setupPrimitive(mesh, materialIndex) {\n        const extension = this._getMToonExtension(materialIndex);\n        if (extension) {\n            const renderOrder = this._parseRenderOrder(extension);\n            mesh.renderOrder = renderOrder + this.renderOrderOffset;\n            this._generateOutline(mesh);\n            this._addToMaterialSet(mesh);\n            return;\n        }\n    }\n    /**\n     * Generate outline for the given mesh, if it needs.\n     *\n     * @param mesh The target mesh\n     */\n    _generateOutline(mesh) {\n        // OK, it's the hacky part.\n        // We are going to duplicate the MToonMaterial for outline use.\n        // Then we are going to create two geometry groups and refer same buffer but different material.\n        // It's how we draw two materials at once using a single mesh.\n        // make sure the material is mtoon\n        const surfaceMaterial = mesh.material;\n        if (!(surfaceMaterial instanceof MToonMaterial)) {\n            return;\n        }\n        // check whether we really have to prepare outline or not\n        if (surfaceMaterial.outlineWidthMode === 'none' || surfaceMaterial.outlineWidthFactor <= 0.0) {\n            return;\n        }\n        // make its material an array\n        mesh.material = [surfaceMaterial]; // mesh.material is guaranteed to be a Material in GLTFLoader\n        // duplicate the material for outline use\n        const outlineMaterial = surfaceMaterial.clone();\n        outlineMaterial.name += ' (Outline)';\n        outlineMaterial.isOutline = true;\n        outlineMaterial.side = THREE.BackSide;\n        mesh.material.push(outlineMaterial);\n        // make two geometry groups out of a same buffer\n        const geometry = mesh.geometry; // mesh.geometry is guaranteed to be a BufferGeometry in GLTFLoader\n        const primitiveVertices = geometry.index ? geometry.index.count : geometry.attributes.position.count / 3;\n        geometry.addGroup(0, primitiveVertices, 0);\n        geometry.addGroup(0, primitiveVertices, 1);\n    }\n    _addToMaterialSet(mesh) {\n        const materialOrMaterials = mesh.material;\n        const materialSet = new Set();\n        if (Array.isArray(materialOrMaterials)) {\n            materialOrMaterials.forEach((material) => materialSet.add(material));\n        }\n        else {\n            materialSet.add(materialOrMaterials);\n        }\n        for (const material of materialSet) {\n            if (material instanceof MToonMaterial) {\n                this._mToonMaterialSet.add(material);\n            }\n        }\n    }\n    _parseRenderOrder(extension) {\n        var _a;\n        // transparentWithZWrite ranges from 0 to +9\n        // mere transparent ranges from -9 to 0\n        const enabledZWrite = extension.transparentWithZWrite;\n        return (enabledZWrite ? 0 : 19) + ((_a = extension.renderQueueOffsetNumber) !== null && _a !== void 0 ? _a : 0);\n    }\n}\nMToonMaterialLoaderPlugin.EXTENSION_NAME = 'VRMC_materials_mtoon';\n\nexport { MToonMaterial, MToonMaterialDebugMode, MToonMaterialLoaderPlugin, MToonMaterialOutlineWidthMode };\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"three-vrm-materials-mtoon.module.js","sources":["../../../node_modules/tslib/tslib.es6.js","../src/MToonMaterialDebugMode.ts","../src/MToonMaterialOutlineWidthMode.ts","../src/utils/getTextureColorSpace.ts","../src/MToonMaterial.ts","../src/utils/setTextureColorSpace.ts","../src/GLTFMToonMaterialParamsAssignHelper.ts","../src/MToonMaterialLoaderPlugin.ts"],"sourcesContent":["/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n    __assign = Object.assign || function __assign(t) {\r\n        for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n            s = arguments[i];\r\n            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n        }\r\n        return t;\r\n    }\r\n    return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n    var t = {};\r\n    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n        t[p] = s[p];\r\n    if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n            if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n                t[p[i]] = s[p[i]];\r\n        }\r\n    return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n    if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n    return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n    return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n    function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n    var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Specifiers of debug mode of {@link MToonMaterial}.\n *\n * See: {@link MToonMaterial.debugMode}\n */\nexport const MToonMaterialDebugMode = {\n  /**\n   * Render normally.\n   */\n  None: 'none',\n\n  /**\n   * Visualize normals of the surface.\n   */\n  Normal: 'normal',\n\n  /**\n   * Visualize lit/shade of the surface.\n   */\n  LitShadeRate: 'litShadeRate',\n\n  /**\n   * Visualize UV of the surface.\n   */\n  UV: 'uv',\n} as const;\n\nexport type MToonMaterialDebugMode = typeof MToonMaterialDebugMode[keyof typeof MToonMaterialDebugMode];\n","/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const MToonMaterialOutlineWidthMode = {\n  None: 'none',\n  WorldCoordinates: 'worldCoordinates',\n  ScreenCoordinates: 'screenCoordinates',\n} as const;\n\nexport type MToonMaterialOutlineWidthMode =\n  typeof MToonMaterialOutlineWidthMode[keyof typeof MToonMaterialOutlineWidthMode];\n","import * as THREE from 'three';\n\nconst encodingColorSpaceMap: Record<any, '' | 'srgb'> = {\n  3000: '',\n  3001: 'srgb',\n};\n\n/**\n * A compat function to get texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to get the color space from\n */\nexport function getTextureColorSpace(texture: THREE.Texture): '' | 'srgb' {\n  if (parseInt(THREE.REVISION, 10) >= 152) {\n    return texture.colorSpace as '' | 'srgb';\n  } else {\n    return encodingColorSpaceMap[(texture as any).encoding];\n  }\n}\n","/* tslint:disable:member-ordering */\n\nimport * as THREE from 'three';\nimport vertexShader from './shaders/mtoon.vert';\nimport fragmentShader from './shaders/mtoon.frag';\nimport { MToonMaterialDebugMode } from './MToonMaterialDebugMode';\nimport { MToonMaterialOutlineWidthMode } from './MToonMaterialOutlineWidthMode';\nimport type { MToonMaterialParameters } from './MToonMaterialParameters';\nimport { getTextureColorSpace } from './utils/getTextureColorSpace';\n\n/**\n * MToon is a material specification that has various features.\n * The spec and implementation are originally founded for Unity engine and this is a port of the material.\n *\n * See: https://github.com/Santarh/MToon\n */\nexport class MToonMaterial extends THREE.ShaderMaterial {\n  public uniforms: {\n    litFactor: THREE.IUniform<THREE.Color>;\n    alphaTest: THREE.IUniform<number>;\n    opacity: THREE.IUniform<number>;\n    map: THREE.IUniform<THREE.Texture | null>;\n    mapUvTransform: THREE.IUniform<THREE.Matrix3>;\n    normalMap: THREE.IUniform<THREE.Texture | null>;\n    normalMapUvTransform: THREE.IUniform<THREE.Matrix3>;\n    normalScale: THREE.IUniform<THREE.Vector2>;\n    emissive: THREE.IUniform<THREE.Color>;\n    emissiveIntensity: THREE.IUniform<number>;\n    emissiveMap: THREE.IUniform<THREE.Texture | null>;\n    emissiveMapUvTransform: THREE.IUniform<THREE.Matrix3>;\n    shadeColorFactor: THREE.IUniform<THREE.Color>;\n    shadeMultiplyTexture: THREE.IUniform<THREE.Texture | null>;\n    shadeMultiplyTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    shadingShiftFactor: THREE.IUniform<number>;\n    shadingShiftTexture: THREE.IUniform<THREE.Texture | null>;\n    shadingShiftTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    shadingShiftTextureScale: THREE.IUniform<number>;\n    shadingToonyFactor: THREE.IUniform<number>;\n    giEqualizationFactor: THREE.IUniform<number>;\n    matcapFactor: THREE.IUniform<THREE.Color>;\n    matcapTexture: THREE.IUniform<THREE.Texture | null>;\n    matcapTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    parametricRimColorFactor: THREE.IUniform<THREE.Color>;\n    rimMultiplyTexture: THREE.IUniform<THREE.Texture | null>;\n    rimMultiplyTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    rimLightingMixFactor: THREE.IUniform<number>;\n    parametricRimFresnelPowerFactor: THREE.IUniform<number>;\n    parametricRimLiftFactor: THREE.IUniform<number>;\n    outlineWidthMultiplyTexture: THREE.IUniform<THREE.Texture | null>;\n    outlineWidthMultiplyTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    outlineWidthFactor: THREE.IUniform<number>;\n    outlineColorFactor: THREE.IUniform<THREE.Color>;\n    outlineLightingMixFactor: THREE.IUniform<number>;\n    uvAnimationMaskTexture: THREE.IUniform<THREE.Texture | null>;\n    uvAnimationMaskTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    uvAnimationScrollXOffset: THREE.IUniform<number>;\n    uvAnimationScrollYOffset: THREE.IUniform<number>;\n    uvAnimationRotationPhase: THREE.IUniform<number>;\n  };\n\n  public get color(): THREE.Color {\n    return this.uniforms.litFactor.value;\n  }\n  public set color(value: THREE.Color) {\n    this.uniforms.litFactor.value = value;\n  }\n\n  public get map(): THREE.Texture | null {\n    return this.uniforms.map.value;\n  }\n  public set map(value: THREE.Texture | null) {\n    this.uniforms.map.value = value;\n  }\n\n  public get normalMap(): THREE.Texture | null {\n    return this.uniforms.normalMap.value;\n  }\n  public set normalMap(value: THREE.Texture | null) {\n    this.uniforms.normalMap.value = value;\n  }\n\n  public get normalScale(): THREE.Vector2 {\n    return this.uniforms.normalScale.value;\n  }\n  public set normalScale(value: THREE.Vector2) {\n    this.uniforms.normalScale.value = value;\n  }\n\n  public get emissive(): THREE.Color {\n    return this.uniforms.emissive.value;\n  }\n  public set emissive(value: THREE.Color) {\n    this.uniforms.emissive.value = value;\n  }\n\n  public get emissiveIntensity(): number {\n    return this.uniforms.emissiveIntensity.value;\n  }\n  public set emissiveIntensity(value: number) {\n    this.uniforms.emissiveIntensity.value = value;\n  }\n\n  public get emissiveMap(): THREE.Texture | null {\n    return this.uniforms.emissiveMap.value;\n  }\n  public set emissiveMap(value: THREE.Texture | null) {\n    this.uniforms.emissiveMap.value = value;\n  }\n\n  public get shadeColorFactor(): THREE.Color {\n    return this.uniforms.shadeColorFactor.value;\n  }\n  public set shadeColorFactor(value: THREE.Color) {\n    this.uniforms.shadeColorFactor.value = value;\n  }\n\n  public get shadeMultiplyTexture(): THREE.Texture | null {\n    return this.uniforms.shadeMultiplyTexture.value;\n  }\n  public set shadeMultiplyTexture(value: THREE.Texture | null) {\n    this.uniforms.shadeMultiplyTexture.value = value;\n  }\n\n  public get shadingShiftFactor(): number {\n    return this.uniforms.shadingShiftFactor.value;\n  }\n  public set shadingShiftFactor(value: number) {\n    this.uniforms.shadingShiftFactor.value = value;\n  }\n\n  public get shadingShiftTexture(): THREE.Texture | null {\n    return this.uniforms.shadingShiftTexture.value;\n  }\n  public set shadingShiftTexture(value: THREE.Texture | null) {\n    this.uniforms.shadingShiftTexture.value = value;\n  }\n\n  public get shadingShiftTextureScale(): number {\n    return this.uniforms.shadingShiftTextureScale.value;\n  }\n  public set shadingShiftTextureScale(value: number) {\n    this.uniforms.shadingShiftTextureScale.value = value;\n  }\n\n  public get shadingToonyFactor(): number {\n    return this.uniforms.shadingToonyFactor.value;\n  }\n  public set shadingToonyFactor(value: number) {\n    this.uniforms.shadingToonyFactor.value = value;\n  }\n\n  public get giEqualizationFactor(): number {\n    return this.uniforms.giEqualizationFactor.value;\n  }\n  public set giEqualizationFactor(value: number) {\n    this.uniforms.giEqualizationFactor.value = value;\n  }\n\n  public get matcapFactor(): THREE.Color {\n    return this.uniforms.matcapFactor.value;\n  }\n  public set matcapFactor(value: THREE.Color) {\n    this.uniforms.matcapFactor.value = value;\n  }\n\n  public get matcapTexture(): THREE.Texture | null {\n    return this.uniforms.matcapTexture.value;\n  }\n  public set matcapTexture(value: THREE.Texture | null) {\n    this.uniforms.matcapTexture.value = value;\n  }\n\n  public get parametricRimColorFactor(): THREE.Color {\n    return this.uniforms.parametricRimColorFactor.value;\n  }\n  public set parametricRimColorFactor(value: THREE.Color) {\n    this.uniforms.parametricRimColorFactor.value = value;\n  }\n\n  public get rimMultiplyTexture(): THREE.Texture | null {\n    return this.uniforms.rimMultiplyTexture.value;\n  }\n  public set rimMultiplyTexture(value: THREE.Texture | null) {\n    this.uniforms.rimMultiplyTexture.value = value;\n  }\n\n  public get rimLightingMixFactor(): number {\n    return this.uniforms.rimLightingMixFactor.value;\n  }\n  public set rimLightingMixFactor(value: number) {\n    this.uniforms.rimLightingMixFactor.value = value;\n  }\n\n  public get parametricRimFresnelPowerFactor(): number {\n    return this.uniforms.parametricRimFresnelPowerFactor.value;\n  }\n  public set parametricRimFresnelPowerFactor(value: number) {\n    this.uniforms.parametricRimFresnelPowerFactor.value = value;\n  }\n\n  public get parametricRimLiftFactor(): number {\n    return this.uniforms.parametricRimLiftFactor.value;\n  }\n  public set parametricRimLiftFactor(value: number) {\n    this.uniforms.parametricRimLiftFactor.value = value;\n  }\n\n  public get outlineWidthMultiplyTexture(): THREE.Texture | null {\n    return this.uniforms.outlineWidthMultiplyTexture.value;\n  }\n  public set outlineWidthMultiplyTexture(value: THREE.Texture | null) {\n    this.uniforms.outlineWidthMultiplyTexture.value = value;\n  }\n\n  public get outlineWidthFactor(): number {\n    return this.uniforms.outlineWidthFactor.value;\n  }\n  public set outlineWidthFactor(value: number) {\n    this.uniforms.outlineWidthFactor.value = value;\n  }\n\n  public get outlineColorFactor(): THREE.Color {\n    return this.uniforms.outlineColorFactor.value;\n  }\n  public set outlineColorFactor(value: THREE.Color) {\n    this.uniforms.outlineColorFactor.value = value;\n  }\n\n  public get outlineLightingMixFactor(): number {\n    return this.uniforms.outlineLightingMixFactor.value;\n  }\n  public set outlineLightingMixFactor(value: number) {\n    this.uniforms.outlineLightingMixFactor.value = value;\n  }\n\n  public get uvAnimationMaskTexture(): THREE.Texture | null {\n    return this.uniforms.uvAnimationMaskTexture.value;\n  }\n  public set uvAnimationMaskTexture(value: THREE.Texture | null) {\n    this.uniforms.uvAnimationMaskTexture.value = value;\n  }\n\n  public get uvAnimationScrollXOffset(): number {\n    return this.uniforms.uvAnimationScrollXOffset.value;\n  }\n  public set uvAnimationScrollXOffset(value: number) {\n    this.uniforms.uvAnimationScrollXOffset.value = value;\n  }\n\n  public get uvAnimationScrollYOffset(): number {\n    return this.uniforms.uvAnimationScrollYOffset.value;\n  }\n  public set uvAnimationScrollYOffset(value: number) {\n    this.uniforms.uvAnimationScrollYOffset.value = value;\n  }\n\n  public get uvAnimationRotationPhase(): number {\n    return this.uniforms.uvAnimationRotationPhase.value;\n  }\n  public set uvAnimationRotationPhase(value: number) {\n    this.uniforms.uvAnimationRotationPhase.value = value;\n  }\n\n  public uvAnimationScrollXSpeedFactor = 0.0;\n  public uvAnimationScrollYSpeedFactor = 0.0;\n  public uvAnimationRotationSpeedFactor = 0.0;\n\n  /**\n   * Whether the material is affected by fog.\n   * `true` by default.\n   */\n  public fog = true;\n\n  /**\n   * Will be read in WebGLPrograms\n   *\n   * See: https://github.com/mrdoob/three.js/blob/4f5236ac3d6f41d904aa58401b40554e8fbdcb15/src/renderers/webgl/WebGLPrograms.js#L190-L191\n   */\n  public normalMapType = THREE.TangentSpaceNormalMap;\n\n  /**\n   * When this is `true`, vertex colors will be ignored.\n   * `true` by default.\n   */\n  private _ignoreVertexColor = true;\n\n  /**\n   * When this is `true`, vertex colors will be ignored.\n   * `true` by default.\n   */\n  public get ignoreVertexColor(): boolean {\n    return this._ignoreVertexColor;\n  }\n  public set ignoreVertexColor(value: boolean) {\n    this._ignoreVertexColor = value;\n\n    this.needsUpdate = true;\n  }\n\n  private _v0CompatShade = false;\n\n  /**\n   * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n   * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n   * Usually not recommended to turn this on.\n   * `false` by default.\n   */\n  get v0CompatShade(): boolean {\n    return this._v0CompatShade;\n  }\n\n  /**\n   * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n   * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n   * Usually not recommended to turn this on.\n   * `false` by default.\n   */\n  set v0CompatShade(v: boolean) {\n    this._v0CompatShade = v;\n\n    this.needsUpdate = true;\n  }\n\n  private _debugMode: MToonMaterialDebugMode = MToonMaterialDebugMode.None;\n\n  /**\n   * Debug mode for the material.\n   * You can visualize several components for diagnosis using debug mode.\n   *\n   * See: {@link MToonMaterialDebugMode}\n   */\n  get debugMode(): MToonMaterialDebugMode {\n    return this._debugMode;\n  }\n\n  /**\n   * Debug mode for the material.\n   * You can visualize several components for diagnosis using debug mode.\n   *\n   * See: {@link MToonMaterialDebugMode}\n   */\n  set debugMode(m: MToonMaterialDebugMode) {\n    this._debugMode = m;\n\n    this.needsUpdate = true;\n  }\n\n  private _outlineWidthMode: MToonMaterialOutlineWidthMode = MToonMaterialOutlineWidthMode.None;\n\n  get outlineWidthMode(): MToonMaterialOutlineWidthMode {\n    return this._outlineWidthMode;\n  }\n  set outlineWidthMode(m: MToonMaterialOutlineWidthMode) {\n    this._outlineWidthMode = m;\n\n    this.needsUpdate = true;\n  }\n\n  private _isOutline = false;\n\n  get isOutline(): boolean {\n    return this._isOutline;\n  }\n  set isOutline(b: boolean) {\n    this._isOutline = b;\n\n    this.needsUpdate = true;\n  }\n\n  /**\n   * Readonly boolean that indicates this is a [[MToonMaterial]].\n   */\n  public get isMToonMaterial(): true {\n    return true;\n  }\n\n  constructor(parameters: MToonMaterialParameters = {}) {\n    super({ vertexShader, fragmentShader });\n\n    // override depthWrite with transparentWithZWrite\n    if (parameters.transparentWithZWrite) {\n      parameters.depthWrite = true;\n    }\n    delete parameters.transparentWithZWrite;\n\n    // == enabling bunch of stuff ==================================================================\n    parameters.fog = true;\n    parameters.lights = true;\n    parameters.clipping = true;\n\n    // COMPAT: pre-r129\n    // See: https://github.com/mrdoob/three.js/pull/21788\n    if (parseInt(THREE.REVISION, 10) < 129) {\n      (parameters as any).skinning = (parameters as any).skinning || false;\n    }\n\n    // COMPAT: pre-r131\n    // See: https://github.com/mrdoob/three.js/pull/22169\n    if (parseInt(THREE.REVISION, 10) < 131) {\n      (parameters as any).morphTargets = (parameters as any).morphTargets || false;\n      (parameters as any).morphNormals = (parameters as any).morphNormals || false;\n    }\n\n    // == uniforms =================================================================================\n    this.uniforms = THREE.UniformsUtils.merge([\n      THREE.UniformsLib.common, // map\n      THREE.UniformsLib.normalmap, // normalMap\n      THREE.UniformsLib.emissivemap, // emissiveMap\n      THREE.UniformsLib.fog,\n      THREE.UniformsLib.lights,\n      {\n        litFactor: { value: new THREE.Color(1.0, 1.0, 1.0) },\n        mapUvTransform: { value: new THREE.Matrix3() },\n        colorAlpha: { value: 1.0 },\n        normalMapUvTransform: { value: new THREE.Matrix3() },\n        shadeColorFactor: { value: new THREE.Color(0.97, 0.81, 0.86) },\n        shadeMultiplyTexture: { value: null },\n        shadeMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n        shadingShiftFactor: { value: 0.0 },\n        shadingShiftTexture: { value: null },\n        shadingShiftTextureUvTransform: { value: new THREE.Matrix3() },\n        shadingShiftTextureScale: { value: 1.0 },\n        shadingToonyFactor: { value: 0.9 },\n        giEqualizationFactor: { value: 0.9 },\n        matcapFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        matcapTexture: { value: null },\n        matcapTextureUvTransform: { value: new THREE.Matrix3() },\n        parametricRimColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        rimMultiplyTexture: { value: null },\n        rimMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n        rimLightingMixFactor: { value: 0.0 },\n        parametricRimFresnelPowerFactor: { value: 1.0 },\n        parametricRimLiftFactor: { value: 0.0 },\n        emissive: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        emissiveIntensity: { value: 1.0 },\n        emissiveMapUvTransform: { value: new THREE.Matrix3() },\n        outlineWidthMultiplyTexture: { value: null },\n        outlineWidthMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n        outlineWidthFactor: { value: 0.5 },\n        outlineColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        outlineLightingMixFactor: { value: 1.0 },\n        uvAnimationMaskTexture: { value: null },\n        uvAnimationMaskTextureUvTransform: { value: new THREE.Matrix3() },\n        uvAnimationScrollXOffset: { value: 0.0 },\n        uvAnimationScrollYOffset: { value: 0.0 },\n        uvAnimationRotationPhase: { value: 0.0 },\n      },\n      parameters.uniforms ?? {},\n    ]) as typeof MToonMaterial.prototype.uniforms;\n\n    // == finally compile the shader program =======================================================\n    this.setValues(parameters);\n\n    // == upload uniforms that need to upload ======================================================\n    this._uploadUniformsWorkaround();\n\n    // == update shader stuff ======================================================================\n    this.customProgramCacheKey = () =>\n      [\n        ...Object.entries(this._generateDefines()).map(([token, macro]) => `${token}:${macro}`),\n        this.matcapTexture ? `matcapTextureColorSpace:${getTextureColorSpace(this.matcapTexture)}` : '',\n        this.shadeMultiplyTexture\n          ? `shadeMultiplyTextureColorSpace:${getTextureColorSpace(this.shadeMultiplyTexture)}`\n          : '',\n        this.rimMultiplyTexture ? `rimMultiplyTextureColorSpace:${getTextureColorSpace(this.rimMultiplyTexture)}` : '',\n      ].join(',');\n\n    this.onBeforeCompile = (shader) => {\n      const threeRevision = parseInt(THREE.REVISION, 10);\n\n      const defines =\n        Object.entries({ ...this._generateDefines(), ...this.defines })\n          .filter(([token, macro]) => !!macro)\n          .map(([token, macro]) => `#define ${token} ${macro}`)\n          .join('\\n') + '\\n';\n\n      // -- generate shader code -------------------------------------------------------------------\n      shader.vertexShader = defines + shader.vertexShader;\n      shader.fragmentShader = defines + shader.fragmentShader;\n\n      // -- compat ---------------------------------------------------------------------------------\n\n      // COMPAT: pre-r154\n      // Three.js r154 renames the shader chunk <colorspace_fragment> to <encodings_fragment>\n      if (threeRevision < 154) {\n        shader.fragmentShader = shader.fragmentShader.replace(\n          '#include <colorspace_fragment>',\n          '#include <encodings_fragment>',\n        );\n      }\n\n      // COMPAT: pre-r132\n      // Three.js r132 introduces new shader chunks <normal_pars_fragment> and <alphatest_pars_fragment>\n      if (threeRevision < 132) {\n        shader.fragmentShader = shader.fragmentShader.replace('#include <normal_pars_fragment>', '');\n        shader.fragmentShader = shader.fragmentShader.replace('#include <alphatest_pars_fragment>', '');\n      }\n    };\n  }\n\n  /**\n   * Update this material.\n   *\n   * @param delta deltaTime since last update\n   */\n  public update(delta: number): void {\n    this._uploadUniformsWorkaround();\n    this._updateUVAnimation(delta);\n  }\n\n  public copy(source: this): this {\n    super.copy(source);\n    // uniforms are already copied at this moment\n\n    // Beginning from r133, uniform textures will be cloned instead of reference\n    // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/examples/jsm/loaders/GLTFLoader.js#L3047\n    // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/src/renderers/shaders/UniformsUtils.js#L22\n    // This will leave their `.version` to be `0`\n    // and these textures won't be uploaded to GPU\n    // We are going to workaround this in here\n    // I've opened an issue for this: https://github.com/mrdoob/three.js/issues/22718\n    this.map = source.map;\n    this.normalMap = source.normalMap;\n    this.emissiveMap = source.emissiveMap;\n    this.shadeMultiplyTexture = source.shadeMultiplyTexture;\n    this.shadingShiftTexture = source.shadingShiftTexture;\n    this.matcapTexture = source.matcapTexture;\n    this.rimMultiplyTexture = source.rimMultiplyTexture;\n    this.outlineWidthMultiplyTexture = source.outlineWidthMultiplyTexture;\n    this.uvAnimationMaskTexture = source.uvAnimationMaskTexture;\n\n    // == copy members =============================================================================\n    this.normalMapType = source.normalMapType;\n\n    this.uvAnimationScrollXSpeedFactor = source.uvAnimationScrollXSpeedFactor;\n    this.uvAnimationScrollYSpeedFactor = source.uvAnimationScrollYSpeedFactor;\n    this.uvAnimationRotationSpeedFactor = source.uvAnimationRotationSpeedFactor;\n\n    this.ignoreVertexColor = source.ignoreVertexColor;\n\n    this.v0CompatShade = source.v0CompatShade;\n    this.debugMode = source.debugMode;\n    this.outlineWidthMode = source.outlineWidthMode;\n\n    this.isOutline = source.isOutline;\n\n    // == update shader stuff ======================================================================\n    this.needsUpdate = true;\n\n    return this;\n  }\n\n  /**\n   * Update UV animation state.\n   * Intended to be called via {@link update}.\n   * @param delta deltaTime\n   */\n  private _updateUVAnimation(delta: number): void {\n    this.uniforms.uvAnimationScrollXOffset.value += delta * this.uvAnimationScrollXSpeedFactor;\n    this.uniforms.uvAnimationScrollYOffset.value += delta * this.uvAnimationScrollYSpeedFactor;\n    this.uniforms.uvAnimationRotationPhase.value += delta * this.uvAnimationRotationSpeedFactor;\n\n    this.uniformsNeedUpdate = true;\n  }\n\n  /**\n   * Upload uniforms that need to upload but doesn't automatically because of reasons.\n   * Intended to be called via {@link constructor} and {@link update}.\n   */\n  private _uploadUniformsWorkaround(): void {\n    // workaround: since opacity is defined as a property in THREE.Material\n    // and cannot be overridden as an accessor,\n    // We are going to update opacity here\n    this.uniforms.opacity.value = this.opacity;\n\n    // workaround: texture transforms are not updated automatically\n    this._updateTextureMatrix(this.uniforms.map, this.uniforms.mapUvTransform);\n    this._updateTextureMatrix(this.uniforms.normalMap, this.uniforms.normalMapUvTransform);\n    this._updateTextureMatrix(this.uniforms.emissiveMap, this.uniforms.emissiveMapUvTransform);\n    this._updateTextureMatrix(this.uniforms.shadeMultiplyTexture, this.uniforms.shadeMultiplyTextureUvTransform);\n    this._updateTextureMatrix(this.uniforms.shadingShiftTexture, this.uniforms.shadingShiftTextureUvTransform);\n    this._updateTextureMatrix(this.uniforms.matcapTexture, this.uniforms.matcapTextureUvTransform);\n    this._updateTextureMatrix(this.uniforms.rimMultiplyTexture, this.uniforms.rimMultiplyTextureUvTransform);\n    this._updateTextureMatrix(\n      this.uniforms.outlineWidthMultiplyTexture,\n      this.uniforms.outlineWidthMultiplyTextureUvTransform,\n    );\n    this._updateTextureMatrix(this.uniforms.uvAnimationMaskTexture, this.uniforms.uvAnimationMaskTextureUvTransform);\n\n    // COMPAT workaround: starting from r132, alphaTest becomes a uniform instead of preprocessor value\n    const threeRevision = parseInt(THREE.REVISION, 10);\n\n    if (threeRevision >= 132) {\n      this.uniforms.alphaTest.value = this.alphaTest;\n    }\n\n    this.uniformsNeedUpdate = true;\n  }\n\n  /**\n   * Returns a map object of preprocessor token and macro of the shader program.\n   */\n  private _generateDefines(): { [token: string]: boolean | number | string } {\n    const threeRevision = parseInt(THREE.REVISION, 10);\n\n    const useUvInVert = this.outlineWidthMultiplyTexture !== null;\n    const useUvInFrag =\n      this.map !== null ||\n      this.emissiveMap !== null ||\n      this.shadeMultiplyTexture !== null ||\n      this.shadingShiftTexture !== null ||\n      this.rimMultiplyTexture !== null ||\n      this.uvAnimationMaskTexture !== null;\n\n    return {\n      // Temporary compat against shader change @ Three.js r126\n      // See: #21205, #21307, #21299\n      THREE_VRM_THREE_REVISION: threeRevision,\n\n      OUTLINE: this._isOutline,\n      MTOON_USE_UV: useUvInVert || useUvInFrag, // we can't use `USE_UV` , it will be redefined in WebGLProgram.js\n      MTOON_UVS_VERTEX_ONLY: useUvInVert && !useUvInFrag,\n      V0_COMPAT_SHADE: this._v0CompatShade,\n      USE_SHADEMULTIPLYTEXTURE: this.shadeMultiplyTexture !== null,\n      USE_SHADINGSHIFTTEXTURE: this.shadingShiftTexture !== null,\n      USE_MATCAPTEXTURE: this.matcapTexture !== null,\n      USE_RIMMULTIPLYTEXTURE: this.rimMultiplyTexture !== null,\n      USE_OUTLINEWIDTHMULTIPLYTEXTURE: this._isOutline && this.outlineWidthMultiplyTexture !== null,\n      USE_UVANIMATIONMASKTEXTURE: this.uvAnimationMaskTexture !== null,\n      IGNORE_VERTEX_COLOR: this._ignoreVertexColor === true,\n      DEBUG_NORMAL: this._debugMode === 'normal',\n      DEBUG_LITSHADERATE: this._debugMode === 'litShadeRate',\n      DEBUG_UV: this._debugMode === 'uv',\n      OUTLINE_WIDTH_WORLD: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.WorldCoordinates,\n      OUTLINE_WIDTH_SCREEN:\n        this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.ScreenCoordinates,\n    };\n  }\n\n  private _updateTextureMatrix(src: THREE.IUniform<THREE.Texture | null>, dst: THREE.IUniform<THREE.Matrix3>): void {\n    if (src.value) {\n      if (src.value.matrixAutoUpdate) {\n        src.value.updateMatrix();\n      }\n\n      dst.value.copy(src.value.matrix);\n    }\n  }\n}\n","import * as THREE from 'three';\n\nconst colorSpaceEncodingMap: Record<'' | 'srgb', any> = {\n  '': 3000,\n  srgb: 3001,\n};\n\n/**\n * A compat function to set texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to set the color space to\n * @param colorSpace The color space you want to set to the texture\n */\nexport function setTextureColorSpace(texture: THREE.Texture, colorSpace: '' | 'srgb'): void {\n  if (parseInt(THREE.REVISION, 10) >= 152) {\n    texture.colorSpace = colorSpace;\n  } else {\n    (texture as any).encoding = colorSpaceEncodingMap[colorSpace];\n  }\n}\n","import * as THREE from 'three';\nimport { GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { MToonMaterialParameters } from './MToonMaterialParameters';\nimport { setTextureColorSpace } from './utils/setTextureColorSpace';\n\n/**\n * MaterialParameters hates `undefined`. This helper automatically rejects assign of these `undefined`.\n * It also handles asynchronous process of textures.\n * Make sure await for {@link GLTFMToonMaterialParamsAssignHelper.pending}.\n */\nexport class GLTFMToonMaterialParamsAssignHelper {\n  private readonly _parser: GLTFParser;\n  private _materialParams: MToonMaterialParameters;\n  private _pendings: Promise<any>[];\n\n  public get pending(): Promise<unknown> {\n    return Promise.all(this._pendings);\n  }\n\n  public constructor(parser: GLTFParser, materialParams: MToonMaterialParameters) {\n    this._parser = parser;\n    this._materialParams = materialParams;\n    this._pendings = [];\n  }\n\n  public assignPrimitive<T extends keyof MToonMaterialParameters>(key: T, value: MToonMaterialParameters[T]): void {\n    if (value != null) {\n      this._materialParams[key] = value;\n    }\n  }\n\n  public assignColor<T extends keyof MToonMaterialParameters>(\n    key: T,\n    value: number[] | undefined,\n    convertSRGBToLinear?: boolean,\n  ): void {\n    if (value != null) {\n      this._materialParams[key] = new THREE.Color().fromArray(value);\n\n      if (convertSRGBToLinear) {\n        this._materialParams[key].convertSRGBToLinear();\n      }\n    }\n  }\n\n  public async assignTexture<T extends keyof MToonMaterialParameters>(\n    key: T,\n    texture: { index: number } | undefined,\n    isColorTexture: boolean,\n  ): Promise<void> {\n    const promise = (async () => {\n      if (texture != null) {\n        await this._parser.assignTexture(this._materialParams, key, texture);\n\n        if (isColorTexture) {\n          setTextureColorSpace(this._materialParams[key], 'srgb');\n        }\n      }\n    })();\n\n    this._pendings.push(promise);\n\n    return promise;\n  }\n\n  public async assignTextureByIndex<T extends keyof MToonMaterialParameters>(\n    key: T,\n    textureIndex: number | undefined,\n    isColorTexture: boolean,\n  ): Promise<void> {\n    return this.assignTexture(key, textureIndex != null ? { index: textureIndex } : undefined, isColorTexture);\n  }\n}\n","import * as THREE from 'three';\nimport * as V1MToonSchema from '@pixiv/types-vrmc-materials-mtoon-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { MToonMaterial } from './MToonMaterial';\nimport type { MToonMaterialParameters } from './MToonMaterialParameters';\nimport { MToonMaterialOutlineWidthMode } from './MToonMaterialOutlineWidthMode';\nimport { GLTFMToonMaterialParamsAssignHelper } from './GLTFMToonMaterialParamsAssignHelper';\nimport { MToonMaterialLoaderPluginOptions } from './MToonMaterialLoaderPluginOptions';\nimport type { MToonMaterialDebugMode } from './MToonMaterialDebugMode';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\nexport class MToonMaterialLoaderPlugin implements GLTFLoaderPlugin {\n  public static EXTENSION_NAME = 'VRMC_materials_mtoon';\n\n  /**\n   * This value will be added to `renderOrder` of every meshes who have MaterialsMToon.\n   * The final renderOrder will be sum of this `renderOrderOffset` and `renderQueueOffsetNumber` for each materials.\n   * `0` by default.\n   */\n  public renderOrderOffset: number;\n\n  /**\n   * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n   * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n   * Usually not recommended to turn this on.\n   * `false` by default.\n   */\n  public v0CompatShade: boolean;\n\n  /**\n   * Debug mode for the material.\n   * You can visualize several components for diagnosis using debug mode.\n   *\n   * See: {@link MToonMaterialDebugMode}\n   */\n  public debugMode: MToonMaterialDebugMode;\n\n  public readonly parser: GLTFParser;\n\n  /**\n   * Loaded materials will be stored in this set.\n   * Will be transferred into `gltf.userData.vrmMToonMaterials` in {@link afterRoot}.\n   */\n  private readonly _mToonMaterialSet: Set<MToonMaterial>;\n\n  public get name(): string {\n    return MToonMaterialLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser, options: MToonMaterialLoaderPluginOptions = {}) {\n    this.parser = parser;\n\n    this.renderOrderOffset = options.renderOrderOffset ?? 0;\n    this.v0CompatShade = options.v0CompatShade ?? false;\n    this.debugMode = options.debugMode ?? 'none';\n\n    this._mToonMaterialSet = new Set();\n  }\n\n  public async beforeRoot(): Promise<void> {\n    this._removeUnlitExtensionIfMToonExists();\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmMToonMaterials = Array.from(this._mToonMaterialSet);\n  }\n\n  public getMaterialType(materialIndex: number): typeof THREE.Material | null {\n    const v1Extension = this._getMToonExtension(materialIndex);\n    if (v1Extension) {\n      return MToonMaterial;\n    }\n\n    return null;\n  }\n\n  public extendMaterialParams(materialIndex: number, materialParams: MToonMaterialParameters): Promise<any> | null {\n    const extension = this._getMToonExtension(materialIndex);\n    if (extension) {\n      return this._extendMaterialParams(extension, materialParams);\n    }\n\n    return null;\n  }\n\n  public async loadMesh(meshIndex: number): Promise<THREE.Group | THREE.Mesh | THREE.SkinnedMesh> {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const meshDef = json.meshes?.[meshIndex];\n\n    if (meshDef == null) {\n      throw new Error(\n        `MToonMaterialLoaderPlugin: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`,\n      );\n    }\n\n    const primitivesDef = meshDef.primitives;\n\n    const meshOrGroup = await parser.loadMesh(meshIndex);\n\n    if (primitivesDef.length === 1) {\n      const mesh = meshOrGroup as THREE.Mesh;\n      const materialIndex = primitivesDef[0].material;\n\n      if (materialIndex != null) {\n        this._setupPrimitive(mesh, materialIndex);\n      }\n    } else {\n      const group = meshOrGroup as THREE.Group;\n      for (let i = 0; i < primitivesDef.length; i++) {\n        const mesh = group.children[i] as THREE.Mesh;\n        const materialIndex = primitivesDef[i].material;\n\n        if (materialIndex != null) {\n          this._setupPrimitive(mesh, materialIndex);\n        }\n      }\n    }\n\n    return meshOrGroup;\n  }\n\n  /**\n   * Delete use of `KHR_materials_unlit` from its `materials` if the material is using MToon.\n   *\n   * Since GLTFLoader have so many hardcoded procedure related to `KHR_materials_unlit`\n   * we have to delete the extension before we start to parse the glTF.\n   */\n  private _removeUnlitExtensionIfMToonExists(): void {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const materialDefs = json.materials;\n    materialDefs?.map((materialDef, iMaterial) => {\n      const extension = this._getMToonExtension(iMaterial);\n\n      if (extension && materialDef.extensions?.['KHR_materials_unlit']) {\n        delete materialDef.extensions['KHR_materials_unlit'];\n      }\n    });\n  }\n\n  private _getMToonExtension(materialIndex: number): V1MToonSchema.VRMCMaterialsMToon | undefined {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const materialDef = json.materials?.[materialIndex];\n\n    if (materialDef == null) {\n      console.warn(\n        `MToonMaterialLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`,\n      );\n      return undefined;\n    }\n\n    const extension = materialDef.extensions?.[MToonMaterialLoaderPlugin.EXTENSION_NAME] as\n      | V1MToonSchema.VRMCMaterialsMToon\n      | undefined;\n    if (extension == null) {\n      return undefined;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(\n        `MToonMaterialLoaderPlugin: Unknown ${MToonMaterialLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`,\n      );\n      return undefined;\n    }\n\n    return extension;\n  }\n\n  private async _extendMaterialParams(\n    extension: V1MToonSchema.VRMCMaterialsMToon,\n    materialParams: MToonMaterialParameters,\n  ): Promise<void> {\n    // Removing material params that is not required to supress warnings.\n    delete (materialParams as THREE.MeshStandardMaterialParameters).metalness;\n    delete (materialParams as THREE.MeshStandardMaterialParameters).roughness;\n\n    const assignHelper = new GLTFMToonMaterialParamsAssignHelper(this.parser, materialParams);\n\n    assignHelper.assignPrimitive('transparentWithZWrite', extension.transparentWithZWrite);\n    assignHelper.assignColor('shadeColorFactor', extension.shadeColorFactor);\n    assignHelper.assignTexture('shadeMultiplyTexture', extension.shadeMultiplyTexture, true);\n    assignHelper.assignPrimitive('shadingShiftFactor', extension.shadingShiftFactor);\n    assignHelper.assignTexture('shadingShiftTexture', extension.shadingShiftTexture, true);\n    assignHelper.assignPrimitive('shadingShiftTextureScale', extension.shadingShiftTexture?.scale);\n    assignHelper.assignPrimitive('shadingToonyFactor', extension.shadingToonyFactor);\n    assignHelper.assignPrimitive('giEqualizationFactor', extension.giEqualizationFactor);\n    assignHelper.assignColor('matcapFactor', extension.matcapFactor);\n    assignHelper.assignTexture('matcapTexture', extension.matcapTexture, true);\n    assignHelper.assignColor('parametricRimColorFactor', extension.parametricRimColorFactor);\n    assignHelper.assignTexture('rimMultiplyTexture', extension.rimMultiplyTexture, true);\n    assignHelper.assignPrimitive('rimLightingMixFactor', extension.rimLightingMixFactor);\n    assignHelper.assignPrimitive('parametricRimFresnelPowerFactor', extension.parametricRimFresnelPowerFactor);\n    assignHelper.assignPrimitive('parametricRimLiftFactor', extension.parametricRimLiftFactor);\n    assignHelper.assignPrimitive('outlineWidthMode', extension.outlineWidthMode as MToonMaterialOutlineWidthMode);\n    assignHelper.assignPrimitive('outlineWidthFactor', extension.outlineWidthFactor);\n    assignHelper.assignTexture('outlineWidthMultiplyTexture', extension.outlineWidthMultiplyTexture, false);\n    assignHelper.assignColor('outlineColorFactor', extension.outlineColorFactor);\n    assignHelper.assignPrimitive('outlineLightingMixFactor', extension.outlineLightingMixFactor);\n    assignHelper.assignTexture('uvAnimationMaskTexture', extension.uvAnimationMaskTexture, false);\n    assignHelper.assignPrimitive('uvAnimationScrollXSpeedFactor', extension.uvAnimationScrollXSpeedFactor);\n    assignHelper.assignPrimitive('uvAnimationScrollYSpeedFactor', extension.uvAnimationScrollYSpeedFactor);\n    assignHelper.assignPrimitive('uvAnimationRotationSpeedFactor', extension.uvAnimationRotationSpeedFactor);\n\n    assignHelper.assignPrimitive('v0CompatShade', this.v0CompatShade);\n    assignHelper.assignPrimitive('debugMode', this.debugMode);\n\n    await assignHelper.pending;\n  }\n\n  /**\n   * This will do two processes that is required to render MToon properly.\n   *\n   * - Set render order\n   * - Generate outline\n   *\n   * @param mesh A target GLTF primitive\n   * @param materialIndex The material index of the primitive\n   */\n  private _setupPrimitive(mesh: THREE.Mesh, materialIndex: number): void {\n    const extension = this._getMToonExtension(materialIndex);\n    if (extension) {\n      const renderOrder = this._parseRenderOrder(extension);\n      mesh.renderOrder = renderOrder + this.renderOrderOffset;\n\n      this._generateOutline(mesh);\n\n      this._addToMaterialSet(mesh);\n\n      return;\n    }\n  }\n\n  /**\n   * Generate outline for the given mesh, if it needs.\n   *\n   * @param mesh The target mesh\n   */\n  private _generateOutline(mesh: THREE.Mesh): void {\n    // OK, it's the hacky part.\n    // We are going to duplicate the MToonMaterial for outline use.\n    // Then we are going to create two geometry groups and refer same buffer but different material.\n    // It's how we draw two materials at once using a single mesh.\n\n    // make sure the material is mtoon\n    const surfaceMaterial = mesh.material;\n    if (!(surfaceMaterial instanceof MToonMaterial)) {\n      return;\n    }\n\n    // check whether we really have to prepare outline or not\n    if (surfaceMaterial.outlineWidthMode === 'none' || surfaceMaterial.outlineWidthFactor <= 0.0) {\n      return;\n    }\n\n    // make its material an array\n    mesh.material = [surfaceMaterial]; // mesh.material is guaranteed to be a Material in GLTFLoader\n\n    // duplicate the material for outline use\n    const outlineMaterial = surfaceMaterial.clone();\n    outlineMaterial.name += ' (Outline)';\n    outlineMaterial.isOutline = true;\n    outlineMaterial.side = THREE.BackSide;\n    mesh.material.push(outlineMaterial);\n\n    // make two geometry groups out of a same buffer\n    const geometry = mesh.geometry; // mesh.geometry is guaranteed to be a BufferGeometry in GLTFLoader\n    const primitiveVertices = geometry.index ? geometry.index.count : geometry.attributes.position.count / 3;\n    geometry.addGroup(0, primitiveVertices, 0);\n    geometry.addGroup(0, primitiveVertices, 1);\n  }\n\n  private _addToMaterialSet(mesh: THREE.Mesh): void {\n    const materialOrMaterials = mesh.material;\n    const materialSet = new Set<THREE.Material>();\n\n    if (Array.isArray(materialOrMaterials)) {\n      materialOrMaterials.forEach((material) => materialSet.add(material));\n    } else {\n      materialSet.add(materialOrMaterials);\n    }\n\n    for (const material of materialSet) {\n      if (material instanceof MToonMaterial) {\n        this._mToonMaterialSet.add(material);\n      }\n    }\n  }\n\n  private _parseRenderOrder(extension: V1MToonSchema.VRMCMaterialsMToon): number {\n    // transparentWithZWrite ranges from 0 to +9\n    // mere transparent ranges from -9 to 0\n    const enabledZWrite = extension.transparentWithZWrite;\n    return (enabledZWrite ? 0 : 19) + (extension.renderQueueOffsetNumber ?? 0);\n  }\n}\n"],"names":[],"mappings":";;;;;;;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;;;;;AC9TA;AAEA;;;;AAIG;AACU,MAAA,sBAAsB,GAAG;AACpC;;AAEG;AACH,IAAA,IAAI,EAAE,MAAM;AAEZ;;AAEG;AACH,IAAA,MAAM,EAAE,QAAQ;AAEhB;;AAEG;AACH,IAAA,YAAY,EAAE,cAAc;AAE5B;;AAEG;AACH,IAAA,EAAE,EAAE,IAAI;;;AC1BV;AAEa,MAAA,6BAA6B,GAAG;AAC3C,IAAA,IAAI,EAAE,MAAM;AACZ,IAAA,gBAAgB,EAAE,kBAAkB;AACpC,IAAA,iBAAiB,EAAE,mBAAmB;;;ACHxC,MAAM,qBAAqB,GAA6B;AACtD,IAAA,IAAI,EAAE,EAAE;AACR,IAAA,IAAI,EAAE,MAAM;CACb,CAAC;AAEF;;;;;;;;AAQG;AACG,SAAU,oBAAoB,CAAC,OAAsB,EAAA;IACzD,IAAI,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,GAAG,EAAE;QACvC,OAAO,OAAO,CAAC,UAAyB,CAAC;AAC1C,KAAA;AAAM,SAAA;AACL,QAAA,OAAO,qBAAqB,CAAE,OAAe,CAAC,QAAQ,CAAC,CAAC;AACzD,KAAA;AACH;;ACtBA;AAUA;;;;;AAKG;AACU,MAAA,aAAc,SAAQ,KAAK,CAAC,cAAc,CAAA;AA4CrD,IAAA,IAAW,KAAK,GAAA;AACd,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,CAAC;KACtC;IACD,IAAW,KAAK,CAAC,KAAkB,EAAA;QACjC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;KACvC;AAED,IAAA,IAAW,GAAG,GAAA;AACZ,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC;KAChC;IACD,IAAW,GAAG,CAAC,KAA2B,EAAA;QACxC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,KAAK,CAAC;KACjC;AAED,IAAA,IAAW,SAAS,GAAA;AAClB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,CAAC;KACtC;IACD,IAAW,SAAS,CAAC,KAA2B,EAAA;QAC9C,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;KACvC;AAED,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC;KACxC;IACD,IAAW,WAAW,CAAC,KAAoB,EAAA;QACzC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,KAAK,CAAC;KACzC;AAED,IAAA,IAAW,QAAQ,GAAA;AACjB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC;KACrC;IACD,IAAW,QAAQ,CAAC,KAAkB,EAAA;QACpC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC;KACtC;AAED,IAAA,IAAW,iBAAiB,GAAA;AAC1B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC;KAC9C;IACD,IAAW,iBAAiB,CAAC,KAAa,EAAA;QACxC,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,KAAK,CAAC;KAC/C;AAED,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC;KACxC;IACD,IAAW,WAAW,CAAC,KAA2B,EAAA;QAChD,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,KAAK,CAAC;KACzC;AAED,IAAA,IAAW,gBAAgB,GAAA;AACzB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,KAAK,CAAC;KAC7C;IACD,IAAW,gBAAgB,CAAC,KAAkB,EAAA;QAC5C,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,KAAK,CAAC;KAC9C;AAED,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC;KACjD;IACD,IAAW,oBAAoB,CAAC,KAA2B,EAAA;QACzD,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,KAAK,CAAC;KAClD;AAED,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,CAAC;KAC/C;IACD,IAAW,kBAAkB,CAAC,KAAa,EAAA;QACzC,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,KAAK,CAAC;KAChD;AAED,IAAA,IAAW,mBAAmB,GAAA;AAC5B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,KAAK,CAAC;KAChD;IACD,IAAW,mBAAmB,CAAC,KAA2B,EAAA;QACxD,IAAI,CAAC,QAAQ,CAAC,mBAAmB,CAAC,KAAK,GAAG,KAAK,CAAC;KACjD;AAED,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC;KACrD;IACD,IAAW,wBAAwB,CAAC,KAAa,EAAA;QAC/C,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,GAAG,KAAK,CAAC;KACtD;AAED,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,CAAC;KAC/C;IACD,IAAW,kBAAkB,CAAC,KAAa,EAAA;QACzC,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,KAAK,CAAC;KAChD;AAED,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC;KACjD;IACD,IAAW,oBAAoB,CAAC,KAAa,EAAA;QAC3C,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,KAAK,CAAC;KAClD;AAED,IAAA,IAAW,YAAY,GAAA;AACrB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,KAAK,CAAC;KACzC;IACD,IAAW,YAAY,CAAC,KAAkB,EAAA;QACxC,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,KAAK,CAAC;KAC1C;AAED,IAAA,IAAW,aAAa,GAAA;AACtB,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,KAAK,CAAC;KAC1C;IACD,IAAW,aAAa,CAAC,KAA2B,EAAA;QAClD,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,KAAK,GAAG,KAAK,CAAC;KAC3C;AAED,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC;KACrD;IACD,IAAW,wBAAwB,CAAC,KAAkB,EAAA;QACpD,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,GAAG,KAAK,CAAC;KACtD;AAED,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,CAAC;KAC/C;IACD,IAAW,kBAAkB,CAAC,KAA2B,EAAA;QACvD,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,KAAK,CAAC;KAChD;AAED,IAAA,IAAW,oBAAoB,GAAA;AAC7B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC;KACjD;IACD,IAAW,oBAAoB,CAAC,KAAa,EAAA;QAC3C,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,KAAK,CAAC;KAClD;AAED,IAAA,IAAW,+BAA+B,GAAA;AACxC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,+BAA+B,CAAC,KAAK,CAAC;KAC5D;IACD,IAAW,+BAA+B,CAAC,KAAa,EAAA;QACtD,IAAI,CAAC,QAAQ,CAAC,+BAA+B,CAAC,KAAK,GAAG,KAAK,CAAC;KAC7D;AAED,IAAA,IAAW,uBAAuB,GAAA;AAChC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,uBAAuB,CAAC,KAAK,CAAC;KACpD;IACD,IAAW,uBAAuB,CAAC,KAAa,EAAA;QAC9C,IAAI,CAAC,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,KAAK,CAAC;KACrD;AAED,IAAA,IAAW,2BAA2B,GAAA;AACpC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,2BAA2B,CAAC,KAAK,CAAC;KACxD;IACD,IAAW,2BAA2B,CAAC,KAA2B,EAAA;QAChE,IAAI,CAAC,QAAQ,CAAC,2BAA2B,CAAC,KAAK,GAAG,KAAK,CAAC;KACzD;AAED,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,CAAC;KAC/C;IACD,IAAW,kBAAkB,CAAC,KAAa,EAAA;QACzC,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,KAAK,CAAC;KAChD;AAED,IAAA,IAAW,kBAAkB,GAAA;AAC3B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,CAAC;KAC/C;IACD,IAAW,kBAAkB,CAAC,KAAkB,EAAA;QAC9C,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,KAAK,CAAC;KAChD;AAED,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC;KACrD;IACD,IAAW,wBAAwB,CAAC,KAAa,EAAA;QAC/C,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,GAAG,KAAK,CAAC;KACtD;AAED,IAAA,IAAW,sBAAsB,GAAA;AAC/B,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,sBAAsB,CAAC,KAAK,CAAC;KACnD;IACD,IAAW,sBAAsB,CAAC,KAA2B,EAAA;QAC3D,IAAI,CAAC,QAAQ,CAAC,sBAAsB,CAAC,KAAK,GAAG,KAAK,CAAC;KACpD;AAED,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC;KACrD;IACD,IAAW,wBAAwB,CAAC,KAAa,EAAA;QAC/C,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,GAAG,KAAK,CAAC;KACtD;AAED,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC;KACrD;IACD,IAAW,wBAAwB,CAAC,KAAa,EAAA;QAC/C,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,GAAG,KAAK,CAAC;KACtD;AAED,IAAA,IAAW,wBAAwB,GAAA;AACjC,QAAA,OAAO,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,CAAC;KACrD;IACD,IAAW,wBAAwB,CAAC,KAAa,EAAA;QAC/C,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,GAAG,KAAK,CAAC;KACtD;AAyBD;;;AAGG;AACH,IAAA,IAAW,iBAAiB,GAAA;QAC1B,OAAO,IAAI,CAAC,kBAAkB,CAAC;KAChC;IACD,IAAW,iBAAiB,CAAC,KAAc,EAAA;AACzC,QAAA,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AAEhC,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;KACzB;AAID;;;;;AAKG;AACH,IAAA,IAAI,aAAa,GAAA;QACf,OAAO,IAAI,CAAC,cAAc,CAAC;KAC5B;AAED;;;;;AAKG;IACH,IAAI,aAAa,CAAC,CAAU,EAAA;AAC1B,QAAA,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;AAExB,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;KACzB;AAID;;;;;AAKG;AACH,IAAA,IAAI,SAAS,GAAA;QACX,OAAO,IAAI,CAAC,UAAU,CAAC;KACxB;AAED;;;;;AAKG;IACH,IAAI,SAAS,CAAC,CAAyB,EAAA;AACrC,QAAA,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;AAEpB,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;KACzB;AAID,IAAA,IAAI,gBAAgB,GAAA;QAClB,OAAO,IAAI,CAAC,iBAAiB,CAAC;KAC/B;IACD,IAAI,gBAAgB,CAAC,CAAgC,EAAA;AACnD,QAAA,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;AAE3B,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;KACzB;AAID,IAAA,IAAI,SAAS,GAAA;QACX,OAAO,IAAI,CAAC,UAAU,CAAC;KACxB;IACD,IAAI,SAAS,CAAC,CAAU,EAAA;AACtB,QAAA,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;AAEpB,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;KACzB;AAED;;AAEG;AACH,IAAA,IAAW,eAAe,GAAA;AACxB,QAAA,OAAO,IAAI,CAAC;KACb;AAED,IAAA,WAAA,CAAY,aAAsC,EAAE,EAAA;;AAClD,QAAA,KAAK,CAAC,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC,CAAC;QAlHnC,IAA6B,CAAA,6BAAA,GAAG,GAAG,CAAC;QACpC,IAA6B,CAAA,6BAAA,GAAG,GAAG,CAAC;QACpC,IAA8B,CAAA,8BAAA,GAAG,GAAG,CAAC;AAE5C;;;AAGG;QACI,IAAG,CAAA,GAAA,GAAG,IAAI,CAAC;AAElB;;;;AAIG;AACI,QAAA,IAAA,CAAA,aAAa,GAAG,KAAK,CAAC,qBAAqB,CAAC;AAEnD;;;AAGG;QACK,IAAkB,CAAA,kBAAA,GAAG,IAAI,CAAC;QAe1B,IAAc,CAAA,cAAA,GAAG,KAAK,CAAC;AAwBvB,QAAA,IAAA,CAAA,UAAU,GAA2B,sBAAsB,CAAC,IAAI,CAAC;AAwBjE,QAAA,IAAA,CAAA,iBAAiB,GAAkC,6BAA6B,CAAC,IAAI,CAAC;QAWtF,IAAU,CAAA,UAAA,GAAG,KAAK,CAAC;;QAsBzB,IAAI,UAAU,CAAC,qBAAqB,EAAE;AACpC,YAAA,UAAU,CAAC,UAAU,GAAG,IAAI,CAAC;AAC9B,SAAA;QACD,OAAO,UAAU,CAAC,qBAAqB,CAAC;;AAGxC,QAAA,UAAU,CAAC,GAAG,GAAG,IAAI,CAAC;AACtB,QAAA,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC;AACzB,QAAA,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;;;QAI3B,IAAI,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,GAAG,GAAG,EAAE;YACrC,UAAkB,CAAC,QAAQ,GAAI,UAAkB,CAAC,QAAQ,IAAI,KAAK,CAAC;AACtE,SAAA;;;QAID,IAAI,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,GAAG,GAAG,EAAE;YACrC,UAAkB,CAAC,YAAY,GAAI,UAAkB,CAAC,YAAY,IAAI,KAAK,CAAC;YAC5E,UAAkB,CAAC,YAAY,GAAI,UAAkB,CAAC,YAAY,IAAI,KAAK,CAAC;AAC9E,SAAA;;QAGD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC;YACxC,KAAK,CAAC,WAAW,CAAC,MAAM;YACxB,KAAK,CAAC,WAAW,CAAC,SAAS;YAC3B,KAAK,CAAC,WAAW,CAAC,WAAW;YAC7B,KAAK,CAAC,WAAW,CAAC,GAAG;YACrB,KAAK,CAAC,WAAW,CAAC,MAAM;AACxB,YAAA;AACE,gBAAA,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;gBACpD,cAAc,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AAC9C,gBAAA,UAAU,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;gBAC1B,oBAAoB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AACpD,gBAAA,gBAAgB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,EAAE;AAC9D,gBAAA,oBAAoB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBACrC,+BAA+B,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AAC/D,gBAAA,kBAAkB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAClC,gBAAA,mBAAmB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBACpC,8BAA8B,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AAC9D,gBAAA,wBAAwB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACxC,gBAAA,kBAAkB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAClC,gBAAA,oBAAoB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACpC,gBAAA,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;AACvD,gBAAA,aAAa,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBAC9B,wBAAwB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AACxD,gBAAA,wBAAwB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;AACnE,gBAAA,kBAAkB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBACnC,6BAA6B,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AAC7D,gBAAA,oBAAoB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACpC,gBAAA,+BAA+B,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC/C,gBAAA,uBAAuB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACvC,gBAAA,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;AACnD,gBAAA,iBAAiB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;gBACjC,sBAAsB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AACtD,gBAAA,2BAA2B,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBAC5C,sCAAsC,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AACtE,gBAAA,kBAAkB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAClC,gBAAA,kBAAkB,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;AAC7D,gBAAA,wBAAwB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACxC,gBAAA,sBAAsB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;gBACvC,iCAAiC,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,EAAE;AACjE,gBAAA,wBAAwB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACxC,gBAAA,wBAAwB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACxC,gBAAA,wBAAwB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzC,aAAA;AACD,YAAA,CAAA,EAAA,GAAA,UAAU,CAAC,QAAQ,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,EAAE;AAC1B,SAAA,CAA4C,CAAC;;AAG9C,QAAA,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;;QAG3B,IAAI,CAAC,yBAAyB,EAAE,CAAC;;AAGjC,QAAA,IAAI,CAAC,qBAAqB,GAAG,MAC3B;YACE,GAAG,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,CAAA,EAAG,KAAK,CAAA,CAAA,EAAI,KAAK,CAAA,CAAE,CAAC;AACvF,YAAA,IAAI,CAAC,aAAa,GAAG,2BAA2B,oBAAoB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAA,CAAE,GAAG,EAAE;AAC/F,YAAA,IAAI,CAAC,oBAAoB;kBACrB,kCAAkC,oBAAoB,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAE,CAAA;AACrF,kBAAE,EAAE;AACN,YAAA,IAAI,CAAC,kBAAkB,GAAG,gCAAgC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAA,CAAE,GAAG,EAAE;AAC/G,SAAA,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;AAEd,QAAA,IAAI,CAAC,eAAe,GAAG,CAAC,MAAM,KAAI;YAChC,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;AAEnD,YAAA,MAAM,OAAO,GACX,MAAM,CAAC,OAAO,CAAM,MAAA,CAAA,MAAA,CAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EAAA,IAAI,CAAC,gBAAgB,EAAE,CAAA,EAAK,IAAI,CAAC,OAAO,CAAG,CAAA;AAC5D,iBAAA,MAAM,CAAC,CAAC,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC;AACnC,iBAAA,GAAG,CAAC,CAAC,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,CAAW,QAAA,EAAA,KAAK,CAAI,CAAA,EAAA,KAAK,EAAE,CAAC;AACpD,iBAAA,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;;YAGvB,MAAM,CAAC,YAAY,GAAG,OAAO,GAAG,MAAM,CAAC,YAAY,CAAC;YACpD,MAAM,CAAC,cAAc,GAAG,OAAO,GAAG,MAAM,CAAC,cAAc,CAAC;;;;YAMxD,IAAI,aAAa,GAAG,GAAG,EAAE;AACvB,gBAAA,MAAM,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC,OAAO,CACnD,gCAAgC,EAChC,+BAA+B,CAChC,CAAC;AACH,aAAA;;;YAID,IAAI,aAAa,GAAG,GAAG,EAAE;AACvB,gBAAA,MAAM,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC,OAAO,CAAC,iCAAiC,EAAE,EAAE,CAAC,CAAC;AAC7F,gBAAA,MAAM,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC,OAAO,CAAC,oCAAoC,EAAE,EAAE,CAAC,CAAC;AACjG,aAAA;AACH,SAAC,CAAC;KACH;AAED;;;;AAIG;AACI,IAAA,MAAM,CAAC,KAAa,EAAA;QACzB,IAAI,CAAC,yBAAyB,EAAE,CAAC;AACjC,QAAA,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;KAChC;AAEM,IAAA,IAAI,CAAC,MAAY,EAAA;AACtB,QAAA,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;;;;;;;;;AAUnB,QAAA,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACtB,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AAClC,QAAA,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACtC,QAAA,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;AACxD,QAAA,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;AACtD,QAAA,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC1C,QAAA,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACpD,QAAA,IAAI,CAAC,2BAA2B,GAAG,MAAM,CAAC,2BAA2B,CAAC;AACtE,QAAA,IAAI,CAAC,sBAAsB,GAAG,MAAM,CAAC,sBAAsB,CAAC;;AAG5D,QAAA,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAE1C,QAAA,IAAI,CAAC,6BAA6B,GAAG,MAAM,CAAC,6BAA6B,CAAC;AAC1E,QAAA,IAAI,CAAC,6BAA6B,GAAG,MAAM,CAAC,6BAA6B,CAAC;AAC1E,QAAA,IAAI,CAAC,8BAA8B,GAAG,MAAM,CAAC,8BAA8B,CAAC;AAE5E,QAAA,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AAElD,QAAA,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC1C,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AAClC,QAAA,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAEhD,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;;AAGlC,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAExB,QAAA,OAAO,IAAI,CAAC;KACb;AAED;;;;AAIG;AACK,IAAA,kBAAkB,CAAC,KAAa,EAAA;AACtC,QAAA,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,6BAA6B,CAAC;AAC3F,QAAA,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,6BAA6B,CAAC;AAC3F,QAAA,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,KAAK,IAAI,KAAK,GAAG,IAAI,CAAC,8BAA8B,CAAC;AAE5F,QAAA,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;KAChC;AAED;;;AAGG;IACK,yBAAyB,GAAA;;;;QAI/B,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC;;AAG3C,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;AAC3E,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,CAAC,oBAAoB,CAAC,CAAC;AACvF,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,QAAQ,CAAC,sBAAsB,CAAC,CAAC;AAC3F,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,oBAAoB,EAAE,IAAI,CAAC,QAAQ,CAAC,+BAA+B,CAAC,CAAC;AAC7G,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,IAAI,CAAC,QAAQ,CAAC,8BAA8B,CAAC,CAAC;AAC3G,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,QAAQ,CAAC,wBAAwB,CAAC,CAAC;AAC/F,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,kBAAkB,EAAE,IAAI,CAAC,QAAQ,CAAC,6BAA6B,CAAC,CAAC;AACzG,QAAA,IAAI,CAAC,oBAAoB,CACvB,IAAI,CAAC,QAAQ,CAAC,2BAA2B,EACzC,IAAI,CAAC,QAAQ,CAAC,sCAAsC,CACrD,CAAC;AACF,QAAA,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,QAAQ,CAAC,iCAAiC,CAAC,CAAC;;QAGjH,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;QAEnD,IAAI,aAAa,IAAI,GAAG,EAAE;YACxB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC;AAChD,SAAA;AAED,QAAA,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;KAChC;AAED;;AAEG;IACK,gBAAgB,GAAA;QACtB,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;AAEnD,QAAA,MAAM,WAAW,GAAG,IAAI,CAAC,2BAA2B,KAAK,IAAI,CAAC;AAC9D,QAAA,MAAM,WAAW,GACf,IAAI,CAAC,GAAG,KAAK,IAAI;YACjB,IAAI,CAAC,WAAW,KAAK,IAAI;YACzB,IAAI,CAAC,oBAAoB,KAAK,IAAI;YAClC,IAAI,CAAC,mBAAmB,KAAK,IAAI;YACjC,IAAI,CAAC,kBAAkB,KAAK,IAAI;AAChC,YAAA,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC;QAEvC,OAAO;;;AAGL,YAAA,wBAAwB,EAAE,aAAa;YAEvC,OAAO,EAAE,IAAI,CAAC,UAAU;YACxB,YAAY,EAAE,WAAW,IAAI,WAAW;AACxC,YAAA,qBAAqB,EAAE,WAAW,IAAI,CAAC,WAAW;YAClD,eAAe,EAAE,IAAI,CAAC,cAAc;AACpC,YAAA,wBAAwB,EAAE,IAAI,CAAC,oBAAoB,KAAK,IAAI;AAC5D,YAAA,uBAAuB,EAAE,IAAI,CAAC,mBAAmB,KAAK,IAAI;AAC1D,YAAA,iBAAiB,EAAE,IAAI,CAAC,aAAa,KAAK,IAAI;AAC9C,YAAA,sBAAsB,EAAE,IAAI,CAAC,kBAAkB,KAAK,IAAI;YACxD,+BAA+B,EAAE,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,2BAA2B,KAAK,IAAI;AAC7F,YAAA,0BAA0B,EAAE,IAAI,CAAC,sBAAsB,KAAK,IAAI;AAChE,YAAA,mBAAmB,EAAE,IAAI,CAAC,kBAAkB,KAAK,IAAI;AACrD,YAAA,YAAY,EAAE,IAAI,CAAC,UAAU,KAAK,QAAQ;AAC1C,YAAA,kBAAkB,EAAE,IAAI,CAAC,UAAU,KAAK,cAAc;AACtD,YAAA,QAAQ,EAAE,IAAI,CAAC,UAAU,KAAK,IAAI;YAClC,mBAAmB,EAAE,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,iBAAiB,KAAK,6BAA6B,CAAC,gBAAgB;YACjH,oBAAoB,EAClB,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,iBAAiB,KAAK,6BAA6B,CAAC,iBAAiB;SAChG,CAAC;KACH;IAEO,oBAAoB,CAAC,GAAyC,EAAE,GAAkC,EAAA;QACxG,IAAI,GAAG,CAAC,KAAK,EAAE;AACb,YAAA,IAAI,GAAG,CAAC,KAAK,CAAC,gBAAgB,EAAE;AAC9B,gBAAA,GAAG,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;AAC1B,aAAA;YAED,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;AAClC,SAAA;KACF;AACF;;ACtoBD,MAAM,qBAAqB,GAA6B;AACtD,IAAA,EAAE,EAAE,IAAI;AACR,IAAA,IAAI,EAAE,IAAI;CACX,CAAC;AAEF;;;;;;;;;AASG;AACa,SAAA,oBAAoB,CAAC,OAAsB,EAAE,UAAuB,EAAA;IAClF,IAAI,QAAQ,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,GAAG,EAAE;AACvC,QAAA,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC;AACjC,KAAA;AAAM,SAAA;AACJ,QAAA,OAAe,CAAC,QAAQ,GAAG,qBAAqB,CAAC,UAAU,CAAC,CAAC;AAC/D,KAAA;AACH;;AClBA;;;;AAIG;MACU,mCAAmC,CAAA;AAK9C,IAAA,IAAW,OAAO,GAAA;QAChB,OAAO,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;KACpC;IAED,WAAmB,CAAA,MAAkB,EAAE,cAAuC,EAAA;AAC5E,QAAA,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;AACtB,QAAA,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;AACtC,QAAA,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;KACrB;IAEM,eAAe,CAA0C,GAAM,EAAE,KAAiC,EAAA;QACvG,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;AACnC,SAAA;KACF;AAEM,IAAA,WAAW,CAChB,GAAM,EACN,KAA2B,EAC3B,mBAA6B,EAAA;QAE7B,IAAI,KAAK,IAAI,IAAI,EAAE;AACjB,YAAA,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;AAE/D,YAAA,IAAI,mBAAmB,EAAE;gBACvB,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,CAAC,mBAAmB,EAAE,CAAC;AACjD,aAAA;AACF,SAAA;KACF;AAEY,IAAA,aAAa,CACxB,GAAM,EACN,OAAsC,EACtC,cAAuB,EAAA;;AAEvB,YAAA,MAAM,OAAO,GAAG,CAAC,MAAW,SAAA,CAAA,IAAA,EAAA,KAAA,CAAA,EAAA,KAAA,CAAA,EAAA,aAAA;gBAC1B,IAAI,OAAO,IAAI,IAAI,EAAE;AACnB,oBAAA,MAAM,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,eAAe,EAAE,GAAG,EAAE,OAAO,CAAC,CAAC;AAErE,oBAAA,IAAI,cAAc,EAAE;wBAClB,oBAAoB,CAAC,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC;AACzD,qBAAA;AACF,iBAAA;aACF,CAAA,GAAG,CAAC;AAEL,YAAA,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;AAE7B,YAAA,OAAO,OAAO,CAAC;SAChB,CAAA,CAAA;AAAA,KAAA;AAEY,IAAA,oBAAoB,CAC/B,GAAM,EACN,YAAgC,EAChC,cAAuB,EAAA;;YAEvB,OAAO,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,YAAY,IAAI,IAAI,GAAG,EAAE,KAAK,EAAE,YAAY,EAAE,GAAG,SAAS,EAAE,cAAc,CAAC,CAAC;SAC5G,CAAA,CAAA;AAAA,KAAA;AACF;;AC7DD;;AAEG;AACH,MAAM,sBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;MAE/C,yBAAyB,CAAA;AAkCpC,IAAA,IAAW,IAAI,GAAA;QACb,OAAO,yBAAyB,CAAC,cAAc,CAAC;KACjD;IAED,WAAmB,CAAA,MAAkB,EAAE,OAAA,GAA4C,EAAE,EAAA;;AACnF,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,iBAAiB,GAAG,CAAA,EAAA,GAAA,OAAO,CAAC,iBAAiB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,CAAC;QACxD,IAAI,CAAC,aAAa,GAAG,CAAA,EAAA,GAAA,OAAO,CAAC,aAAa,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;QACpD,IAAI,CAAC,SAAS,GAAG,CAAA,EAAA,GAAA,OAAO,CAAC,SAAS,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,MAAM,CAAC;AAE7C,QAAA,IAAI,CAAC,iBAAiB,GAAG,IAAI,GAAG,EAAE,CAAC;KACpC;IAEY,UAAU,GAAA;;YACrB,IAAI,CAAC,kCAAkC,EAAE,CAAC;SAC3C,CAAA,CAAA;AAAA,KAAA;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,iBAAiB,GAAG,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;SACtE,CAAA,CAAA;AAAA,KAAA;AAEM,IAAA,eAAe,CAAC,aAAqB,EAAA;QAC1C,MAAM,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;AAC3D,QAAA,IAAI,WAAW,EAAE;AACf,YAAA,OAAO,aAAa,CAAC;AACtB,SAAA;AAED,QAAA,OAAO,IAAI,CAAC;KACb;IAEM,oBAAoB,CAAC,aAAqB,EAAE,cAAuC,EAAA;QACxF,MAAM,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;AACzD,QAAA,IAAI,SAAS,EAAE;YACb,OAAO,IAAI,CAAC,qBAAqB,CAAC,SAAS,EAAE,cAAc,CAAC,CAAC;AAC9D,SAAA;AAED,QAAA,OAAO,IAAI,CAAC;KACb;AAEY,IAAA,QAAQ,CAAC,SAAiB,EAAA;;;AACrC,YAAA,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B,YAAA,MAAM,IAAI,GAAG,MAAM,CAAC,IAAwB,CAAC;YAE7C,MAAM,OAAO,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,CAAC;YAEzC,IAAI,OAAO,IAAI,IAAI,EAAE;AACnB,gBAAA,MAAM,IAAI,KAAK,CACb,oDAAoD,SAAS,CAAA,oCAAA,CAAsC,CACpG,CAAC;AACH,aAAA;AAED,YAAA,MAAM,aAAa,GAAG,OAAO,CAAC,UAAU,CAAC;YAEzC,MAAM,WAAW,GAAG,MAAM,MAAM,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;AAErD,YAAA,IAAI,aAAa,CAAC,MAAM,KAAK,CAAC,EAAE;gBAC9B,MAAM,IAAI,GAAG,WAAyB,CAAC;gBACvC,MAAM,aAAa,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC;gBAEhD,IAAI,aAAa,IAAI,IAAI,EAAE;AACzB,oBAAA,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;AAC3C,iBAAA;AACF,aAAA;AAAM,iBAAA;gBACL,MAAM,KAAK,GAAG,WAA0B,CAAC;AACzC,gBAAA,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBAC7C,MAAM,IAAI,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAe,CAAC;oBAC7C,MAAM,aAAa,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC;oBAEhD,IAAI,aAAa,IAAI,IAAI,EAAE;AACzB,wBAAA,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;AAC3C,qBAAA;AACF,iBAAA;AACF,aAAA;AAED,YAAA,OAAO,WAAW,CAAC;;AACpB,KAAA;AAED;;;;;AAKG;IACK,kCAAkC,GAAA;AACxC,QAAA,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B,QAAA,MAAM,IAAI,GAAG,MAAM,CAAC,IAAwB,CAAC;AAE7C,QAAA,MAAM,YAAY,GAAG,IAAI,CAAC,SAAS,CAAC;AACpC,QAAA,YAAY,KAAZ,IAAA,IAAA,YAAY,KAAZ,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,YAAY,CAAE,GAAG,CAAC,CAAC,WAAW,EAAE,SAAS,KAAI;;YAC3C,MAAM,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC,SAAS,CAAC,CAAC;YAErD,IAAI,SAAS,KAAI,CAAA,EAAA,GAAA,WAAW,CAAC,UAAU,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,qBAAqB,CAAC,CAAA,EAAE;AAChE,gBAAA,OAAO,WAAW,CAAC,UAAU,CAAC,qBAAqB,CAAC,CAAC;AACtD,aAAA;AACH,SAAC,CAAC,CAAC;KACJ;AAEO,IAAA,kBAAkB,CAAC,aAAqB,EAAA;;AAC9C,QAAA,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B,QAAA,MAAM,IAAI,GAAG,MAAM,CAAC,IAAwB,CAAC;QAE7C,MAAM,WAAW,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,aAAa,CAAC,CAAC;QAEpD,IAAI,WAAW,IAAI,IAAI,EAAE;AACvB,YAAA,OAAO,CAAC,IAAI,CACV,uDAAuD,aAAa,CAAA,wCAAA,CAA0C,CAC/G,CAAC;AACF,YAAA,OAAO,SAAS,CAAC;AAClB,SAAA;QAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,WAAW,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,yBAAyB,CAAC,cAAc,CAEtE,CAAC;QACd,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,YAAA,OAAO,SAAS,CAAC;AAClB,SAAA;AAED,QAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,QAAA,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;YAC5C,OAAO,CAAC,IAAI,CACV,CAAsC,mCAAA,EAAA,yBAAyB,CAAC,cAAc,CAAiB,cAAA,EAAA,WAAW,CAAG,CAAA,CAAA,CAC9G,CAAC;AACF,YAAA,OAAO,SAAS,CAAC;AAClB,SAAA;AAED,QAAA,OAAO,SAAS,CAAC;KAClB;IAEa,qBAAqB,CACjC,SAA2C,EAC3C,cAAuC,EAAA;;;;YAGvC,OAAQ,cAAuD,CAAC,SAAS,CAAC;YAC1E,OAAQ,cAAuD,CAAC,SAAS,CAAC;YAE1E,MAAM,YAAY,GAAG,IAAI,mCAAmC,CAAC,IAAI,CAAC,MAAM,EAAE,cAAc,CAAC,CAAC;YAE1F,YAAY,CAAC,eAAe,CAAC,uBAAuB,EAAE,SAAS,CAAC,qBAAqB,CAAC,CAAC;YACvF,YAAY,CAAC,WAAW,CAAC,kBAAkB,EAAE,SAAS,CAAC,gBAAgB,CAAC,CAAC;YACzE,YAAY,CAAC,aAAa,CAAC,sBAAsB,EAAE,SAAS,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC;YACzF,YAAY,CAAC,eAAe,CAAC,oBAAoB,EAAE,SAAS,CAAC,kBAAkB,CAAC,CAAC;YACjF,YAAY,CAAC,aAAa,CAAC,qBAAqB,EAAE,SAAS,CAAC,mBAAmB,EAAE,IAAI,CAAC,CAAC;AACvF,YAAA,YAAY,CAAC,eAAe,CAAC,0BAA0B,EAAE,CAAA,EAAA,GAAA,SAAS,CAAC,mBAAmB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,KAAK,CAAC,CAAC;YAC/F,YAAY,CAAC,eAAe,CAAC,oBAAoB,EAAE,SAAS,CAAC,kBAAkB,CAAC,CAAC;YACjF,YAAY,CAAC,eAAe,CAAC,sBAAsB,EAAE,SAAS,CAAC,oBAAoB,CAAC,CAAC;YACrF,YAAY,CAAC,WAAW,CAAC,cAAc,EAAE,SAAS,CAAC,YAAY,CAAC,CAAC;YACjE,YAAY,CAAC,aAAa,CAAC,eAAe,EAAE,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC;YAC3E,YAAY,CAAC,WAAW,CAAC,0BAA0B,EAAE,SAAS,CAAC,wBAAwB,CAAC,CAAC;YACzF,YAAY,CAAC,aAAa,CAAC,oBAAoB,EAAE,SAAS,CAAC,kBAAkB,EAAE,IAAI,CAAC,CAAC;YACrF,YAAY,CAAC,eAAe,CAAC,sBAAsB,EAAE,SAAS,CAAC,oBAAoB,CAAC,CAAC;YACrF,YAAY,CAAC,eAAe,CAAC,iCAAiC,EAAE,SAAS,CAAC,+BAA+B,CAAC,CAAC;YAC3G,YAAY,CAAC,eAAe,CAAC,yBAAyB,EAAE,SAAS,CAAC,uBAAuB,CAAC,CAAC;YAC3F,YAAY,CAAC,eAAe,CAAC,kBAAkB,EAAE,SAAS,CAAC,gBAAiD,CAAC,CAAC;YAC9G,YAAY,CAAC,eAAe,CAAC,oBAAoB,EAAE,SAAS,CAAC,kBAAkB,CAAC,CAAC;YACjF,YAAY,CAAC,aAAa,CAAC,6BAA6B,EAAE,SAAS,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;YACxG,YAAY,CAAC,WAAW,CAAC,oBAAoB,EAAE,SAAS,CAAC,kBAAkB,CAAC,CAAC;YAC7E,YAAY,CAAC,eAAe,CAAC,0BAA0B,EAAE,SAAS,CAAC,wBAAwB,CAAC,CAAC;YAC7F,YAAY,CAAC,aAAa,CAAC,wBAAwB,EAAE,SAAS,CAAC,sBAAsB,EAAE,KAAK,CAAC,CAAC;YAC9F,YAAY,CAAC,eAAe,CAAC,+BAA+B,EAAE,SAAS,CAAC,6BAA6B,CAAC,CAAC;YACvG,YAAY,CAAC,eAAe,CAAC,+BAA+B,EAAE,SAAS,CAAC,6BAA6B,CAAC,CAAC;YACvG,YAAY,CAAC,eAAe,CAAC,gCAAgC,EAAE,SAAS,CAAC,8BAA8B,CAAC,CAAC;YAEzG,YAAY,CAAC,eAAe,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAClE,YAAY,CAAC,eAAe,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAE1D,MAAM,YAAY,CAAC,OAAO,CAAC;;AAC5B,KAAA;AAED;;;;;;;;AAQG;IACK,eAAe,CAAC,IAAgB,EAAE,aAAqB,EAAA;QAC7D,MAAM,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,CAAC;AACzD,QAAA,IAAI,SAAS,EAAE;YACb,MAAM,WAAW,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,CAAC,CAAC;YACtD,IAAI,CAAC,WAAW,GAAG,WAAW,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAExD,YAAA,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;AAE5B,YAAA,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;YAE7B,OAAO;AACR,SAAA;KACF;AAED;;;;AAIG;AACK,IAAA,gBAAgB,CAAC,IAAgB,EAAA;;;;;;AAOvC,QAAA,MAAM,eAAe,GAAG,IAAI,CAAC,QAAQ,CAAC;AACtC,QAAA,IAAI,EAAE,eAAe,YAAY,aAAa,CAAC,EAAE;YAC/C,OAAO;AACR,SAAA;;QAGD,IAAI,eAAe,CAAC,gBAAgB,KAAK,MAAM,IAAI,eAAe,CAAC,kBAAkB,IAAI,GAAG,EAAE;YAC5F,OAAO;AACR,SAAA;;QAGD,IAAI,CAAC,QAAQ,GAAG,CAAC,eAAe,CAAC,CAAC;;AAGlC,QAAA,MAAM,eAAe,GAAG,eAAe,CAAC,KAAK,EAAE,CAAC;AAChD,QAAA,eAAe,CAAC,IAAI,IAAI,YAAY,CAAC;AACrC,QAAA,eAAe,CAAC,SAAS,GAAG,IAAI,CAAC;AACjC,QAAA,eAAe,CAAC,IAAI,GAAG,KAAK,CAAC,QAAQ,CAAC;AACtC,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;;AAGpC,QAAA,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC/B,MAAM,iBAAiB,GAAG,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,CAAC;QACzG,QAAQ,CAAC,QAAQ,CAAC,CAAC,EAAE,iBAAiB,EAAE,CAAC,CAAC,CAAC;QAC3C,QAAQ,CAAC,QAAQ,CAAC,CAAC,EAAE,iBAAiB,EAAE,CAAC,CAAC,CAAC;KAC5C;AAEO,IAAA,iBAAiB,CAAC,IAAgB,EAAA;AACxC,QAAA,MAAM,mBAAmB,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1C,QAAA,MAAM,WAAW,GAAG,IAAI,GAAG,EAAkB,CAAC;AAE9C,QAAA,IAAI,KAAK,CAAC,OAAO,CAAC,mBAAmB,CAAC,EAAE;AACtC,YAAA,mBAAmB,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAK,WAAW,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC;AACtE,SAAA;AAAM,aAAA;AACL,YAAA,WAAW,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;AACtC,SAAA;AAED,QAAA,KAAK,MAAM,QAAQ,IAAI,WAAW,EAAE;YAClC,IAAI,QAAQ,YAAY,aAAa,EAAE;AACrC,gBAAA,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;AACtC,aAAA;AACF,SAAA;KACF;AAEO,IAAA,iBAAiB,CAAC,SAA2C,EAAA;;;;AAGnE,QAAA,MAAM,aAAa,GAAG,SAAS,CAAC,qBAAqB,CAAC;QACtD,OAAO,CAAC,aAAa,GAAG,CAAC,GAAG,EAAE,KAAK,MAAA,SAAS,CAAC,uBAAuB,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,CAAC,CAAC,CAAC;KAC5E;;AA/Ra,yBAAc,CAAA,cAAA,GAAG,sBAAsB;;;;"}\n","/*!\n * @pixiv/three-vrm-materials-hdr-emissive-multiplier v2.1.1\n * Support VRMC_hdr_emissiveMultiplier for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-hdr-emissive-multiplier is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nclass VRMMaterialsHDREmissiveMultiplierLoaderPlugin {\n    get name() {\n        return VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME;\n    }\n    constructor(parser) {\n        this.parser = parser;\n    }\n    extendMaterialParams(materialIndex, materialParams) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const extension = this._getHDREmissiveMultiplierExtension(materialIndex);\n            if (extension == null) {\n                return;\n            }\n            // This extension is archived. Emit warning\n            // See: https://github.com/vrm-c/vrm-specification/pull/375\n            console.warn('VRMMaterialsHDREmissiveMultiplierLoaderPlugin: `VRMC_materials_hdr_emissiveMultiplier` is archived. Use `KHR_materials_emissive_strength` instead.');\n            const emissiveMultiplier = extension.emissiveMultiplier;\n            materialParams.emissiveIntensity = emissiveMultiplier;\n        });\n    }\n    _getHDREmissiveMultiplierExtension(materialIndex) {\n        var _a, _b;\n        const parser = this.parser;\n        const json = parser.json;\n        const materialDef = (_a = json.materials) === null || _a === void 0 ? void 0 : _a[materialIndex];\n        if (materialDef == null) {\n            console.warn(`VRMMaterialsHDREmissiveMultiplierLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`);\n            return undefined;\n        }\n        const extension = (_b = materialDef.extensions) === null || _b === void 0 ? void 0 : _b[VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME];\n        if (extension == null) {\n            return undefined;\n        }\n        return extension;\n    }\n}\nVRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME = 'VRMC_materials_hdr_emissiveMultiplier';\n\nexport { VRMMaterialsHDREmissiveMultiplierLoaderPlugin };\n//# 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 === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","import { GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport * as HDREmissiveMultiplierSchema from '@pixiv/types-vrmc-materials-hdr-emissive-multiplier-1.0';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nexport class VRMMaterialsHDREmissiveMultiplierLoaderPlugin implements GLTFLoaderPlugin {\n  public static EXTENSION_NAME = 'VRMC_materials_hdr_emissiveMultiplier' as const;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    return VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async extendMaterialParams(materialIndex: number, materialParams: { [key: string]: any }): Promise<void> {\n    const extension = this._getHDREmissiveMultiplierExtension(materialIndex);\n    if (extension == null) {\n      return;\n    }\n\n    // This extension is archived. Emit warning\n    // See: https://github.com/vrm-c/vrm-specification/pull/375\n    console.warn(\n      'VRMMaterialsHDREmissiveMultiplierLoaderPlugin: `VRMC_materials_hdr_emissiveMultiplier` is archived. Use `KHR_materials_emissive_strength` instead.',\n    );\n\n    const emissiveMultiplier = extension.emissiveMultiplier;\n    materialParams.emissiveIntensity = emissiveMultiplier;\n  }\n\n  private _getHDREmissiveMultiplierExtension(\n    materialIndex: number,\n  ): HDREmissiveMultiplierSchema.VRMCMaterialsHDREmissiveMultiplier | undefined {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const materialDef = json.materials?.[materialIndex];\n\n    if (materialDef == null) {\n      console.warn(\n        `VRMMaterialsHDREmissiveMultiplierLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`,\n      );\n      return undefined;\n    }\n\n    const extension = materialDef.extensions?.[VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME] as\n      | HDREmissiveMultiplierSchema.VRMCMaterialsHDREmissiveMultiplier\n      | undefined;\n    if (extension == null) {\n      return undefined;\n    }\n\n    return extension;\n  }\n}\n"],"names":[],"mappings":";;;;;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;MC1Ta,6CAA6C,CAAA;AAKxD,IAAA,IAAW,IAAI,GAAA;QACb,OAAO,6CAA6C,CAAC,cAAc,CAAC;KACrE;AAED,IAAA,WAAA,CAAmB,MAAkB,EAAA;AACnC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;KACtB;IAEY,oBAAoB,CAAC,aAAqB,EAAE,cAAsC,EAAA;;YAC7F,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,aAAa,CAAC,CAAC;YACzE,IAAI,SAAS,IAAI,IAAI,EAAE;gBACrB,OAAO;AACR,aAAA;;;AAID,YAAA,OAAO,CAAC,IAAI,CACV,oJAAoJ,CACrJ,CAAC;AAEF,YAAA,MAAM,kBAAkB,GAAG,SAAS,CAAC,kBAAkB,CAAC;AACxD,YAAA,cAAc,CAAC,iBAAiB,GAAG,kBAAkB,CAAC;SACvD,CAAA,CAAA;AAAA,KAAA;AAEO,IAAA,kCAAkC,CACxC,aAAqB,EAAA;;AAErB,QAAA,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B,QAAA,MAAM,IAAI,GAAG,MAAM,CAAC,IAAwB,CAAC;QAE7C,MAAM,WAAW,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,aAAa,CAAC,CAAC;QAEpD,IAAI,WAAW,IAAI,IAAI,EAAE;AACvB,YAAA,OAAO,CAAC,IAAI,CACV,2EAA2E,aAAa,CAAA,wCAAA,CAA0C,CACnI,CAAC;AACF,YAAA,OAAO,SAAS,CAAC;AAClB,SAAA;QAED,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,WAAW,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,6CAA6C,CAAC,cAAc,CAE1F,CAAC;QACd,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,YAAA,OAAO,SAAS,CAAC;AAClB,SAAA;AAED,QAAA,OAAO,SAAS,CAAC;KAClB;;AAnDa,6CAAc,CAAA,cAAA,GAAG,uCAAgD;;;;"}\n","/*!\n * @pixiv/three-vrm-materials-v0compat v2.1.1\n * VRM0.0 materials compatibility layer plugin for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-v0compat is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\nimport * as THREE from 'three';\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction gammaEOTF(e) {\n    return Math.pow(e, 2.2);\n}\n\nclass VRMMaterialsV0CompatPlugin {\n    get name() {\n        return 'VRMMaterialsV0CompatPlugin';\n    }\n    constructor(parser) {\n        var _a;\n        this.parser = parser;\n        this._renderQueueMapTransparent = new Map();\n        this._renderQueueMapTransparentZWrite = new Map();\n        // WORKAROUND: Add KHR_texture_transform to extensionsUsed\n        // It is too late to add this in beforeRoot\n        const json = this.parser.json;\n        json.extensionsUsed = (_a = json.extensionsUsed) !== null && _a !== void 0 ? _a : [];\n        if (json.extensionsUsed.indexOf('KHR_texture_transform') === -1) {\n            json.extensionsUsed.push('KHR_texture_transform');\n        }\n    }\n    beforeRoot() {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use V0VRM\n            const v0VRMExtension = (_a = json.extensions) === null || _a === void 0 ? void 0 : _a['VRM'];\n            const v0MaterialProperties = v0VRMExtension === null || v0VRMExtension === void 0 ? void 0 : v0VRMExtension.materialProperties;\n            if (!v0MaterialProperties) {\n                return;\n            }\n            // populate render queue map\n            this._populateRenderQueueMap(v0MaterialProperties);\n            // convert V0 material properties into V1 compatible format\n            v0MaterialProperties.forEach((materialProperties, materialIndex) => {\n                var _a, _b;\n                const materialDef = (_a = json.materials) === null || _a === void 0 ? void 0 : _a[materialIndex];\n                if (materialDef == null) {\n                    console.warn(`VRMMaterialsV0CompatPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`);\n                    return;\n                }\n                if (materialProperties.shader === 'VRM/MToon') {\n                    const material = this._parseV0MToonProperties(materialProperties, materialDef);\n                    json.materials[materialIndex] = material;\n                }\n                else if ((_b = materialProperties.shader) === null || _b === void 0 ? void 0 : _b.startsWith('VRM/Unlit')) {\n                    const material = this._parseV0UnlitProperties(materialProperties, materialDef);\n                    json.materials[materialIndex] = material;\n                }\n                else if (materialProperties.shader === 'VRM_USE_GLTFSHADER') ;\n                else {\n                    console.warn(`VRMMaterialsV0CompatPlugin: Unknown shader: ${materialProperties.shader}`);\n                }\n            });\n        });\n    }\n    _parseV0MToonProperties(materialProperties, schemaMaterial) {\n        var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x, _y, _z, _0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11, _12, _13, _14, _15, _16, _17, _18, _19;\n        const isTransparent = (_b = (_a = materialProperties.keywordMap) === null || _a === void 0 ? void 0 : _a['_ALPHABLEND_ON']) !== null && _b !== void 0 ? _b : false;\n        const enabledZWrite = ((_c = materialProperties.floatProperties) === null || _c === void 0 ? void 0 : _c['_ZWrite']) === 1;\n        const transparentWithZWrite = enabledZWrite && isTransparent;\n        const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n        const isCutoff = (_e = (_d = materialProperties.keywordMap) === null || _d === void 0 ? void 0 : _d['_ALPHATEST_ON']) !== null && _e !== void 0 ? _e : false;\n        const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n        const alphaCutoff = isCutoff ? (_f = materialProperties.floatProperties) === null || _f === void 0 ? void 0 : _f['_Cutoff'] : undefined;\n        const cullMode = (_h = (_g = materialProperties.floatProperties) === null || _g === void 0 ? void 0 : _g['_CullMode']) !== null && _h !== void 0 ? _h : 2; // enum, { Off, Front, Back }\n        const doubleSided = cullMode === 0;\n        const textureTransformExt = this._portTextureTransform(materialProperties);\n        const baseColorFactor = (_k = (_j = materialProperties.vectorProperties) === null || _j === void 0 ? void 0 : _j['_Color']) === null || _k === void 0 ? void 0 : _k.map((v, i) => (i === 3 ? v : gammaEOTF(v)));\n        const baseColorTextureIndex = (_l = materialProperties.textureProperties) === null || _l === void 0 ? void 0 : _l['_MainTex'];\n        const baseColorTexture = baseColorTextureIndex != null\n            ? {\n                index: baseColorTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        const normalTextureScale = (_m = materialProperties.floatProperties) === null || _m === void 0 ? void 0 : _m['_BumpScale'];\n        const normalTextureIndex = (_o = materialProperties.textureProperties) === null || _o === void 0 ? void 0 : _o['_BumpMap'];\n        const normalTexture = normalTextureIndex != null\n            ? {\n                index: normalTextureIndex,\n                scale: normalTextureScale,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        const emissiveFactor = (_q = (_p = materialProperties.vectorProperties) === null || _p === void 0 ? void 0 : _p['_EmissionColor']) === null || _q === void 0 ? void 0 : _q.map(gammaEOTF);\n        const emissiveTextureIndex = (_r = materialProperties.textureProperties) === null || _r === void 0 ? void 0 : _r['_EmissionMap'];\n        const emissiveTexture = emissiveTextureIndex != null\n            ? {\n                index: emissiveTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        const shadeColorFactor = (_t = (_s = materialProperties.vectorProperties) === null || _s === void 0 ? void 0 : _s['_ShadeColor']) === null || _t === void 0 ? void 0 : _t.map(gammaEOTF);\n        const shadeMultiplyTextureIndex = (_u = materialProperties.textureProperties) === null || _u === void 0 ? void 0 : _u['_ShadeTexture'];\n        const shadeMultiplyTexture = shadeMultiplyTextureIndex != null\n            ? {\n                index: shadeMultiplyTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        // // convert v0 shade shift / shade toony\n        let shadingShiftFactor = (_w = (_v = materialProperties.floatProperties) === null || _v === void 0 ? void 0 : _v['_ShadeShift']) !== null && _w !== void 0 ? _w : 0.0;\n        let shadingToonyFactor = (_y = (_x = materialProperties.floatProperties) === null || _x === void 0 ? void 0 : _x['_ShadeToony']) !== null && _y !== void 0 ? _y : 0.9;\n        shadingToonyFactor = THREE.MathUtils.lerp(shadingToonyFactor, 1.0, 0.5 + 0.5 * shadingShiftFactor);\n        shadingShiftFactor = -shadingShiftFactor - (1.0 - shadingToonyFactor);\n        const giIntensityFactor = (_z = materialProperties.floatProperties) === null || _z === void 0 ? void 0 : _z['_IndirectLightIntensity'];\n        const giEqualizationFactor = giIntensityFactor ? 1.0 - giIntensityFactor : undefined;\n        const matcapTextureIndex = (_0 = materialProperties.textureProperties) === null || _0 === void 0 ? void 0 : _0['_SphereAdd'];\n        const matcapFactor = matcapTextureIndex != null ? [1.0, 1.0, 1.0] : undefined;\n        const matcapTexture = matcapTextureIndex != null\n            ? {\n                index: matcapTextureIndex,\n            }\n            : undefined;\n        const rimLightingMixFactor = (_1 = materialProperties.floatProperties) === null || _1 === void 0 ? void 0 : _1['_RimLightingMix'];\n        const rimMultiplyTextureIndex = (_2 = materialProperties.textureProperties) === null || _2 === void 0 ? void 0 : _2['_RimTexture'];\n        const rimMultiplyTexture = rimMultiplyTextureIndex != null\n            ? {\n                index: rimMultiplyTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        const parametricRimColorFactor = (_4 = (_3 = materialProperties.vectorProperties) === null || _3 === void 0 ? void 0 : _3['_RimColor']) === null || _4 === void 0 ? void 0 : _4.map(gammaEOTF);\n        const parametricRimFresnelPowerFactor = (_5 = materialProperties.floatProperties) === null || _5 === void 0 ? void 0 : _5['_RimFresnelPower'];\n        const parametricRimLiftFactor = (_6 = materialProperties.floatProperties) === null || _6 === void 0 ? void 0 : _6['_RimLift'];\n        const outlineWidthMode = ['none', 'worldCoordinates', 'screenCoordinates'][(_8 = (_7 = materialProperties.floatProperties) === null || _7 === void 0 ? void 0 : _7['_OutlineWidthMode']) !== null && _8 !== void 0 ? _8 : 0];\n        // // v0 outlineWidthFactor is in centimeter\n        let outlineWidthFactor = (_10 = (_9 = materialProperties.floatProperties) === null || _9 === void 0 ? void 0 : _9['_OutlineWidth']) !== null && _10 !== void 0 ? _10 : 0.0;\n        outlineWidthFactor = 0.01 * outlineWidthFactor;\n        const outlineWidthMultiplyTextureIndex = (_11 = materialProperties.textureProperties) === null || _11 === void 0 ? void 0 : _11['_OutlineWidthTexture'];\n        const outlineWidthMultiplyTexture = outlineWidthMultiplyTextureIndex != null\n            ? {\n                index: outlineWidthMultiplyTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        const outlineColorFactor = (_13 = (_12 = materialProperties.vectorProperties) === null || _12 === void 0 ? void 0 : _12['_OutlineColor']) === null || _13 === void 0 ? void 0 : _13.map(gammaEOTF);\n        const outlineColorMode = (_14 = materialProperties.floatProperties) === null || _14 === void 0 ? void 0 : _14['_OutlineColorMode']; // enum, { Fixed, Mixed }\n        const outlineLightingMixFactor = outlineColorMode === 1 ? (_15 = materialProperties.floatProperties) === null || _15 === void 0 ? void 0 : _15['_OutlineLightingMix'] : 0.0;\n        const uvAnimationMaskTextureIndex = (_16 = materialProperties.textureProperties) === null || _16 === void 0 ? void 0 : _16['_UvAnimMaskTexture'];\n        const uvAnimationMaskTexture = uvAnimationMaskTextureIndex != null\n            ? {\n                index: uvAnimationMaskTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        const uvAnimationScrollXSpeedFactor = (_17 = materialProperties.floatProperties) === null || _17 === void 0 ? void 0 : _17['_UvAnimScrollX'];\n        // uvAnimationScrollYSpeedFactor will be opposite between V0 and V1\n        let uvAnimationScrollYSpeedFactor = (_18 = materialProperties.floatProperties) === null || _18 === void 0 ? void 0 : _18['_UvAnimScrollY'];\n        if (uvAnimationScrollYSpeedFactor != null) {\n            uvAnimationScrollYSpeedFactor = -uvAnimationScrollYSpeedFactor;\n        }\n        const uvAnimationRotationSpeedFactor = (_19 = materialProperties.floatProperties) === null || _19 === void 0 ? void 0 : _19['_UvAnimRotation'];\n        const mtoonExtension = {\n            specVersion: '1.0',\n            transparentWithZWrite,\n            renderQueueOffsetNumber,\n            shadeColorFactor,\n            shadeMultiplyTexture,\n            shadingShiftFactor,\n            shadingToonyFactor,\n            giEqualizationFactor,\n            matcapFactor,\n            matcapTexture,\n            rimLightingMixFactor,\n            rimMultiplyTexture,\n            parametricRimColorFactor,\n            parametricRimFresnelPowerFactor,\n            parametricRimLiftFactor,\n            outlineWidthMode,\n            outlineWidthFactor,\n            outlineWidthMultiplyTexture,\n            outlineColorFactor,\n            outlineLightingMixFactor,\n            uvAnimationMaskTexture,\n            uvAnimationScrollXSpeedFactor,\n            uvAnimationScrollYSpeedFactor,\n            uvAnimationRotationSpeedFactor,\n        };\n        return Object.assign(Object.assign({}, schemaMaterial), { pbrMetallicRoughness: {\n                baseColorFactor,\n                baseColorTexture,\n            }, normalTexture,\n            emissiveTexture,\n            emissiveFactor,\n            alphaMode,\n            alphaCutoff,\n            doubleSided, extensions: {\n                // eslint-disable-next-line @typescript-eslint/naming-convention\n                VRMC_materials_mtoon: mtoonExtension,\n            } });\n    }\n    _parseV0UnlitProperties(materialProperties, schemaMaterial) {\n        var _a, _b, _c, _d;\n        const isTransparentZWrite = materialProperties.shader === 'VRM/UnlitTransparentZWrite';\n        const isTransparent = materialProperties.shader === 'VRM/UnlitTransparent' || isTransparentZWrite;\n        const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n        const isCutoff = materialProperties.shader === 'VRM/UnlitCutout';\n        const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n        const alphaCutoff = isCutoff ? (_a = materialProperties.floatProperties) === null || _a === void 0 ? void 0 : _a['_Cutoff'] : undefined;\n        const textureTransformExt = this._portTextureTransform(materialProperties);\n        const baseColorFactor = (_c = (_b = materialProperties.vectorProperties) === null || _b === void 0 ? void 0 : _b['_Color']) === null || _c === void 0 ? void 0 : _c.map(gammaEOTF);\n        const baseColorTextureIndex = (_d = materialProperties.textureProperties) === null || _d === void 0 ? void 0 : _d['_MainTex'];\n        const baseColorTexture = baseColorTextureIndex != null\n            ? {\n                index: baseColorTextureIndex,\n                extensions: Object.assign({}, textureTransformExt),\n            }\n            : undefined;\n        // use mtoon instead of unlit, since there might be VRM0.0 specific features that are not supported by gltf\n        const mtoonExtension = {\n            specVersion: '1.0',\n            transparentWithZWrite: isTransparentZWrite,\n            renderQueueOffsetNumber,\n            shadeColorFactor: baseColorFactor,\n            shadeMultiplyTexture: baseColorTexture,\n        };\n        return Object.assign(Object.assign({}, schemaMaterial), { pbrMetallicRoughness: {\n                baseColorFactor,\n                baseColorTexture,\n            }, alphaMode,\n            alphaCutoff, extensions: {\n                // eslint-disable-next-line @typescript-eslint/naming-convention\n                VRMC_materials_mtoon: mtoonExtension,\n            } });\n    }\n    /**\n     * Create a glTF `KHR_texture_transform` extension from v0 texture transform info.\n     */\n    _portTextureTransform(materialProperties) {\n        var _a, _b, _c, _d, _e;\n        const textureTransform = (_a = materialProperties.vectorProperties) === null || _a === void 0 ? void 0 : _a['_MainTex'];\n        if (textureTransform == null) {\n            return {};\n        }\n        const offset = [(_b = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[0]) !== null && _b !== void 0 ? _b : 0.0, (_c = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[1]) !== null && _c !== void 0 ? _c : 0.0];\n        const scale = [(_d = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[2]) !== null && _d !== void 0 ? _d : 1.0, (_e = textureTransform === null || textureTransform === void 0 ? void 0 : textureTransform[3]) !== null && _e !== void 0 ? _e : 1.0];\n        offset[1] = 1.0 - scale[1] - offset[1];\n        return {\n            // eslint-disable-next-line @typescript-eslint/naming-convention\n            KHR_texture_transform: { offset, scale },\n        };\n    }\n    /**\n     * Convert v0 render order into v1 render order.\n     * This uses a map from v0 render queue to v1 compliant render queue offset which is generated in {@link _populateRenderQueueMap}.\n     */\n    _v0ParseRenderQueue(materialProperties) {\n        var _a, _b, _c;\n        const isTransparent = (_b = (_a = materialProperties.keywordMap) === null || _a === void 0 ? void 0 : _a['_ALPHABLEND_ON']) !== null && _b !== void 0 ? _b : false;\n        const enabledZWrite = ((_c = materialProperties.floatProperties) === null || _c === void 0 ? void 0 : _c['_ZWrite']) === 1;\n        let offset = 0;\n        if (isTransparent) {\n            const v0Queue = materialProperties.renderQueue;\n            if (v0Queue != null) {\n                if (enabledZWrite) {\n                    offset = this._renderQueueMapTransparentZWrite.get(v0Queue);\n                }\n                else {\n                    offset = this._renderQueueMapTransparent.get(v0Queue);\n                }\n            }\n        }\n        return offset;\n    }\n    /**\n     * Create a map which maps v0 render queue to v1 compliant render queue offset.\n     * This lists up all render queues the model use and creates a map to new render queue offsets in the same order.\n     */\n    _populateRenderQueueMap(materialPropertiesList) {\n        /**\n         * A set of used render queues in Transparent materials.\n         */\n        const renderQueuesTransparent = new Set();\n        /**\n         * A set of used render queues in TransparentZWrite materials.\n         */\n        const renderQueuesTransparentZWrite = new Set();\n        // populate the render queue set\n        materialPropertiesList.forEach((materialProperties) => {\n            var _a, _b, _c;\n            const isTransparent = (_b = (_a = materialProperties.keywordMap) === null || _a === void 0 ? void 0 : _a['_ALPHABLEND_ON']) !== null && _b !== void 0 ? _b : false;\n            const enabledZWrite = ((_c = materialProperties.floatProperties) === null || _c === void 0 ? void 0 : _c['_ZWrite']) === 1;\n            if (isTransparent) {\n                const v0Queue = materialProperties.renderQueue;\n                if (v0Queue != null) {\n                    if (enabledZWrite) {\n                        renderQueuesTransparentZWrite.add(v0Queue);\n                    }\n                    else {\n                        renderQueuesTransparent.add(v0Queue);\n                    }\n                }\n            }\n        });\n        // show a warning if the model uses v1 incompatible number of render queues\n        if (renderQueuesTransparent.size > 10) {\n            console.warn(`VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparent.size} render queues for Transparent materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`);\n        }\n        if (renderQueuesTransparentZWrite.size > 10) {\n            console.warn(`VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparentZWrite.size} render queues for TransparentZWrite materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`);\n        }\n        // create a map from v0 render queue to v1 render queue offset\n        Array.from(renderQueuesTransparent)\n            .sort()\n            .forEach((queue, i) => {\n            const newQueueOffset = Math.min(Math.max(i - renderQueuesTransparent.size + 1, -9), 0);\n            this._renderQueueMapTransparent.set(queue, newQueueOffset);\n        });\n        Array.from(renderQueuesTransparentZWrite)\n            .sort()\n            .forEach((queue, i) => {\n            const newQueueOffset = Math.min(Math.max(i, 0), 9);\n            this._renderQueueMapTransparentZWrite.set(queue, newQueueOffset);\n        });\n    }\n}\n\nexport { VRMMaterialsV0CompatPlugin };\n//# 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"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","export function gammaEOTF(e: number): number {\n  return Math.pow(e, 2.2);\n}\n","import * as THREE from 'three';\nimport { VRM as V0VRM, Material as V0Material } from '@pixiv/types-vrm-0.0';\nimport * as V1MToonSchema from '@pixiv/types-vrmc-materials-mtoon-1.0';\nimport type { GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { gammaEOTF } from './utils/gammaEOTF';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nexport class VRMMaterialsV0CompatPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  /**\n   * A map from v0 render queue to v1 render queue offset, for Transparent materials.\n   */\n  private readonly _renderQueueMapTransparent: Map<number, number>;\n\n  /**\n   * A map from v0 render queue to v1 render queue offset, for TransparentZWrite materials.\n   */\n  private readonly _renderQueueMapTransparentZWrite: Map<number, number>;\n\n  public get name(): string {\n    return 'VRMMaterialsV0CompatPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n\n    this._renderQueueMapTransparent = new Map();\n    this._renderQueueMapTransparentZWrite = new Map();\n\n    // WORKAROUND: Add KHR_texture_transform to extensionsUsed\n    // It is too late to add this in beforeRoot\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    json.extensionsUsed = json.extensionsUsed ?? [];\n    if (json.extensionsUsed.indexOf('KHR_texture_transform') === -1) {\n      json.extensionsUsed.push('KHR_texture_transform');\n    }\n  }\n\n  public async beforeRoot(): Promise<void> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use V0VRM\n    const v0VRMExtension = json.extensions?.['VRM'] as V0VRM | undefined;\n    const v0MaterialProperties = v0VRMExtension?.materialProperties;\n    if (!v0MaterialProperties) {\n      return;\n    }\n\n    // populate render queue map\n    this._populateRenderQueueMap(v0MaterialProperties);\n\n    // convert V0 material properties into V1 compatible format\n    v0MaterialProperties.forEach((materialProperties, materialIndex) => {\n      const materialDef = json.materials?.[materialIndex];\n\n      if (materialDef == null) {\n        console.warn(\n          `VRMMaterialsV0CompatPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`,\n        );\n        return;\n      }\n\n      if (materialProperties.shader === 'VRM/MToon') {\n        const material = this._parseV0MToonProperties(materialProperties, materialDef);\n        json.materials![materialIndex] = material;\n      } else if (materialProperties.shader?.startsWith('VRM/Unlit')) {\n        const material = this._parseV0UnlitProperties(materialProperties, materialDef);\n        json.materials![materialIndex] = material;\n      } else if (materialProperties.shader === 'VRM_USE_GLTFSHADER') {\n        // `json.materials[materialIndex]` should be already valid\n      } else {\n        console.warn(`VRMMaterialsV0CompatPlugin: Unknown shader: ${materialProperties.shader}`);\n      }\n    });\n  }\n\n  private _parseV0MToonProperties(\n    materialProperties: V0Material,\n    schemaMaterial: GLTFSchema.IMaterial,\n  ): GLTFSchema.IMaterial {\n    const isTransparent = materialProperties.keywordMap?.['_ALPHABLEND_ON'] ?? false;\n    const enabledZWrite = materialProperties.floatProperties?.['_ZWrite'] === 1;\n    const transparentWithZWrite = enabledZWrite && isTransparent;\n\n    const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n\n    const isCutoff = materialProperties.keywordMap?.['_ALPHATEST_ON'] ?? false;\n    const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n    const alphaCutoff = isCutoff ? materialProperties.floatProperties?.['_Cutoff'] : undefined;\n\n    const cullMode = materialProperties.floatProperties?.['_CullMode'] ?? 2; // enum, { Off, Front, Back }\n    const doubleSided = cullMode === 0;\n\n    const textureTransformExt = this._portTextureTransform(materialProperties);\n\n    const baseColorFactor = materialProperties.vectorProperties?.['_Color']?.map(\n      (v: number, i: number) => (i === 3 ? v : gammaEOTF(v)), // alpha channel is stored in linear\n    );\n    const baseColorTextureIndex = materialProperties.textureProperties?.['_MainTex'];\n    const baseColorTexture =\n      baseColorTextureIndex != null\n        ? {\n            index: baseColorTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const normalTextureScale = materialProperties.floatProperties?.['_BumpScale'];\n    const normalTextureIndex = materialProperties.textureProperties?.['_BumpMap'];\n    const normalTexture =\n      normalTextureIndex != null\n        ? {\n            index: normalTextureIndex,\n            scale: normalTextureScale,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const emissiveFactor = materialProperties.vectorProperties?.['_EmissionColor']?.map(gammaEOTF);\n    const emissiveTextureIndex = materialProperties.textureProperties?.['_EmissionMap'];\n    const emissiveTexture =\n      emissiveTextureIndex != null\n        ? {\n            index: emissiveTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const shadeColorFactor = materialProperties.vectorProperties?.['_ShadeColor']?.map(gammaEOTF);\n    const shadeMultiplyTextureIndex = materialProperties.textureProperties?.['_ShadeTexture'];\n    const shadeMultiplyTexture =\n      shadeMultiplyTextureIndex != null\n        ? {\n            index: shadeMultiplyTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    // // convert v0 shade shift / shade toony\n    let shadingShiftFactor = materialProperties.floatProperties?.['_ShadeShift'] ?? 0.0;\n    let shadingToonyFactor = materialProperties.floatProperties?.['_ShadeToony'] ?? 0.9;\n    shadingToonyFactor = THREE.MathUtils.lerp(shadingToonyFactor, 1.0, 0.5 + 0.5 * shadingShiftFactor);\n    shadingShiftFactor = -shadingShiftFactor - (1.0 - shadingToonyFactor);\n\n    const giIntensityFactor = materialProperties.floatProperties?.['_IndirectLightIntensity'];\n    const giEqualizationFactor = giIntensityFactor ? 1.0 - giIntensityFactor : undefined;\n\n    const matcapTextureIndex = materialProperties.textureProperties?.['_SphereAdd'];\n    const matcapFactor = matcapTextureIndex != null ? [1.0, 1.0, 1.0] : undefined;\n    const matcapTexture =\n      matcapTextureIndex != null\n        ? {\n            index: matcapTextureIndex,\n          }\n        : undefined;\n\n    const rimLightingMixFactor = materialProperties.floatProperties?.['_RimLightingMix'];\n    const rimMultiplyTextureIndex = materialProperties.textureProperties?.['_RimTexture'];\n    const rimMultiplyTexture =\n      rimMultiplyTextureIndex != null\n        ? {\n            index: rimMultiplyTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const parametricRimColorFactor = materialProperties.vectorProperties?.['_RimColor']?.map(gammaEOTF);\n    const parametricRimFresnelPowerFactor = materialProperties.floatProperties?.['_RimFresnelPower'];\n    const parametricRimLiftFactor = materialProperties.floatProperties?.['_RimLift'];\n\n    const outlineWidthMode = ['none', 'worldCoordinates', 'screenCoordinates'][\n      materialProperties.floatProperties?.['_OutlineWidthMode'] ?? 0\n    ] as V1MToonSchema.MaterialsMToonOutlineWidthMode;\n\n    // // v0 outlineWidthFactor is in centimeter\n    let outlineWidthFactor = materialProperties.floatProperties?.['_OutlineWidth'] ?? 0.0;\n    outlineWidthFactor = 0.01 * outlineWidthFactor;\n\n    const outlineWidthMultiplyTextureIndex = materialProperties.textureProperties?.['_OutlineWidthTexture'];\n    const outlineWidthMultiplyTexture =\n      outlineWidthMultiplyTextureIndex != null\n        ? {\n            index: outlineWidthMultiplyTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const outlineColorFactor = materialProperties.vectorProperties?.['_OutlineColor']?.map(gammaEOTF);\n    const outlineColorMode = materialProperties.floatProperties?.['_OutlineColorMode']; // enum, { Fixed, Mixed }\n    const outlineLightingMixFactor =\n      outlineColorMode === 1 ? materialProperties.floatProperties?.['_OutlineLightingMix'] : 0.0;\n\n    const uvAnimationMaskTextureIndex = materialProperties.textureProperties?.['_UvAnimMaskTexture'];\n    const uvAnimationMaskTexture =\n      uvAnimationMaskTextureIndex != null\n        ? {\n            index: uvAnimationMaskTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const uvAnimationScrollXSpeedFactor = materialProperties.floatProperties?.['_UvAnimScrollX'];\n\n    // uvAnimationScrollYSpeedFactor will be opposite between V0 and V1\n    let uvAnimationScrollYSpeedFactor = materialProperties.floatProperties?.['_UvAnimScrollY'];\n    if (uvAnimationScrollYSpeedFactor != null) {\n      uvAnimationScrollYSpeedFactor = -uvAnimationScrollYSpeedFactor;\n    }\n\n    const uvAnimationRotationSpeedFactor = materialProperties.floatProperties?.['_UvAnimRotation'];\n\n    const mtoonExtension: V1MToonSchema.VRMCMaterialsMToon = {\n      specVersion: '1.0',\n      transparentWithZWrite,\n      renderQueueOffsetNumber,\n      shadeColorFactor,\n      shadeMultiplyTexture,\n      shadingShiftFactor,\n      shadingToonyFactor,\n      giEqualizationFactor,\n      matcapFactor,\n      matcapTexture,\n      rimLightingMixFactor,\n      rimMultiplyTexture,\n      parametricRimColorFactor,\n      parametricRimFresnelPowerFactor,\n      parametricRimLiftFactor,\n      outlineWidthMode,\n      outlineWidthFactor,\n      outlineWidthMultiplyTexture,\n      outlineColorFactor,\n      outlineLightingMixFactor,\n      uvAnimationMaskTexture,\n      uvAnimationScrollXSpeedFactor,\n      uvAnimationScrollYSpeedFactor,\n      uvAnimationRotationSpeedFactor,\n    };\n\n    return {\n      ...schemaMaterial,\n\n      pbrMetallicRoughness: {\n        baseColorFactor,\n        baseColorTexture,\n      },\n      normalTexture,\n      emissiveTexture,\n      emissiveFactor,\n      alphaMode,\n      alphaCutoff,\n      doubleSided,\n      extensions: {\n        // eslint-disable-next-line @typescript-eslint/naming-convention\n        VRMC_materials_mtoon: mtoonExtension,\n      },\n    };\n  }\n\n  private _parseV0UnlitProperties(\n    materialProperties: V0Material,\n    schemaMaterial: GLTFSchema.IMaterial,\n  ): GLTFSchema.IMaterial {\n    const isTransparentZWrite = materialProperties.shader === 'VRM/UnlitTransparentZWrite';\n    const isTransparent = materialProperties.shader === 'VRM/UnlitTransparent' || isTransparentZWrite;\n\n    const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n\n    const isCutoff = materialProperties.shader === 'VRM/UnlitCutout';\n    const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n    const alphaCutoff = isCutoff ? materialProperties.floatProperties?.['_Cutoff'] : undefined;\n\n    const textureTransformExt = this._portTextureTransform(materialProperties);\n\n    const baseColorFactor = materialProperties.vectorProperties?.['_Color']?.map(gammaEOTF);\n    const baseColorTextureIndex = materialProperties.textureProperties?.['_MainTex'];\n    const baseColorTexture =\n      baseColorTextureIndex != null\n        ? {\n            index: baseColorTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    // use mtoon instead of unlit, since there might be VRM0.0 specific features that are not supported by gltf\n    const mtoonExtension: V1MToonSchema.VRMCMaterialsMToon = {\n      specVersion: '1.0',\n      transparentWithZWrite: isTransparentZWrite,\n      renderQueueOffsetNumber,\n      shadeColorFactor: baseColorFactor,\n      shadeMultiplyTexture: baseColorTexture,\n    };\n\n    return {\n      ...schemaMaterial,\n\n      pbrMetallicRoughness: {\n        baseColorFactor,\n        baseColorTexture,\n      },\n      alphaMode,\n      alphaCutoff,\n      extensions: {\n        // eslint-disable-next-line @typescript-eslint/naming-convention\n        VRMC_materials_mtoon: mtoonExtension,\n      },\n    };\n  }\n\n  /**\n   * Create a glTF `KHR_texture_transform` extension from v0 texture transform info.\n   */\n  private _portTextureTransform(materialProperties: V0Material): { [name: string]: any } {\n    const textureTransform = materialProperties.vectorProperties?.['_MainTex'];\n    if (textureTransform == null) {\n      return {};\n    }\n\n    const offset = [textureTransform?.[0] ?? 0.0, textureTransform?.[1] ?? 0.0];\n    const scale = [textureTransform?.[2] ?? 1.0, textureTransform?.[3] ?? 1.0];\n\n    offset[1] = 1.0 - scale[1] - offset[1];\n\n    return {\n      // eslint-disable-next-line @typescript-eslint/naming-convention\n      KHR_texture_transform: { offset, scale },\n    };\n  }\n\n  /**\n   * Convert v0 render order into v1 render order.\n   * This uses a map from v0 render queue to v1 compliant render queue offset which is generated in {@link _populateRenderQueueMap}.\n   */\n  private _v0ParseRenderQueue(materialProperties: V0Material): number {\n    const isTransparent = materialProperties.keywordMap?.['_ALPHABLEND_ON'] ?? false;\n    const enabledZWrite = materialProperties.floatProperties?.['_ZWrite'] === 1;\n\n    let offset = 0;\n\n    if (isTransparent) {\n      const v0Queue = materialProperties.renderQueue;\n\n      if (v0Queue != null) {\n        if (enabledZWrite) {\n          offset = this._renderQueueMapTransparentZWrite.get(v0Queue)!;\n        } else {\n          offset = this._renderQueueMapTransparent.get(v0Queue)!;\n        }\n      }\n    }\n\n    return offset;\n  }\n\n  /**\n   * Create a map which maps v0 render queue to v1 compliant render queue offset.\n   * This lists up all render queues the model use and creates a map to new render queue offsets in the same order.\n   */\n  private _populateRenderQueueMap(materialPropertiesList: V0Material[]) {\n    /**\n     * A set of used render queues in Transparent materials.\n     */\n    const renderQueuesTransparent = new Set<number>();\n\n    /**\n     * A set of used render queues in TransparentZWrite materials.\n     */\n    const renderQueuesTransparentZWrite = new Set<number>();\n\n    // populate the render queue set\n    materialPropertiesList.forEach((materialProperties) => {\n      const isTransparent = materialProperties.keywordMap?.['_ALPHABLEND_ON'] ?? false;\n      const enabledZWrite = materialProperties.floatProperties?.['_ZWrite'] === 1;\n\n      if (isTransparent) {\n        const v0Queue = materialProperties.renderQueue;\n\n        if (v0Queue != null) {\n          if (enabledZWrite) {\n            renderQueuesTransparentZWrite.add(v0Queue);\n          } else {\n            renderQueuesTransparent.add(v0Queue);\n          }\n        }\n      }\n    });\n\n    // show a warning if the model uses v1 incompatible number of render queues\n    if (renderQueuesTransparent.size > 10) {\n      console.warn(\n        `VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparent.size} render queues for Transparent materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`,\n      );\n    }\n\n    if (renderQueuesTransparentZWrite.size > 10) {\n      console.warn(\n        `VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparentZWrite.size} render queues for TransparentZWrite materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`,\n      );\n    }\n\n    // create a map from v0 render queue to v1 render queue offset\n    Array.from(renderQueuesTransparent)\n      .sort()\n      .forEach((queue, i) => {\n        const newQueueOffset = Math.min(Math.max(i - renderQueuesTransparent.size + 1, -9), 0);\n        this._renderQueueMapTransparent.set(queue, newQueueOffset);\n      });\n\n    Array.from(renderQueuesTransparentZWrite)\n      .sort()\n      .forEach((queue, i) => {\n        const newQueueOffset = Math.min(Math.max(i, 0), 9);\n        this._renderQueueMapTransparentZWrite.set(queue, newQueueOffset);\n      });\n  }\n}\n"],"names":[],"mappings":";;;;;;;;;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;AC9TM,SAAU,SAAS,CAAC,CAAS,EAAA;IACjC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;AAC1B;;MCKa,0BAA0B,CAAA;AAarC,IAAA,IAAW,IAAI,GAAA;AACb,QAAA,OAAO,4BAA4B,CAAC;KACrC;AAED,IAAA,WAAA,CAAmB,MAAkB,EAAA;;AACnC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,IAAI,CAAC,0BAA0B,GAAG,IAAI,GAAG,EAAE,CAAC;AAC5C,QAAA,IAAI,CAAC,gCAAgC,GAAG,IAAI,GAAG,EAAE,CAAC;;;AAIlD,QAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;QAElD,IAAI,CAAC,cAAc,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,EAAE,CAAC;QAChD,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC,EAAE;AAC/D,YAAA,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;AACnD,SAAA;KACF;IAEY,UAAU,GAAA;;;AACrB,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;YAGlD,MAAM,cAAc,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,KAAK,CAAsB,CAAC;YACrE,MAAM,oBAAoB,GAAG,cAAc,KAAA,IAAA,IAAd,cAAc,KAAd,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,cAAc,CAAE,kBAAkB,CAAC;YAChE,IAAI,CAAC,oBAAoB,EAAE;gBACzB,OAAO;AACR,aAAA;;AAGD,YAAA,IAAI,CAAC,uBAAuB,CAAC,oBAAoB,CAAC,CAAC;;YAGnD,oBAAoB,CAAC,OAAO,CAAC,CAAC,kBAAkB,EAAE,aAAa,KAAI;;gBACjE,MAAM,WAAW,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,aAAa,CAAC,CAAC;gBAEpD,IAAI,WAAW,IAAI,IAAI,EAAE;AACvB,oBAAA,OAAO,CAAC,IAAI,CACV,wDAAwD,aAAa,CAAA,wCAAA,CAA0C,CAChH,CAAC;oBACF,OAAO;AACR,iBAAA;AAED,gBAAA,IAAI,kBAAkB,CAAC,MAAM,KAAK,WAAW,EAAE;oBAC7C,MAAM,QAAQ,GAAG,IAAI,CAAC,uBAAuB,CAAC,kBAAkB,EAAE,WAAW,CAAC,CAAC;AAC/E,oBAAA,IAAI,CAAC,SAAU,CAAC,aAAa,CAAC,GAAG,QAAQ,CAAC;AAC3C,iBAAA;qBAAM,IAAI,CAAA,EAAA,GAAA,kBAAkB,CAAC,MAAM,0CAAE,UAAU,CAAC,WAAW,CAAC,EAAE;oBAC7D,MAAM,QAAQ,GAAG,IAAI,CAAC,uBAAuB,CAAC,kBAAkB,EAAE,WAAW,CAAC,CAAC;AAC/E,oBAAA,IAAI,CAAC,SAAU,CAAC,aAAa,CAAC,GAAG,QAAQ,CAAC;AAC3C,iBAAA;AAAM,qBAAA,IAAI,kBAAkB,CAAC,MAAM,KAAK,oBAAoB,EAAE,CAE9D;AAAM,qBAAA;oBACL,OAAO,CAAC,IAAI,CAAC,CAAA,4CAAA,EAA+C,kBAAkB,CAAC,MAAM,CAAE,CAAA,CAAC,CAAC;AAC1F,iBAAA;AACH,aAAC,CAAC,CAAC;;AACJ,KAAA;IAEO,uBAAuB,CAC7B,kBAA8B,EAC9B,cAAoC,EAAA;;AAEpC,QAAA,MAAM,aAAa,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,gBAAgB,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;AACjF,QAAA,MAAM,aAAa,GAAG,CAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,MAAK,CAAC,CAAC;AAC5E,QAAA,MAAM,qBAAqB,GAAG,aAAa,IAAI,aAAa,CAAC;QAE7D,MAAM,uBAAuB,GAAG,IAAI,CAAC,mBAAmB,CAAC,kBAAkB,CAAC,CAAC;AAE7E,QAAA,MAAM,QAAQ,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,eAAe,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;AAC3E,QAAA,MAAM,SAAS,GAAG,aAAa,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,GAAG,QAAQ,CAAC;AACzE,QAAA,MAAM,WAAW,GAAG,QAAQ,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,0CAAG,SAAS,CAAC,GAAG,SAAS,CAAC;AAE3F,QAAA,MAAM,QAAQ,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,WAAW,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,CAAC;AACxE,QAAA,MAAM,WAAW,GAAG,QAAQ,KAAK,CAAC,CAAC;QAEnC,MAAM,mBAAmB,GAAG,IAAI,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,CAAC;AAE3E,QAAA,MAAM,eAAe,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,QAAQ,CAAC,0CAAE,GAAG,CAC1E,CAAC,CAAS,EAAE,CAAS,MAAM,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC,CACvD,CAAC;QACF,MAAM,qBAAqB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAC,CAAC;AACjF,QAAA,MAAM,gBAAgB,GACpB,qBAAqB,IAAI,IAAI;AAC3B,cAAE;AACE,gBAAA,KAAK,EAAE,qBAAqB;gBAC5B,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;QAEhB,MAAM,kBAAkB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,YAAY,CAAC,CAAC;QAC9E,MAAM,kBAAkB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAC,CAAC;AAC9E,QAAA,MAAM,aAAa,GACjB,kBAAkB,IAAI,IAAI;AACxB,cAAE;AACE,gBAAA,KAAK,EAAE,kBAAkB;AACzB,gBAAA,KAAK,EAAE,kBAAkB;gBACzB,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;AAEhB,QAAA,MAAM,cAAc,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,gBAAgB,CAAC,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CAAC,SAAS,CAAC,CAAC;QAC/F,MAAM,oBAAoB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,cAAc,CAAC,CAAC;AACpF,QAAA,MAAM,eAAe,GACnB,oBAAoB,IAAI,IAAI;AAC1B,cAAE;AACE,gBAAA,KAAK,EAAE,oBAAoB;gBAC3B,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;AAEhB,QAAA,MAAM,gBAAgB,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,aAAa,CAAC,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CAAC,SAAS,CAAC,CAAC;QAC9F,MAAM,yBAAyB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,eAAe,CAAC,CAAC;AAC1F,QAAA,MAAM,oBAAoB,GACxB,yBAAyB,IAAI,IAAI;AAC/B,cAAE;AACE,gBAAA,KAAK,EAAE,yBAAyB;gBAChC,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;;AAGhB,QAAA,IAAI,kBAAkB,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,aAAa,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CAAC;AACpF,QAAA,IAAI,kBAAkB,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,aAAa,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CAAC;AACpF,QAAA,kBAAkB,GAAG,KAAK,CAAC,SAAS,CAAC,IAAI,CAAC,kBAAkB,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,kBAAkB,CAAC,CAAC;QACnG,kBAAkB,GAAG,CAAC,kBAAkB,IAAI,GAAG,GAAG,kBAAkB,CAAC,CAAC;QAEtE,MAAM,iBAAiB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,yBAAyB,CAAC,CAAC;AAC1F,QAAA,MAAM,oBAAoB,GAAG,iBAAiB,GAAG,GAAG,GAAG,iBAAiB,GAAG,SAAS,CAAC;QAErF,MAAM,kBAAkB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,YAAY,CAAC,CAAC;AAChF,QAAA,MAAM,YAAY,GAAG,kBAAkB,IAAI,IAAI,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,SAAS,CAAC;AAC9E,QAAA,MAAM,aAAa,GACjB,kBAAkB,IAAI,IAAI;AACxB,cAAE;AACE,gBAAA,KAAK,EAAE,kBAAkB;AAC1B,aAAA;cACD,SAAS,CAAC;QAEhB,MAAM,oBAAoB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,iBAAiB,CAAC,CAAC;QACrF,MAAM,uBAAuB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,aAAa,CAAC,CAAC;AACtF,QAAA,MAAM,kBAAkB,GACtB,uBAAuB,IAAI,IAAI;AAC7B,cAAE;AACE,gBAAA,KAAK,EAAE,uBAAuB;gBAC9B,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;AAEhB,QAAA,MAAM,wBAAwB,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,WAAW,CAAC,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CAAC,SAAS,CAAC,CAAC;QACpG,MAAM,+BAA+B,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,kBAAkB,CAAC,CAAC;QACjG,MAAM,uBAAuB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAC,CAAC;QAEjF,MAAM,gBAAgB,GAAG,CAAC,MAAM,EAAE,kBAAkB,EAAE,mBAAmB,CAAC,CACxE,MAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,mBAAmB,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,CACf,CAAC;;AAGlD,QAAA,IAAI,kBAAkB,GAAG,CAAA,GAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,eAAe,CAAC,MAAI,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,GAAA,GAAA,GAAG,CAAC;AACtF,QAAA,kBAAkB,GAAG,IAAI,GAAG,kBAAkB,CAAC;QAE/C,MAAM,gCAAgC,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAG,sBAAsB,CAAC,CAAC;AACxG,QAAA,MAAM,2BAA2B,GAC/B,gCAAgC,IAAI,IAAI;AACtC,cAAE;AACE,gBAAA,KAAK,EAAE,gCAAgC;gBACvC,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;AAEhB,QAAA,MAAM,kBAAkB,GAAG,CAAA,GAAA,GAAA,CAAA,GAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAG,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAA,eAAe,CAAC,MAAE,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAA,GAAG,CAAC,SAAS,CAAC,CAAC;QAClG,MAAM,gBAAgB,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAG,mBAAmB,CAAC,CAAC;AACnF,QAAA,MAAM,wBAAwB,GAC5B,gBAAgB,KAAK,CAAC,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,eAAe,4CAAG,qBAAqB,CAAC,GAAG,GAAG,CAAC;QAE7F,MAAM,2BAA2B,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAG,oBAAoB,CAAC,CAAC;AACjG,QAAA,MAAM,sBAAsB,GAC1B,2BAA2B,IAAI,IAAI;AACjC,cAAE;AACE,gBAAA,KAAK,EAAE,2BAA2B;gBAClC,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;QAEhB,MAAM,6BAA6B,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAG,gBAAgB,CAAC,CAAC;;QAG7F,IAAI,6BAA6B,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAG,gBAAgB,CAAC,CAAC;QAC3F,IAAI,6BAA6B,IAAI,IAAI,EAAE;YACzC,6BAA6B,GAAG,CAAC,6BAA6B,CAAC;AAChE,SAAA;QAED,MAAM,8BAA8B,GAAG,CAAA,GAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,GAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,GAAA,CAAG,iBAAiB,CAAC,CAAC;AAE/F,QAAA,MAAM,cAAc,GAAqC;AACvD,YAAA,WAAW,EAAE,KAAK;YAClB,qBAAqB;YACrB,uBAAuB;YACvB,gBAAgB;YAChB,oBAAoB;YACpB,kBAAkB;YAClB,kBAAkB;YAClB,oBAAoB;YACpB,YAAY;YACZ,aAAa;YACb,oBAAoB;YACpB,kBAAkB;YAClB,wBAAwB;YACxB,+BAA+B;YAC/B,uBAAuB;YACvB,gBAAgB;YAChB,kBAAkB;YAClB,2BAA2B;YAC3B,kBAAkB;YAClB,wBAAwB;YACxB,sBAAsB;YACtB,6BAA6B;YAC7B,6BAA6B;YAC7B,8BAA8B;SAC/B,CAAC;QAEF,OACK,MAAA,CAAA,MAAA,CAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EAAA,cAAc,CAEjB,EAAA,EAAA,oBAAoB,EAAE;gBACpB,eAAe;gBACf,gBAAgB;AACjB,aAAA,EACD,aAAa;YACb,eAAe;YACf,cAAc;YACd,SAAS;YACT,WAAW;YACX,WAAW,EACX,UAAU,EAAE;;AAEV,gBAAA,oBAAoB,EAAE,cAAc;aACrC,EACD,CAAA,CAAA;KACH;IAEO,uBAAuB,CAC7B,kBAA8B,EAC9B,cAAoC,EAAA;;AAEpC,QAAA,MAAM,mBAAmB,GAAG,kBAAkB,CAAC,MAAM,KAAK,4BAA4B,CAAC;QACvF,MAAM,aAAa,GAAG,kBAAkB,CAAC,MAAM,KAAK,sBAAsB,IAAI,mBAAmB,CAAC;QAElG,MAAM,uBAAuB,GAAG,IAAI,CAAC,mBAAmB,CAAC,kBAAkB,CAAC,CAAC;AAE7E,QAAA,MAAM,QAAQ,GAAG,kBAAkB,CAAC,MAAM,KAAK,iBAAiB,CAAC;AACjE,QAAA,MAAM,SAAS,GAAG,aAAa,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,GAAG,QAAQ,CAAC;AACzE,QAAA,MAAM,WAAW,GAAG,QAAQ,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,0CAAG,SAAS,CAAC,GAAG,SAAS,CAAC;QAE3F,MAAM,mBAAmB,GAAG,IAAI,CAAC,qBAAqB,CAAC,kBAAkB,CAAC,CAAC;AAE3E,QAAA,MAAM,eAAe,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,QAAQ,CAAC,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CAAC,SAAS,CAAC,CAAC;QACxF,MAAM,qBAAqB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,iBAAiB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAC,CAAC;AACjF,QAAA,MAAM,gBAAgB,GACpB,qBAAqB,IAAI,IAAI;AAC3B,cAAE;AACE,gBAAA,KAAK,EAAE,qBAAqB;gBAC5B,UAAU,EAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EACL,mBAAmB,CACvB;AACF,aAAA;cACD,SAAS,CAAC;;AAGhB,QAAA,MAAM,cAAc,GAAqC;AACvD,YAAA,WAAW,EAAE,KAAK;AAClB,YAAA,qBAAqB,EAAE,mBAAmB;YAC1C,uBAAuB;AACvB,YAAA,gBAAgB,EAAE,eAAe;AACjC,YAAA,oBAAoB,EAAE,gBAAgB;SACvC,CAAC;QAEF,OACK,MAAA,CAAA,MAAA,CAAA,MAAA,CAAA,MAAA,CAAA,EAAA,EAAA,cAAc,CAEjB,EAAA,EAAA,oBAAoB,EAAE;gBACpB,eAAe;gBACf,gBAAgB;AACjB,aAAA,EACD,SAAS;YACT,WAAW,EACX,UAAU,EAAE;;AAEV,gBAAA,oBAAoB,EAAE,cAAc;aACrC,EACD,CAAA,CAAA;KACH;AAED;;AAEG;AACK,IAAA,qBAAqB,CAAC,kBAA8B,EAAA;;QAC1D,MAAM,gBAAgB,GAAG,CAAA,EAAA,GAAA,kBAAkB,CAAC,gBAAgB,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,UAAU,CAAC,CAAC;QAC3E,IAAI,gBAAgB,IAAI,IAAI,EAAE;AAC5B,YAAA,OAAO,EAAE,CAAC;AACX,SAAA;QAED,MAAM,MAAM,GAAG,CAAC,CAAA,EAAA,GAAA,gBAAgB,KAAhB,IAAA,IAAA,gBAAgB,KAAhB,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,gBAAgB,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,EAAE,CAAA,EAAA,GAAA,gBAAgB,KAAhB,IAAA,IAAA,gBAAgB,KAAhB,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,gBAAgB,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,CAAC,CAAC;QAC5E,MAAM,KAAK,GAAG,CAAC,CAAA,EAAA,GAAA,gBAAgB,KAAhB,IAAA,IAAA,gBAAgB,KAAhB,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,gBAAgB,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,EAAE,CAAA,EAAA,GAAA,gBAAgB,KAAhB,IAAA,IAAA,gBAAgB,KAAhB,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,gBAAgB,CAAG,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,CAAC,CAAC;AAE3E,QAAA,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;QAEvC,OAAO;;AAEL,YAAA,qBAAqB,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE;SACzC,CAAC;KACH;AAED;;;AAGG;AACK,IAAA,mBAAmB,CAAC,kBAA8B,EAAA;;AACxD,QAAA,MAAM,aAAa,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,gBAAgB,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;AACjF,QAAA,MAAM,aAAa,GAAG,CAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,MAAK,CAAC,CAAC;QAE5E,IAAI,MAAM,GAAG,CAAC,CAAC;AAEf,QAAA,IAAI,aAAa,EAAE;AACjB,YAAA,MAAM,OAAO,GAAG,kBAAkB,CAAC,WAAW,CAAC;YAE/C,IAAI,OAAO,IAAI,IAAI,EAAE;AACnB,gBAAA,IAAI,aAAa,EAAE;oBACjB,MAAM,GAAG,IAAI,CAAC,gCAAgC,CAAC,GAAG,CAAC,OAAO,CAAE,CAAC;AAC9D,iBAAA;AAAM,qBAAA;oBACL,MAAM,GAAG,IAAI,CAAC,0BAA0B,CAAC,GAAG,CAAC,OAAO,CAAE,CAAC;AACxD,iBAAA;AACF,aAAA;AACF,SAAA;AAED,QAAA,OAAO,MAAM,CAAC;KACf;AAED;;;AAGG;AACK,IAAA,uBAAuB,CAAC,sBAAoC,EAAA;AAClE;;AAEG;AACH,QAAA,MAAM,uBAAuB,GAAG,IAAI,GAAG,EAAU,CAAC;AAElD;;AAEG;AACH,QAAA,MAAM,6BAA6B,GAAG,IAAI,GAAG,EAAU,CAAC;;AAGxD,QAAA,sBAAsB,CAAC,OAAO,CAAC,CAAC,kBAAkB,KAAI;;AACpD,YAAA,MAAM,aAAa,GAAG,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,gBAAgB,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,KAAK,CAAC;AACjF,YAAA,MAAM,aAAa,GAAG,CAAA,CAAA,EAAA,GAAA,kBAAkB,CAAC,eAAe,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,SAAS,CAAC,MAAK,CAAC,CAAC;AAE5E,YAAA,IAAI,aAAa,EAAE;AACjB,gBAAA,MAAM,OAAO,GAAG,kBAAkB,CAAC,WAAW,CAAC;gBAE/C,IAAI,OAAO,IAAI,IAAI,EAAE;AACnB,oBAAA,IAAI,aAAa,EAAE;AACjB,wBAAA,6BAA6B,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;AAC5C,qBAAA;AAAM,yBAAA;AACL,wBAAA,uBAAuB,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;AACtC,qBAAA;AACF,iBAAA;AACF,aAAA;AACH,SAAC,CAAC,CAAC;;AAGH,QAAA,IAAI,uBAAuB,CAAC,IAAI,GAAG,EAAE,EAAE;YACrC,OAAO,CAAC,IAAI,CACV,CAAA,0CAAA,EAA6C,uBAAuB,CAAC,IAAI,CAAyI,uIAAA,CAAA,CACnN,CAAC;AACH,SAAA;AAED,QAAA,IAAI,6BAA6B,CAAC,IAAI,GAAG,EAAE,EAAE;YAC3C,OAAO,CAAC,IAAI,CACV,CAAA,0CAAA,EAA6C,6BAA6B,CAAC,IAAI,CAA+I,6IAAA,CAAA,CAC/N,CAAC;AACH,SAAA;;AAGD,QAAA,KAAK,CAAC,IAAI,CAAC,uBAAuB,CAAC;AAChC,aAAA,IAAI,EAAE;AACN,aAAA,OAAO,CAAC,CAAC,KAAK,EAAE,CAAC,KAAI;YACpB,MAAM,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,uBAAuB,CAAC,IAAI,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACvF,IAAI,CAAC,0BAA0B,CAAC,GAAG,CAAC,KAAK,EAAE,cAAc,CAAC,CAAC;AAC7D,SAAC,CAAC,CAAC;AAEL,QAAA,KAAK,CAAC,IAAI,CAAC,6BAA6B,CAAC;AACtC,aAAA,IAAI,EAAE;AACN,aAAA,OAAO,CAAC,CAAC,KAAK,EAAE,CAAC,KAAI;AACpB,YAAA,MAAM,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACnD,IAAI,CAAC,gCAAgC,CAAC,GAAG,CAAC,KAAK,EAAE,cAAc,CAAC,CAAC;AACnE,SAAC,CAAC,CAAC;KACN;AACF;;;;"}\n","/*!\n * @pixiv/three-vrm-node-constraint v2.1.1\n * Node constraint module for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-node-constraint is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\nimport * as THREE from 'three';\n\nconst _v3A$3 = new THREE.Vector3();\nclass VRMNodeConstraintHelper extends THREE.Group {\n    constructor(constraint) {\n        super();\n        this._attrPosition = new THREE.BufferAttribute(new Float32Array([0, 0, 0, 0, 0, 0]), 3);\n        this._attrPosition.setUsage(THREE.DynamicDrawUsage);\n        const geometry = new THREE.BufferGeometry();\n        geometry.setAttribute('position', this._attrPosition);\n        const material = new THREE.LineBasicMaterial({\n            color: 0xff00ff,\n            depthTest: false,\n            depthWrite: false,\n        });\n        this._line = new THREE.Line(geometry, material);\n        this.add(this._line);\n        this.constraint = constraint;\n    }\n    updateMatrixWorld(force) {\n        _v3A$3.setFromMatrixPosition(this.constraint.destination.matrixWorld);\n        this._attrPosition.setXYZ(0, _v3A$3.x, _v3A$3.y, _v3A$3.z);\n        if (this.constraint.source) {\n            _v3A$3.setFromMatrixPosition(this.constraint.source.matrixWorld);\n        }\n        this._attrPosition.setXYZ(1, _v3A$3.x, _v3A$3.y, _v3A$3.z);\n        this._attrPosition.needsUpdate = true;\n        super.updateMatrixWorld(force);\n    }\n}\n\nfunction decomposePosition(matrix, target) {\n    return target.set(matrix.elements[12], matrix.elements[13], matrix.elements[14]);\n}\n\nconst _v3A$2 = new THREE.Vector3();\nconst _v3B$1 = new THREE.Vector3();\nfunction decomposeRotation(matrix, target) {\n    matrix.decompose(_v3A$2, target, _v3B$1);\n    return target;\n}\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nfunction quatInvertCompat(target) {\n    if (target.invert) {\n        target.invert();\n    }\n    else {\n        target.inverse();\n    }\n    return target;\n}\n\n/**\n * A base class of VRM constraint classes.\n */\nclass VRMNodeConstraint {\n    /**\n     * @param destination The destination object\n     * @param source The source object\n     */\n    constructor(destination, source) {\n        this.destination = destination;\n        this.source = source;\n        this.weight = 1.0;\n    }\n}\n\nconst _v3A$1 = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA$2 = new THREE.Quaternion();\nconst _quatB$2 = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\n/**\n * A constraint that makes it look at a source object.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nclass VRMAimConstraint extends VRMNodeConstraint {\n    /**\n     * The aim axis of the constraint.\n     */\n    get aimAxis() {\n        return this._aimAxis;\n    }\n    /**\n     * The aim axis of the constraint.\n     */\n    set aimAxis(aimAxis) {\n        this._aimAxis = aimAxis;\n        this._v3AimAxis.set(aimAxis === 'PositiveX' ? 1.0 : aimAxis === 'NegativeX' ? -1.0 : 0.0, aimAxis === 'PositiveY' ? 1.0 : aimAxis === 'NegativeY' ? -1.0 : 0.0, aimAxis === 'PositiveZ' ? 1.0 : aimAxis === 'NegativeZ' ? -1.0 : 0.0);\n    }\n    get dependencies() {\n        const set = new Set([this.source]);\n        if (this.destination.parent) {\n            set.add(this.destination.parent);\n        }\n        return set;\n    }\n    constructor(destination, source) {\n        super(destination, source);\n        this._aimAxis = 'PositiveX';\n        this._v3AimAxis = new THREE.Vector3(1, 0, 0);\n        this._dstRestQuat = new THREE.Quaternion();\n    }\n    setInitState() {\n        this._dstRestQuat.copy(this.destination.quaternion);\n    }\n    update() {\n        // update world matrix of destination and source manually\n        this.destination.updateWorldMatrix(true, false);\n        this.source.updateWorldMatrix(true, false);\n        // get world quaternion of the parent of the destination\n        const dstParentWorldQuat = _quatA$2.identity();\n        const invDstParentWorldQuat = _quatB$2.identity();\n        if (this.destination.parent) {\n            decomposeRotation(this.destination.parent.matrixWorld, dstParentWorldQuat);\n            quatInvertCompat(invDstParentWorldQuat.copy(dstParentWorldQuat));\n        }\n        // calculate from-to vectors in world coord\n        const a0 = _v3A$1.copy(this._v3AimAxis).applyQuaternion(this._dstRestQuat).applyQuaternion(dstParentWorldQuat);\n        const a1 = decomposePosition(this.source.matrixWorld, _v3B)\n            .sub(decomposePosition(this.destination.matrixWorld, _v3C))\n            .normalize();\n        // create a from-to quaternion, convert to destination local coord, then multiply rest quaternion\n        const targetQuat = _quatC\n            .setFromUnitVectors(a0, a1)\n            .premultiply(invDstParentWorldQuat)\n            .multiply(dstParentWorldQuat)\n            .multiply(this._dstRestQuat);\n        // blend with the rest quaternion using weight\n        this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n    }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\n/**\n * Traverse ancestors of given object and call given callback from root side.\n * It will include the given object itself.\n *\n * @param object The object you want to traverse\n * @param callback The call back function that will be called for each ancestors\n */\nfunction traverseAncestorsFromRoot(object, callback) {\n    const ancestors = [object];\n    let head = object.parent;\n    while (head !== null) {\n        ancestors.unshift(head);\n        head = head.parent;\n    }\n    ancestors.forEach((ancestor) => {\n        callback(ancestor);\n    });\n}\n\nclass VRMNodeConstraintManager {\n    constructor() {\n        this._constraints = new Set();\n        this._objectConstraintsMap = new Map();\n    }\n    get constraints() {\n        return this._constraints;\n    }\n    addConstraint(constraint) {\n        this._constraints.add(constraint);\n        let objectSet = this._objectConstraintsMap.get(constraint.destination);\n        if (objectSet == null) {\n            objectSet = new Set();\n            this._objectConstraintsMap.set(constraint.destination, objectSet);\n        }\n        objectSet.add(constraint);\n    }\n    deleteConstraint(constraint) {\n        this._constraints.delete(constraint);\n        const objectSet = this._objectConstraintsMap.get(constraint.destination);\n        objectSet.delete(constraint);\n    }\n    setInitState() {\n        const constraintsTried = new Set();\n        const constraintsDone = new Set();\n        for (const constraint of this._constraints) {\n            this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.setInitState());\n        }\n    }\n    update() {\n        const constraintsTried = new Set();\n        const constraintsDone = new Set();\n        for (const constraint of this._constraints) {\n            this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.update());\n        }\n    }\n    /**\n     * Update a constraint.\n     * If there are other constraints that are dependant, it will try to update them recursively.\n     * It might throw an error if there are circular dependencies.\n     *\n     * Intended to be used in {@link update} and {@link _processConstraint} itself recursively.\n     *\n     * @param constraint A constraint you want to update\n     * @param constraintsTried Set of constraints that are already tried to be updated\n     * @param constraintsDone Set of constraints that are already up to date\n     */\n    _processConstraint(constraint, constraintsTried, constraintsDone, callback) {\n        if (constraintsDone.has(constraint)) {\n            return;\n        }\n        if (constraintsTried.has(constraint)) {\n            throw new Error('VRMNodeConstraintManager: Circular dependency detected while updating constraints');\n        }\n        constraintsTried.add(constraint);\n        const depObjects = constraint.dependencies;\n        for (const depObject of depObjects) {\n            traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n                const objectSet = this._objectConstraintsMap.get(depObjectAncestor);\n                if (objectSet) {\n                    for (const depConstraint of objectSet) {\n                        this._processConstraint(depConstraint, constraintsTried, constraintsDone, callback);\n                    }\n                }\n            });\n        }\n        callback(constraint);\n        constraintsDone.add(constraint);\n    }\n}\n\nconst _quatA$1 = new THREE.Quaternion();\nconst _quatB$1 = new THREE.Quaternion();\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nclass VRMRotationConstraint extends VRMNodeConstraint {\n    get dependencies() {\n        return new Set([this.source]);\n    }\n    constructor(destination, source) {\n        super(destination, source);\n        this._dstRestQuat = new THREE.Quaternion();\n        this._invSrcRestQuat = new THREE.Quaternion();\n    }\n    setInitState() {\n        this._dstRestQuat.copy(this.destination.quaternion);\n        quatInvertCompat(this._invSrcRestQuat.copy(this.source.quaternion));\n    }\n    update() {\n        // calculate the delta rotation from the rest about the source\n        const srcDeltaQuat = _quatA$1.copy(this._invSrcRestQuat).multiply(this.source.quaternion);\n        // multiply the delta to the rest of the destination\n        const targetQuat = _quatB$1.copy(this._dstRestQuat).multiply(srcDeltaQuat);\n        // blend with the rest quaternion using weight\n        this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n    }\n}\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nclass VRMRollConstraint extends VRMNodeConstraint {\n    /**\n     * The roll axis of the constraint.\n     */\n    get rollAxis() {\n        return this._rollAxis;\n    }\n    /**\n     * The roll axis of the constraint.\n     */\n    set rollAxis(rollAxis) {\n        this._rollAxis = rollAxis;\n        this._v3RollAxis.set(rollAxis === 'X' ? 1.0 : 0.0, rollAxis === 'Y' ? 1.0 : 0.0, rollAxis === 'Z' ? 1.0 : 0.0);\n    }\n    get dependencies() {\n        return new Set([this.source]);\n    }\n    constructor(destination, source) {\n        super(destination, source);\n        this._rollAxis = 'X';\n        this._v3RollAxis = new THREE.Vector3(1, 0, 0);\n        this._dstRestQuat = new THREE.Quaternion();\n        this._invDstRestQuat = new THREE.Quaternion();\n        this._invSrcRestQuatMulDstRestQuat = new THREE.Quaternion();\n    }\n    setInitState() {\n        this._dstRestQuat.copy(this.destination.quaternion);\n        quatInvertCompat(this._invDstRestQuat.copy(this._dstRestQuat));\n        quatInvertCompat(this._invSrcRestQuatMulDstRestQuat.copy(this.source.quaternion)).multiply(this._dstRestQuat);\n    }\n    update() {\n        // calculate the delta rotation from the rest about the source, then convert to the destination local coord\n        /**\n         * What the quatDelta is intended to be:\n         *\n         * ```ts\n         * const quatSrcDelta = _quatA\n         *   .copy( this._invSrcRestQuat )\n         *   .multiply( this.source.quaternion );\n         * const quatSrcDeltaInParent = _quatB\n         *   .copy( this._srcRestQuat )\n         *   .multiply( quatSrcDelta )\n         *   .multiply( this._invSrcRestQuat );\n         * const quatSrcDeltaInDst = _quatA\n         *   .copy( this._invDstRestQuat )\n         *   .multiply( quatSrcDeltaInParent )\n         *   .multiply( this._dstRestQuat );\n         * ```\n         */\n        const quatDelta = _quatA\n            .copy(this._invDstRestQuat)\n            .multiply(this.source.quaternion)\n            .multiply(this._invSrcRestQuatMulDstRestQuat);\n        // create a from-to quaternion\n        const n1 = _v3A.copy(this._v3RollAxis).applyQuaternion(quatDelta);\n        /**\n         * What the quatFromTo is intended to be:\n         *\n         * ```ts\n         * const quatFromTo = _quatB.setFromUnitVectors( this._v3RollAxis, n1 ).inverse();\n         * ```\n         */\n        const quatFromTo = _quatB.setFromUnitVectors(n1, this._v3RollAxis);\n        // quatFromTo * quatDelta == roll extracted from quatDelta\n        const targetQuat = quatFromTo.premultiply(this._dstRestQuat).multiply(quatDelta);\n        // blend with the rest quaternion using weight\n        this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n    }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\nclass VRMNodeConstraintLoaderPlugin {\n    get name() {\n        return VRMNodeConstraintLoaderPlugin.EXTENSION_NAME;\n    }\n    constructor(parser, options) {\n        this.parser = parser;\n        this.helperRoot = options === null || options === void 0 ? void 0 : options.helperRoot;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmNodeConstraintManager = yield this._import(gltf);\n        });\n    }\n    /**\n     * Import constraints from a GLTF and returns a {@link VRMNodeConstraintManager}.\n     * It might return `null` instead when it does not need to be created or something go wrong.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     */\n    _import(gltf) {\n        var _a;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = this.parser.json;\n            // early abort if it doesn't use constraints\n            const isConstraintsUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf(VRMNodeConstraintLoaderPlugin.EXTENSION_NAME)) !== -1;\n            if (!isConstraintsUsed) {\n                return null;\n            }\n            const manager = new VRMNodeConstraintManager();\n            const threeNodes = yield this.parser.getDependencies('node');\n            // import constraints for each nodes\n            threeNodes.forEach((node, nodeIndex) => {\n                var _a;\n                const schemaNode = json.nodes[nodeIndex];\n                // check if the extension uses the extension\n                const extension = (_a = schemaNode === null || schemaNode === void 0 ? void 0 : schemaNode.extensions) === null || _a === void 0 ? void 0 : _a[VRMNodeConstraintLoaderPlugin.EXTENSION_NAME];\n                if (extension == null) {\n                    return;\n                }\n                const specVersion = extension.specVersion;\n                if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n                    console.warn(`VRMNodeConstraintLoaderPlugin: Unknown ${VRMNodeConstraintLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`);\n                    return;\n                }\n                const constraintDef = extension.constraint;\n                // import constraints\n                if (constraintDef.roll != null) {\n                    const constraint = this._importRollConstraint(node, threeNodes, constraintDef.roll);\n                    manager.addConstraint(constraint);\n                }\n                else if (constraintDef.aim != null) {\n                    const constraint = this._importAimConstraint(node, threeNodes, constraintDef.aim);\n                    manager.addConstraint(constraint);\n                }\n                else if (constraintDef.rotation != null) {\n                    const constraint = this._importRotationConstraint(node, threeNodes, constraintDef.rotation);\n                    manager.addConstraint(constraint);\n                }\n            });\n            // init constraints\n            gltf.scene.updateMatrixWorld();\n            manager.setInitState();\n            return manager;\n        });\n    }\n    _importRollConstraint(destination, nodes, rollConstraintDef) {\n        const { source: sourceIndex, rollAxis, weight } = rollConstraintDef;\n        const source = nodes[sourceIndex];\n        const constraint = new VRMRollConstraint(destination, source);\n        if (rollAxis != null) {\n            constraint.rollAxis = rollAxis;\n        }\n        if (weight != null) {\n            constraint.weight = weight;\n        }\n        if (this.helperRoot) {\n            const helper = new VRMNodeConstraintHelper(constraint);\n            this.helperRoot.add(helper);\n        }\n        return constraint;\n    }\n    _importAimConstraint(destination, nodes, aimConstraintDef) {\n        const { source: sourceIndex, aimAxis, weight } = aimConstraintDef;\n        const source = nodes[sourceIndex];\n        const constraint = new VRMAimConstraint(destination, source);\n        if (aimAxis != null) {\n            constraint.aimAxis = aimAxis;\n        }\n        if (weight != null) {\n            constraint.weight = weight;\n        }\n        if (this.helperRoot) {\n            const helper = new VRMNodeConstraintHelper(constraint);\n            this.helperRoot.add(helper);\n        }\n        return constraint;\n    }\n    _importRotationConstraint(destination, nodes, rotationConstraintDef) {\n        const { source: sourceIndex, weight } = rotationConstraintDef;\n        const source = nodes[sourceIndex];\n        const constraint = new VRMRotationConstraint(destination, source);\n        if (weight != null) {\n            constraint.weight = weight;\n        }\n        if (this.helperRoot) {\n            const helper = new VRMNodeConstraintHelper(constraint);\n            this.helperRoot.add(helper);\n        }\n        return constraint;\n    }\n}\nVRMNodeConstraintLoaderPlugin.EXTENSION_NAME = 'VRMC_node_constraint';\n\nexport { VRMAimConstraint, VRMNodeConstraint, VRMNodeConstraintHelper, VRMNodeConstraintLoaderPlugin, VRMNodeConstraintManager, VRMRollConstraint, VRMRotationConstraint };\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"three-vrm-node-constraint.module.js","sources":["../src/helpers/VRMNodeConstraintHelper.ts","../src/utils/decomposePosition.ts","../src/utils/decomposeRotation.ts","../src/utils/quatInvertCompat.ts","../src/VRMNodeConstraint.ts","../src/VRMAimConstraint.ts","../../../node_modules/tslib/tslib.es6.js","../src/utils/traverseAncestorsFromRoot.ts","../src/VRMNodeConstraintManager.ts","../src/VRMRotationConstraint.ts","../src/VRMRollConstraint.ts","../src/VRMNodeConstraintLoaderPlugin.ts"],"sourcesContent":["import * as THREE from 'three';\nimport { VRMNodeConstraint } from '../VRMNodeConstraint';\n\nconst _v3A = new THREE.Vector3();\n\nexport class VRMNodeConstraintHelper extends THREE.Group {\n  public readonly constraint: VRMNodeConstraint;\n  private _line: THREE.Line;\n  private _attrPosition: THREE.BufferAttribute;\n\n  public constructor(constraint: VRMNodeConstraint) {\n    super();\n\n    this._attrPosition = new THREE.BufferAttribute(new Float32Array([0, 0, 0, 0, 0, 0]), 3);\n    this._attrPosition.setUsage(THREE.DynamicDrawUsage);\n\n    const geometry = new THREE.BufferGeometry();\n    geometry.setAttribute('position', this._attrPosition);\n\n    const material = new THREE.LineBasicMaterial({\n      color: 0xff00ff,\n      depthTest: false,\n      depthWrite: false,\n    });\n\n    this._line = new THREE.Line(geometry, material);\n    this.add(this._line);\n\n    this.constraint = constraint;\n  }\n\n  public updateMatrixWorld(force?: boolean): void {\n    _v3A.setFromMatrixPosition(this.constraint.destination.matrixWorld);\n    this._attrPosition.setXYZ(0, _v3A.x, _v3A.y, _v3A.z);\n\n    if (this.constraint.source) {\n      _v3A.setFromMatrixPosition(this.constraint.source.matrixWorld);\n    }\n    this._attrPosition.setXYZ(1, _v3A.x, _v3A.y, _v3A.z);\n\n    this._attrPosition.needsUpdate = true;\n\n    super.updateMatrixWorld(force);\n  }\n}\n","import * as THREE from 'three';\n\nexport function decomposePosition<T extends THREE.Vector3>(matrix: THREE.Matrix4, target: T): T {\n  return target.set(matrix.elements[12], matrix.elements[13], matrix.elements[14]);\n}\n","import * as THREE from 'three';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\n\nexport function decomposeRotation<T extends THREE.Quaternion>(matrix: THREE.Matrix4, target: T): T {\n  matrix.decompose(_v3A, target, _v3B);\n  return target;\n}\n","import * as THREE from 'three';\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nexport function quatInvertCompat<T extends THREE.Quaternion>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).inverse();\n  }\n\n  return target;\n}\n","import * as THREE from 'three';\n\n/**\n * A base class of VRM constraint classes.\n */\nexport abstract class VRMNodeConstraint {\n  /**\n   * The object being constrained by the {@link source}.\n   */\n  public destination: THREE.Object3D;\n\n  /**\n   * The object constrains the {@link destination}.\n   */\n  public source: THREE.Object3D;\n\n  /**\n   * The weight of the constraint.\n   */\n  public weight: number;\n\n  public abstract get dependencies(): Set<THREE.Object3D>;\n\n  /**\n   * @param destination The destination object\n   * @param source The source object\n   */\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    this.destination = destination;\n    this.source = source;\n\n    this.weight = 1.0;\n  }\n\n  /**\n   * Set initial state of the constraint.\n   */\n  public abstract setInitState(): void;\n\n  /**\n   * Update and apply the constraint.\n   */\n  public abstract update(): void;\n}\n","import * as THREE from 'three';\nimport { decomposePosition } from './utils/decomposePosition';\nimport { decomposeRotation } from './utils/decomposeRotation';\nimport { quatInvertCompat } from './utils/quatInvertCompat';\nimport { VRMNodeConstraint } from './VRMNodeConstraint';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\n\n/**\n * A constraint that makes it look at a source object.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nexport class VRMAimConstraint extends VRMNodeConstraint {\n  /**\n   * The aim axis of the constraint.\n   */\n  public get aimAxis(): 'PositiveX' | 'NegativeX' | 'PositiveY' | 'NegativeY' | 'PositiveZ' | 'NegativeZ' {\n    return this._aimAxis;\n  }\n\n  /**\n   * The aim axis of the constraint.\n   */\n  public set aimAxis(aimAxis: 'PositiveX' | 'NegativeX' | 'PositiveY' | 'NegativeY' | 'PositiveZ' | 'NegativeZ') {\n    this._aimAxis = aimAxis;\n    this._v3AimAxis.set(\n      aimAxis === 'PositiveX' ? 1.0 : aimAxis === 'NegativeX' ? -1.0 : 0.0,\n      aimAxis === 'PositiveY' ? 1.0 : aimAxis === 'NegativeY' ? -1.0 : 0.0,\n      aimAxis === 'PositiveZ' ? 1.0 : aimAxis === 'NegativeZ' ? -1.0 : 0.0,\n    );\n  }\n\n  /**\n   * The aim axis of the constraint.\n   */\n  private _aimAxis: 'PositiveX' | 'NegativeX' | 'PositiveY' | 'NegativeY' | 'PositiveZ' | 'NegativeZ';\n\n  /**\n   * The {@link _aimAxis} but in an actual Vector3 form.\n   */\n  private _v3AimAxis: THREE.Vector3;\n\n  /**\n   * The rest quaternion of the {@link destination}.\n   */\n  private _dstRestQuat: THREE.Quaternion;\n\n  public get dependencies(): Set<THREE.Object3D> {\n    const set = new Set<THREE.Object3D>([this.source]);\n\n    if (this.destination.parent) {\n      set.add(this.destination.parent);\n    }\n\n    return set;\n  }\n\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    super(destination, source);\n\n    this._aimAxis = 'PositiveX';\n    this._v3AimAxis = new THREE.Vector3(1, 0, 0);\n\n    this._dstRestQuat = new THREE.Quaternion();\n  }\n\n  public setInitState(): void {\n    this._dstRestQuat.copy(this.destination.quaternion);\n  }\n\n  public update(): void {\n    // update world matrix of destination and source manually\n    this.destination.updateWorldMatrix(true, false);\n    this.source.updateWorldMatrix(true, false);\n\n    // get world quaternion of the parent of the destination\n    const dstParentWorldQuat = _quatA.identity();\n    const invDstParentWorldQuat = _quatB.identity();\n    if (this.destination.parent) {\n      decomposeRotation(this.destination.parent.matrixWorld, dstParentWorldQuat);\n      quatInvertCompat(invDstParentWorldQuat.copy(dstParentWorldQuat));\n    }\n\n    // calculate from-to vectors in world coord\n    const a0 = _v3A.copy(this._v3AimAxis).applyQuaternion(this._dstRestQuat).applyQuaternion(dstParentWorldQuat);\n    const a1 = decomposePosition(this.source.matrixWorld, _v3B)\n      .sub(decomposePosition(this.destination.matrixWorld, _v3C))\n      .normalize();\n\n    // create a from-to quaternion, convert to destination local coord, then multiply rest quaternion\n    const targetQuat = _quatC\n      .setFromUnitVectors(a0, a1)\n      .premultiply(invDstParentWorldQuat)\n      .multiply(dstParentWorldQuat)\n      .multiply(this._dstRestQuat);\n\n    // blend with the rest quaternion using weight\n    this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n  }\n}\n","/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n    __assign = Object.assign || function __assign(t) {\r\n        for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n            s = arguments[i];\r\n            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n        }\r\n        return t;\r\n    }\r\n    return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n    var t = {};\r\n    for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n        t[p] = s[p];\r\n    if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n        for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n            if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n                t[p[i]] = s[p[i]];\r\n        }\r\n    return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n    if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n    return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n    return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n    function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n    var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n    var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n    var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\r\n    var _, done = false;\r\n    for (var i = decorators.length - 1; i >= 0; i--) {\r\n        var context = {};\r\n        for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\r\n        for (var p in contextIn.access) context.access[p] = contextIn.access[p];\r\n        context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\r\n        var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\r\n        if (kind === \"accessor\") {\r\n            if (result === void 0) continue;\r\n            if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\r\n            if (_ = accept(result.get)) descriptor.get = _;\r\n            if (_ = accept(result.set)) descriptor.set = _;\r\n            if (_ = accept(result.init)) initializers.unshift(_);\r\n        }\r\n        else if (_ = accept(result)) {\r\n            if (kind === \"field\") initializers.unshift(_);\r\n            else descriptor[key] = _;\r\n        }\r\n    }\r\n    if (target) Object.defineProperty(target, contextIn.name, descriptor);\r\n    done = true;\r\n};\r\n\r\nexport function __runInitializers(thisArg, initializers, value) {\r\n    var useValue = arguments.length > 2;\r\n    for (var i = 0; i < initializers.length; i++) {\r\n        value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\r\n    }\r\n    return useValue ? value : void 0;\r\n};\r\n\r\nexport function __propKey(x) {\r\n    return typeof x === \"symbol\" ? x : \"\".concat(x);\r\n};\r\n\r\nexport function __setFunctionName(f, name, prefix) {\r\n    if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","import type * as THREE from 'three';\n\n/**\n * Traverse ancestors of given object and call given callback from root side.\n * It will include the given object itself.\n *\n * @param object The object you want to traverse\n * @param callback The call back function that will be called for each ancestors\n */\nexport function traverseAncestorsFromRoot(object: THREE.Object3D, callback: (object: THREE.Object3D) => void): void {\n  const ancestors: THREE.Object3D[] = [object];\n\n  let head: THREE.Object3D | null = object.parent;\n  while (head !== null) {\n    ancestors.unshift(head);\n    head = head.parent;\n  }\n\n  ancestors.forEach((ancestor) => {\n    callback(ancestor);\n  });\n}\n","import type * as THREE from 'three';\nimport type { VRMNodeConstraint } from './VRMNodeConstraint';\nimport { traverseAncestorsFromRoot } from './utils/traverseAncestorsFromRoot';\n\nexport class VRMNodeConstraintManager {\n  private _constraints = new Set<VRMNodeConstraint>();\n  public get constraints(): Set<VRMNodeConstraint> {\n    return this._constraints;\n  }\n\n  private _objectConstraintsMap = new Map<THREE.Object3D, Set<VRMNodeConstraint>>();\n\n  public addConstraint(constraint: VRMNodeConstraint): void {\n    this._constraints.add(constraint);\n\n    let objectSet = this._objectConstraintsMap.get(constraint.destination);\n    if (objectSet == null) {\n      objectSet = new Set<VRMNodeConstraint>();\n      this._objectConstraintsMap.set(constraint.destination, objectSet);\n    }\n    objectSet.add(constraint);\n  }\n\n  public deleteConstraint(constraint: VRMNodeConstraint): void {\n    this._constraints.delete(constraint);\n\n    const objectSet = this._objectConstraintsMap.get(constraint.destination)!;\n    objectSet.delete(constraint);\n  }\n\n  public setInitState(): void {\n    const constraintsTried = new Set<VRMNodeConstraint>();\n    const constraintsDone = new Set<VRMNodeConstraint>();\n\n    for (const constraint of this._constraints) {\n      this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.setInitState());\n    }\n  }\n\n  public update(): void {\n    const constraintsTried = new Set<VRMNodeConstraint>();\n    const constraintsDone = new Set<VRMNodeConstraint>();\n\n    for (const constraint of this._constraints) {\n      this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.update());\n    }\n  }\n\n  /**\n   * Update a constraint.\n   * If there are other constraints that are dependant, it will try to update them recursively.\n   * It might throw an error if there are circular dependencies.\n   *\n   * Intended to be used in {@link update} and {@link _processConstraint} itself recursively.\n   *\n   * @param constraint A constraint you want to update\n   * @param constraintsTried Set of constraints that are already tried to be updated\n   * @param constraintsDone Set of constraints that are already up to date\n   */\n  private _processConstraint(\n    constraint: VRMNodeConstraint,\n    constraintsTried: Set<VRMNodeConstraint>,\n    constraintsDone: Set<VRMNodeConstraint>,\n    callback: (constraint: VRMNodeConstraint) => void,\n  ): void {\n    if (constraintsDone.has(constraint)) {\n      return;\n    }\n\n    if (constraintsTried.has(constraint)) {\n      throw new Error('VRMNodeConstraintManager: Circular dependency detected while updating constraints');\n    }\n    constraintsTried.add(constraint);\n\n    const depObjects = constraint.dependencies;\n    for (const depObject of depObjects) {\n      traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n        const objectSet = this._objectConstraintsMap.get(depObjectAncestor);\n        if (objectSet) {\n          for (const depConstraint of objectSet) {\n            this._processConstraint(depConstraint, constraintsTried, constraintsDone, callback);\n          }\n        }\n      });\n    }\n\n    callback(constraint);\n\n    constraintsDone.add(constraint);\n  }\n}\n","import * as THREE from 'three';\nimport { quatInvertCompat } from './utils/quatInvertCompat';\nimport { VRMNodeConstraint } from './VRMNodeConstraint';\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\n\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nexport class VRMRotationConstraint extends VRMNodeConstraint {\n  /**\n   * The rest quaternion of the {@link destination}.\n   */\n  private _dstRestQuat: THREE.Quaternion;\n\n  /**\n   * The inverse of the rest quaternion of the {@link source}.\n   */\n  private _invSrcRestQuat: THREE.Quaternion;\n\n  public get dependencies(): Set<THREE.Object3D> {\n    return new Set([this.source]);\n  }\n\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    super(destination, source);\n\n    this._dstRestQuat = new THREE.Quaternion();\n    this._invSrcRestQuat = new THREE.Quaternion();\n  }\n\n  public setInitState(): void {\n    this._dstRestQuat.copy(this.destination.quaternion);\n    quatInvertCompat(this._invSrcRestQuat.copy(this.source.quaternion));\n  }\n\n  public update(): void {\n    // calculate the delta rotation from the rest about the source\n    const srcDeltaQuat = _quatA.copy(this._invSrcRestQuat).multiply(this.source.quaternion);\n\n    // multiply the delta to the rest of the destination\n    const targetQuat = _quatB.copy(this._dstRestQuat).multiply(srcDeltaQuat);\n\n    // blend with the rest quaternion using weight\n    this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n  }\n}\n","import * as THREE from 'three';\nimport { quatInvertCompat } from './utils/quatInvertCompat';\nimport { VRMNodeConstraint } from './VRMNodeConstraint';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\n\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nexport class VRMRollConstraint extends VRMNodeConstraint {\n  /**\n   * The roll axis of the constraint.\n   */\n  public get rollAxis(): 'X' | 'Y' | 'Z' {\n    return this._rollAxis;\n  }\n\n  /**\n   * The roll axis of the constraint.\n   */\n  public set rollAxis(rollAxis: 'X' | 'Y' | 'Z') {\n    this._rollAxis = rollAxis;\n    this._v3RollAxis.set(rollAxis === 'X' ? 1.0 : 0.0, rollAxis === 'Y' ? 1.0 : 0.0, rollAxis === 'Z' ? 1.0 : 0.0);\n  }\n\n  /**\n   * The roll axis of the constraint.\n   */\n  private _rollAxis: 'X' | 'Y' | 'Z';\n\n  /**\n   * The {@link _rollAxis} but in an actual Vector3 form.\n   */\n  private _v3RollAxis: THREE.Vector3;\n\n  /**\n   * The rest quaternion of the {@link destination}.\n   */\n  private _dstRestQuat: THREE.Quaternion;\n\n  /**\n   * The inverse of the rest quaternion of the {@link destination}.\n   */\n  private _invDstRestQuat: THREE.Quaternion;\n\n  /**\n   * `srcRestQuat.invert() * dstRestQuat`.\n   */\n  private _invSrcRestQuatMulDstRestQuat: THREE.Quaternion;\n\n  public get dependencies(): Set<THREE.Object3D> {\n    return new Set([this.source]);\n  }\n\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    super(destination, source);\n\n    this._rollAxis = 'X';\n    this._v3RollAxis = new THREE.Vector3(1, 0, 0);\n\n    this._dstRestQuat = new THREE.Quaternion();\n    this._invDstRestQuat = new THREE.Quaternion();\n    this._invSrcRestQuatMulDstRestQuat = new THREE.Quaternion();\n  }\n\n  public setInitState(): void {\n    this._dstRestQuat.copy(this.destination.quaternion);\n    quatInvertCompat(this._invDstRestQuat.copy(this._dstRestQuat));\n    quatInvertCompat(this._invSrcRestQuatMulDstRestQuat.copy(this.source.quaternion)).multiply(this._dstRestQuat);\n  }\n\n  public update(): void {\n    // calculate the delta rotation from the rest about the source, then convert to the destination local coord\n    /**\n     * What the quatDelta is intended to be:\n     *\n     * ```ts\n     * const quatSrcDelta = _quatA\n     *   .copy( this._invSrcRestQuat )\n     *   .multiply( this.source.quaternion );\n     * const quatSrcDeltaInParent = _quatB\n     *   .copy( this._srcRestQuat )\n     *   .multiply( quatSrcDelta )\n     *   .multiply( this._invSrcRestQuat );\n     * const quatSrcDeltaInDst = _quatA\n     *   .copy( this._invDstRestQuat )\n     *   .multiply( quatSrcDeltaInParent )\n     *   .multiply( this._dstRestQuat );\n     * ```\n     */\n    const quatDelta = _quatA\n      .copy(this._invDstRestQuat)\n      .multiply(this.source.quaternion)\n      .multiply(this._invSrcRestQuatMulDstRestQuat);\n\n    // create a from-to quaternion\n    const n1 = _v3A.copy(this._v3RollAxis).applyQuaternion(quatDelta);\n\n    /**\n     * What the quatFromTo is intended to be:\n     *\n     * ```ts\n     * const quatFromTo = _quatB.setFromUnitVectors( this._v3RollAxis, n1 ).inverse();\n     * ```\n     */\n    const quatFromTo = _quatB.setFromUnitVectors(n1, this._v3RollAxis);\n\n    // quatFromTo * quatDelta == roll extracted from quatDelta\n    const targetQuat = quatFromTo.premultiply(this._dstRestQuat).multiply(quatDelta);\n\n    // blend with the rest quaternion using weight\n    this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n  }\n}\n","import type * as ConstraintSchema from '@pixiv/types-vrmc-node-constraint-1.0';\nimport type * as THREE from 'three';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMNodeConstraintHelper } from './helpers';\nimport type { VRMNodeConstraintLoaderPluginOptions } from './VRMNodeConstraintLoaderPluginOptions';\nimport { VRMNodeConstraintManager } from './VRMNodeConstraintManager';\nimport { VRMRotationConstraint } from './VRMRotationConstraint';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMAimConstraint } from './VRMAimConstraint';\nimport { VRMRollConstraint } from './VRMRollConstraint';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\nexport class VRMNodeConstraintLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly EXTENSION_NAME = 'VRMC_node_constraint';\n\n  /**\n   * Specify an Object3D to add {@link VRMNodeConstraintHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    return VRMNodeConstraintLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMNodeConstraintLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmNodeConstraintManager = await this._import(gltf);\n  }\n\n  /**\n   * Import constraints from a GLTF and returns a {@link VRMNodeConstraintManager}.\n   * It might return `null` instead when it does not need to be created or something go wrong.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  protected async _import(gltf: GLTF): Promise<VRMNodeConstraintManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use constraints\n    const isConstraintsUsed = json.extensionsUsed?.indexOf(VRMNodeConstraintLoaderPlugin.EXTENSION_NAME) !== -1;\n    if (!isConstraintsUsed) {\n      return null;\n    }\n\n    const manager = new VRMNodeConstraintManager();\n    const threeNodes: THREE.Object3D[] = await this.parser.getDependencies('node');\n\n    // import constraints for each nodes\n    threeNodes.forEach((node, nodeIndex) => {\n      const schemaNode = json.nodes![nodeIndex];\n\n      // check if the extension uses the extension\n      const extension = schemaNode?.extensions?.[VRMNodeConstraintLoaderPlugin.EXTENSION_NAME] as\n        | ConstraintSchema.VRMCNodeConstraint\n        | undefined;\n\n      if (extension == null) {\n        return;\n      }\n\n      const specVersion = extension.specVersion;\n      if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n        console.warn(\n          `VRMNodeConstraintLoaderPlugin: Unknown ${VRMNodeConstraintLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`,\n        );\n        return;\n      }\n\n      const constraintDef = extension.constraint;\n\n      // import constraints\n      if (constraintDef.roll != null) {\n        const constraint = this._importRollConstraint(node, threeNodes, constraintDef.roll);\n        manager.addConstraint(constraint);\n      } else if (constraintDef.aim != null) {\n        const constraint = this._importAimConstraint(node, threeNodes, constraintDef.aim);\n        manager.addConstraint(constraint);\n      } else if (constraintDef.rotation != null) {\n        const constraint = this._importRotationConstraint(node, threeNodes, constraintDef.rotation);\n        manager.addConstraint(constraint);\n      }\n    });\n\n    // init constraints\n    gltf.scene.updateMatrixWorld();\n    manager.setInitState();\n\n    return manager;\n  }\n\n  protected _importRollConstraint(\n    destination: THREE.Object3D,\n    nodes: THREE.Object3D[],\n    rollConstraintDef: ConstraintSchema.RollConstraint,\n  ): VRMRollConstraint {\n    const { source: sourceIndex, rollAxis, weight } = rollConstraintDef;\n    const source = nodes[sourceIndex];\n    const constraint = new VRMRollConstraint(destination, source);\n\n    if (rollAxis != null) {\n      constraint.rollAxis = rollAxis;\n    }\n    if (weight != null) {\n      constraint.weight = weight;\n    }\n\n    if (this.helperRoot) {\n      const helper = new VRMNodeConstraintHelper(constraint);\n      this.helperRoot.add(helper);\n    }\n\n    return constraint;\n  }\n\n  protected _importAimConstraint(\n    destination: THREE.Object3D,\n    nodes: THREE.Object3D[],\n    aimConstraintDef: ConstraintSchema.AimConstraint,\n  ): VRMAimConstraint {\n    const { source: sourceIndex, aimAxis, weight } = aimConstraintDef;\n    const source = nodes[sourceIndex];\n    const constraint = new VRMAimConstraint(destination, source);\n\n    if (aimAxis != null) {\n      constraint.aimAxis = aimAxis;\n    }\n    if (weight != null) {\n      constraint.weight = weight;\n    }\n\n    if (this.helperRoot) {\n      const helper = new VRMNodeConstraintHelper(constraint);\n      this.helperRoot.add(helper);\n    }\n\n    return constraint;\n  }\n\n  protected _importRotationConstraint(\n    destination: THREE.Object3D,\n    nodes: THREE.Object3D[],\n    rotationConstraintDef: ConstraintSchema.RotationConstraint,\n  ): VRMRotationConstraint {\n    const { source: sourceIndex, weight } = rotationConstraintDef;\n    const source = nodes[sourceIndex];\n    const constraint = new VRMRotationConstraint(destination, source);\n\n    if (weight != null) {\n      constraint.weight = weight;\n    }\n\n    if (this.helperRoot) {\n      const helper = new VRMNodeConstraintHelper(constraint);\n      this.helperRoot.add(helper);\n    }\n\n    return constraint;\n  }\n}\n"],"names":["_v3A","_v3B","_quatA","_quatB"],"mappings":";;;;;;;;;;AAGA,MAAMA,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEpB,MAAA,uBAAwB,SAAQ,KAAK,CAAC,KAAK,CAAA;AAKtD,IAAA,WAAA,CAAmB,UAA6B,EAAA;AAC9C,QAAA,KAAK,EAAE,CAAC;AAER,QAAA,IAAI,CAAC,aAAa,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACxF,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC;AAEpD,QAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,cAAc,EAAE,CAAC;QAC5C,QAAQ,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;AAEtD,QAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,YAAA,KAAK,EAAE,QAAQ;AACf,YAAA,SAAS,EAAE,KAAK;AAChB,YAAA,UAAU,EAAE,KAAK;AAClB,SAAA,CAAC,CAAC;AAEH,QAAA,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;AAChD,QAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;AAErB,QAAA,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;KAC9B;AAEM,IAAA,iBAAiB,CAAC,KAAe,EAAA;QACtCA,MAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;AACpE,QAAA,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,CAAC,CAAC;AAErD,QAAA,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE;YAC1BA,MAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;AAChE,SAAA;AACD,QAAA,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,CAAC,CAAC;AAErD,QAAA,IAAI,CAAC,aAAa,CAAC,WAAW,GAAG,IAAI,CAAC;AAEtC,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;AC1Ce,SAAA,iBAAiB,CAA0B,MAAqB,EAAE,MAAS,EAAA;IACzF,OAAO,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC;AACnF;;ACFA,MAAMA,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAMC,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEjB,SAAA,iBAAiB,CAA6B,MAAqB,EAAE,MAAS,EAAA;IAC5F,MAAM,CAAC,SAAS,CAACD,MAAI,EAAE,MAAM,EAAEC,MAAI,CAAC,CAAC;AACrC,IAAA,OAAO,MAAM,CAAC;AAChB;;ACNA;;;;;AAKG;AACG,SAAU,gBAAgB,CAA6B,MAAS,EAAA;IACpE,IAAK,MAAc,CAAC,MAAM,EAAE;QAC1B,MAAM,CAAC,MAAM,EAAE,CAAC;AACjB,KAAA;AAAM,SAAA;QACJ,MAAc,CAAC,OAAO,EAAE,CAAC;AAC3B,KAAA;AAED,IAAA,OAAO,MAAM,CAAC;AAChB;;ACdA;;AAEG;MACmB,iBAAiB,CAAA;AAkBrC;;;AAGG;IACH,WAAmB,CAAA,WAA2B,EAAE,MAAsB,EAAA;AACpE,QAAA,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AAC/B,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC;KACnB;AAWF;;ACrCD,MAAMD,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAME,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEtC;;;;AAIG;AACG,MAAO,gBAAiB,SAAQ,iBAAiB,CAAA;AACrD;;AAEG;AACH,IAAA,IAAW,OAAO,GAAA;QAChB,OAAO,IAAI,CAAC,QAAQ,CAAC;KACtB;AAED;;AAEG;IACH,IAAW,OAAO,CAAC,OAA0F,EAAA;AAC3G,QAAA,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;AACxB,QAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CACjB,OAAO,KAAK,WAAW,GAAG,GAAG,GAAG,OAAO,KAAK,WAAW,GAAG,CAAC,GAAG,GAAG,GAAG,EACpE,OAAO,KAAK,WAAW,GAAG,GAAG,GAAG,OAAO,KAAK,WAAW,GAAG,CAAC,GAAG,GAAG,GAAG,EACpE,OAAO,KAAK,WAAW,GAAG,GAAG,GAAG,OAAO,KAAK,WAAW,GAAG,CAAC,GAAG,GAAG,GAAG,CACrE,CAAC;KACH;AAiBD,IAAA,IAAW,YAAY,GAAA;QACrB,MAAM,GAAG,GAAG,IAAI,GAAG,CAAiB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;AAEnD,QAAA,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE;YAC3B,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;AAClC,SAAA;AAED,QAAA,OAAO,GAAG,CAAC;KACZ;IAED,WAAmB,CAAA,WAA2B,EAAE,MAAsB,EAAA;AACpE,QAAA,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;AAE3B,QAAA,IAAI,CAAC,QAAQ,GAAG,WAAW,CAAC;AAC5B,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE7C,IAAI,CAAC,YAAY,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;KAC5C;IAEM,YAAY,GAAA;QACjB,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC;KACrD;IAEM,MAAM,GAAA;;QAEX,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAChD,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;;AAG3C,QAAA,MAAM,kBAAkB,GAAGD,QAAM,CAAC,QAAQ,EAAE,CAAC;AAC7C,QAAA,MAAM,qBAAqB,GAAGC,QAAM,CAAC,QAAQ,EAAE,CAAC;AAChD,QAAA,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE;YAC3B,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,WAAW,EAAE,kBAAkB,CAAC,CAAC;YAC3E,gBAAgB,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC;AAClE,SAAA;;QAGD,MAAM,EAAE,GAAGH,MAAI,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;QAC7G,MAAM,EAAE,GAAG,iBAAiB,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC;aACxD,GAAG,CAAC,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;AAC1D,aAAA,SAAS,EAAE,CAAC;;QAGf,MAAM,UAAU,GAAG,MAAM;AACtB,aAAA,kBAAkB,CAAC,EAAE,EAAE,EAAE,CAAC;aAC1B,WAAW,CAAC,qBAAqB,CAAC;aAClC,QAAQ,CAAC,kBAAkB,CAAC;AAC5B,aAAA,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;;QAG/B,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;KACpF;AACF;;ACzGD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;AC5TA;;;;;;AAMG;AACa,SAAA,yBAAyB,CAAC,MAAsB,EAAE,QAA0C,EAAA;AAC1G,IAAA,MAAM,SAAS,GAAqB,CAAC,MAAM,CAAC,CAAC;AAE7C,IAAA,IAAI,IAAI,GAA0B,MAAM,CAAC,MAAM,CAAC;IAChD,OAAO,IAAI,KAAK,IAAI,EAAE;AACpB,QAAA,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;AACxB,QAAA,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC;AACpB,KAAA;AAED,IAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;QAC7B,QAAQ,CAAC,QAAQ,CAAC,CAAC;AACrB,KAAC,CAAC,CAAC;AACL;;MCjBa,wBAAwB,CAAA;AAArC,IAAA,WAAA,GAAA;AACU,QAAA,IAAA,CAAA,YAAY,GAAG,IAAI,GAAG,EAAqB,CAAC;AAK5C,QAAA,IAAA,CAAA,qBAAqB,GAAG,IAAI,GAAG,EAA0C,CAAC;KAgFnF;AApFC,IAAA,IAAW,WAAW,GAAA;QACpB,OAAO,IAAI,CAAC,YAAY,CAAC;KAC1B;AAIM,IAAA,aAAa,CAAC,UAA6B,EAAA;AAChD,QAAA,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;AAElC,QAAA,IAAI,SAAS,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC;QACvE,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,YAAA,SAAS,GAAG,IAAI,GAAG,EAAqB,CAAC;YACzC,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,UAAU,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC;AACnE,SAAA;AACD,QAAA,SAAS,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;KAC3B;AAEM,IAAA,gBAAgB,CAAC,UAA6B,EAAA;AACnD,QAAA,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;AAErC,QAAA,MAAM,SAAS,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,UAAU,CAAC,WAAW,CAAE,CAAC;AAC1E,QAAA,SAAS,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;KAC9B;IAEM,YAAY,GAAA;AACjB,QAAA,MAAM,gBAAgB,GAAG,IAAI,GAAG,EAAqB,CAAC;AACtD,QAAA,MAAM,eAAe,GAAG,IAAI,GAAG,EAAqB,CAAC;AAErD,QAAA,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,YAAY,EAAE;AAC1C,YAAA,IAAI,CAAC,kBAAkB,CAAC,UAAU,EAAE,gBAAgB,EAAE,eAAe,EAAE,CAAC,UAAU,KAAK,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC;AACnH,SAAA;KACF;IAEM,MAAM,GAAA;AACX,QAAA,MAAM,gBAAgB,GAAG,IAAI,GAAG,EAAqB,CAAC;AACtD,QAAA,MAAM,eAAe,GAAG,IAAI,GAAG,EAAqB,CAAC;AAErD,QAAA,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,YAAY,EAAE;AAC1C,YAAA,IAAI,CAAC,kBAAkB,CAAC,UAAU,EAAE,gBAAgB,EAAE,eAAe,EAAE,CAAC,UAAU,KAAK,UAAU,CAAC,MAAM,EAAE,CAAC,CAAC;AAC7G,SAAA;KACF;AAED;;;;;;;;;;AAUG;AACK,IAAA,kBAAkB,CACxB,UAA6B,EAC7B,gBAAwC,EACxC,eAAuC,EACvC,QAAiD,EAAA;AAEjD,QAAA,IAAI,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE;YACnC,OAAO;AACR,SAAA;AAED,QAAA,IAAI,gBAAgB,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE;AACpC,YAAA,MAAM,IAAI,KAAK,CAAC,mFAAmF,CAAC,CAAC;AACtG,SAAA;AACD,QAAA,gBAAgB,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;AAEjC,QAAA,MAAM,UAAU,GAAG,UAAU,CAAC,YAAY,CAAC;AAC3C,QAAA,KAAK,MAAM,SAAS,IAAI,UAAU,EAAE;AAClC,YAAA,yBAAyB,CAAC,SAAS,EAAE,CAAC,iBAAiB,KAAI;gBACzD,MAAM,SAAS,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,iBAAiB,CAAC,CAAC;AACpE,gBAAA,IAAI,SAAS,EAAE;AACb,oBAAA,KAAK,MAAM,aAAa,IAAI,SAAS,EAAE;wBACrC,IAAI,CAAC,kBAAkB,CAAC,aAAa,EAAE,gBAAgB,EAAE,eAAe,EAAE,QAAQ,CAAC,CAAC;AACrF,qBAAA;AACF,iBAAA;AACH,aAAC,CAAC,CAAC;AACJ,SAAA;QAED,QAAQ,CAAC,UAAU,CAAC,CAAC;AAErB,QAAA,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;KACjC;AACF;;ACtFD,MAAME,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAMC,QAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEtC;;;;AAIG;AACG,MAAO,qBAAsB,SAAQ,iBAAiB,CAAA;AAW1D,IAAA,IAAW,YAAY,GAAA;QACrB,OAAO,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;KAC/B;IAED,WAAmB,CAAA,WAA2B,EAAE,MAAsB,EAAA;AACpE,QAAA,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAE3B,IAAI,CAAC,YAAY,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC3C,IAAI,CAAC,eAAe,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;KAC/C;IAEM,YAAY,GAAA;QACjB,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC;AACpD,QAAA,gBAAgB,CAAC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC;KACrE;IAEM,MAAM,GAAA;;AAEX,QAAA,MAAM,YAAY,GAAGD,QAAM,CAAC,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;;AAGxF,QAAA,MAAM,UAAU,GAAGC,QAAM,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;;QAGzE,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;KACpF;AACF;;AC7CD,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEtC;;;;AAIG;AACG,MAAO,iBAAkB,SAAQ,iBAAiB,CAAA;AACtD;;AAEG;AACH,IAAA,IAAW,QAAQ,GAAA;QACjB,OAAO,IAAI,CAAC,SAAS,CAAC;KACvB;AAED;;AAEG;IACH,IAAW,QAAQ,CAAC,QAAyB,EAAA;AAC3C,QAAA,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;AAC1B,QAAA,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,QAAQ,KAAK,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,QAAQ,KAAK,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,QAAQ,KAAK,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;KAChH;AA2BD,IAAA,IAAW,YAAY,GAAA;QACrB,OAAO,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;KAC/B;IAED,WAAmB,CAAA,WAA2B,EAAE,MAAsB,EAAA;AACpE,QAAA,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;AAE3B,QAAA,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;AACrB,QAAA,IAAI,CAAC,WAAW,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE9C,IAAI,CAAC,YAAY,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC3C,IAAI,CAAC,eAAe,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;QAC9C,IAAI,CAAC,6BAA6B,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;KAC7D;IAEM,YAAY,GAAA;QACjB,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC;AACpD,QAAA,gBAAgB,CAAC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;QAC/D,gBAAgB,CAAC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;KAC/G;IAEM,MAAM,GAAA;;AAEX;;;;;;;;;;;;;;;;AAgBG;QACH,MAAM,SAAS,GAAG,MAAM;AACrB,aAAA,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC;AAC1B,aAAA,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC;AAChC,aAAA,QAAQ,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;;AAGhD,QAAA,MAAM,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;AAElE;;;;;;AAMG;AACH,QAAA,MAAM,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC,EAAE,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;;AAGnE,QAAA,MAAM,UAAU,GAAG,UAAU,CAAC,WAAW,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;;QAGjF,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;KACpF;AACF;;AC1GD;;AAEG;AACH,MAAM,sBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;MAE/C,6BAA6B,CAAA;AAYxC,IAAA,IAAW,IAAI,GAAA;QACb,OAAO,6BAA6B,CAAC,cAAc,CAAC;KACrD;IAED,WAAmB,CAAA,MAAkB,EAAE,OAA8C,EAAA;AACnF,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,UAAU,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,UAAU,CAAC;KACvC;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,wBAAwB,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SACnE,CAAA,CAAA;AAAA,KAAA;AAED;;;;;AAKG;AACa,IAAA,OAAO,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,iBAAiB,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,6BAA6B,CAAC,cAAc,CAAC,MAAK,CAAC,CAAC,CAAC;YAC5G,IAAI,CAAC,iBAAiB,EAAE;AACtB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,OAAO,GAAG,IAAI,wBAAwB,EAAE,CAAC;YAC/C,MAAM,UAAU,GAAqB,MAAM,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;;YAG/E,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,SAAS,KAAI;;gBACrC,MAAM,UAAU,GAAG,IAAI,CAAC,KAAM,CAAC,SAAS,CAAC,CAAC;;AAG1C,gBAAA,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,UAAU,aAAV,UAAU,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAV,UAAU,CAAE,UAAU,MAAG,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,6BAA6B,CAAC,cAAc,CAE1E,CAAC;gBAEd,IAAI,SAAS,IAAI,IAAI,EAAE;oBACrB,OAAO;AACR,iBAAA;AAED,gBAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,gBAAA,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;oBAC5C,OAAO,CAAC,IAAI,CACV,CAA0C,uCAAA,EAAA,6BAA6B,CAAC,cAAc,CAAiB,cAAA,EAAA,WAAW,CAAG,CAAA,CAAA,CACtH,CAAC;oBACF,OAAO;AACR,iBAAA;AAED,gBAAA,MAAM,aAAa,GAAG,SAAS,CAAC,UAAU,CAAC;;AAG3C,gBAAA,IAAI,aAAa,CAAC,IAAI,IAAI,IAAI,EAAE;AAC9B,oBAAA,MAAM,UAAU,GAAG,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,IAAI,CAAC,CAAC;AACpF,oBAAA,OAAO,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;AACnC,iBAAA;AAAM,qBAAA,IAAI,aAAa,CAAC,GAAG,IAAI,IAAI,EAAE;AACpC,oBAAA,MAAM,UAAU,GAAG,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,GAAG,CAAC,CAAC;AAClF,oBAAA,OAAO,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;AACnC,iBAAA;AAAM,qBAAA,IAAI,aAAa,CAAC,QAAQ,IAAI,IAAI,EAAE;AACzC,oBAAA,MAAM,UAAU,GAAG,IAAI,CAAC,yBAAyB,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC;AAC5F,oBAAA,OAAO,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;AACnC,iBAAA;AACH,aAAC,CAAC,CAAC;;AAGH,YAAA,IAAI,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC;YAC/B,OAAO,CAAC,YAAY,EAAE,CAAC;AAEvB,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;AAES,IAAA,qBAAqB,CAC7B,WAA2B,EAC3B,KAAuB,EACvB,iBAAkD,EAAA;QAElD,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,GAAG,iBAAiB,CAAC;AACpE,QAAA,MAAM,MAAM,GAAG,KAAK,CAAC,WAAW,CAAC,CAAC;QAClC,MAAM,UAAU,GAAG,IAAI,iBAAiB,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAE9D,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,YAAA,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAChC,SAAA;QACD,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,YAAA,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;AAC5B,SAAA;QAED,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,YAAA,MAAM,MAAM,GAAG,IAAI,uBAAuB,CAAC,UAAU,CAAC,CAAC;AACvD,YAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AAC7B,SAAA;AAED,QAAA,OAAO,UAAU,CAAC;KACnB;AAES,IAAA,oBAAoB,CAC5B,WAA2B,EAC3B,KAAuB,EACvB,gBAAgD,EAAA;QAEhD,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,MAAM,EAAE,GAAG,gBAAgB,CAAC;AAClE,QAAA,MAAM,MAAM,GAAG,KAAK,CAAC,WAAW,CAAC,CAAC;QAClC,MAAM,UAAU,GAAG,IAAI,gBAAgB,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAE7D,IAAI,OAAO,IAAI,IAAI,EAAE;AACnB,YAAA,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;AAC9B,SAAA;QACD,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,YAAA,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;AAC5B,SAAA;QAED,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,YAAA,MAAM,MAAM,GAAG,IAAI,uBAAuB,CAAC,UAAU,CAAC,CAAC;AACvD,YAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AAC7B,SAAA;AAED,QAAA,OAAO,UAAU,CAAC;KACnB;AAES,IAAA,yBAAyB,CACjC,WAA2B,EAC3B,KAAuB,EACvB,qBAA0D,EAAA;QAE1D,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,GAAG,qBAAqB,CAAC;AAC9D,QAAA,MAAM,MAAM,GAAG,KAAK,CAAC,WAAW,CAAC,CAAC;QAClC,MAAM,UAAU,GAAG,IAAI,qBAAqB,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAElE,IAAI,MAAM,IAAI,IAAI,EAAE;AAClB,YAAA,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;AAC5B,SAAA;QAED,IAAI,IAAI,CAAC,UAAU,EAAE;AACnB,YAAA,MAAM,MAAM,GAAG,IAAI,uBAAuB,CAAC,UAAU,CAAC,CAAC;AACvD,YAAA,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AAC7B,SAAA;AAED,QAAA,OAAO,UAAU,CAAC;KACnB;;AAzJsB,6BAAc,CAAA,cAAA,GAAG,sBAAsB;;;;"}\n","/*!\n * @pixiv/three-vrm-springbone v2.1.1\n * Spring bone module for @pixiv/three-vrm\n *\n * Copyright (c) 2020-2024 pixiv Inc.\n * @pixiv/three-vrm-springbone is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\nimport * as THREE from 'three';\n\n/**\n * Represents a shape of a collider.\n */\nclass VRMSpringBoneColliderShape {\n}\n\nconst _v3A$4 = new THREE.Vector3();\nconst _v3B$1 = new THREE.Vector3();\nclass VRMSpringBoneColliderShapeCapsule extends VRMSpringBoneColliderShape {\n    get type() {\n        return 'capsule';\n    }\n    constructor(params) {\n        var _a, _b, _c;\n        super();\n        this.offset = (_a = params === null || params === void 0 ? void 0 : params.offset) !== null && _a !== void 0 ? _a : new THREE.Vector3(0.0, 0.0, 0.0);\n        this.tail = (_b = params === null || params === void 0 ? void 0 : params.tail) !== null && _b !== void 0 ? _b : new THREE.Vector3(0.0, 0.0, 0.0);\n        this.radius = (_c = params === null || params === void 0 ? void 0 : params.radius) !== null && _c !== void 0 ? _c : 0.0;\n    }\n    calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n        _v3A$4.copy(this.offset).applyMatrix4(colliderMatrix); // transformed head\n        _v3B$1.copy(this.tail).applyMatrix4(colliderMatrix); // transformed tail\n        _v3B$1.sub(_v3A$4); // from head to tail\n        const lengthSqCapsule = _v3B$1.lengthSq();\n        target.copy(objectPosition).sub(_v3A$4); // from head to object\n        const dot = _v3B$1.dot(target); // dot product of offsetToTail and offsetToObject\n        if (dot <= 0.0) ;\n        else if (lengthSqCapsule <= dot) {\n            // if object is near from the tail\n            target.sub(_v3B$1); // from tail to object\n        }\n        else {\n            // if object is between two ends\n            _v3B$1.multiplyScalar(dot / lengthSqCapsule); // from head to the nearest point of the shaft\n            target.sub(_v3B$1); // from the shaft point to object\n        }\n        const radius = objectRadius + this.radius;\n        const distance = target.length() - radius;\n        target.normalize();\n        return distance;\n    }\n}\n\nclass VRMSpringBoneColliderShapeSphere extends VRMSpringBoneColliderShape {\n    get type() {\n        return 'sphere';\n    }\n    constructor(params) {\n        var _a, _b;\n        super();\n        this.offset = (_a = params === null || params === void 0 ? void 0 : params.offset) !== null && _a !== void 0 ? _a : new THREE.Vector3(0.0, 0.0, 0.0);\n        this.radius = (_b = params === null || params === void 0 ? void 0 : params.radius) !== null && _b !== void 0 ? _b : 0.0;\n    }\n    calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n        target.copy(this.offset).applyMatrix4(colliderMatrix); // transformed offset\n        target.negate().add(objectPosition); // a vector from collider center to object position\n        const radius = objectRadius + this.radius;\n        const distance = target.length() - radius;\n        target.normalize();\n        return distance;\n    }\n}\n\nconst _v3A$3 = new THREE.Vector3();\nclass ColliderShapeCapsuleBufferGeometry extends THREE.BufferGeometry {\n    constructor(shape) {\n        super();\n        this.worldScale = 1.0;\n        this._currentRadius = 0;\n        this._currentOffset = new THREE.Vector3();\n        this._currentTail = new THREE.Vector3();\n        this._shape = shape;\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(396), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(264), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        const radius = this._shape.radius / this.worldScale;\n        if (this._currentRadius !== radius) {\n            this._currentRadius = radius;\n            shouldUpdateGeometry = true;\n        }\n        if (!this._currentOffset.equals(this._shape.offset)) {\n            this._currentOffset.copy(this._shape.offset);\n            shouldUpdateGeometry = true;\n        }\n        const tail = _v3A$3.copy(this._shape.tail).divideScalar(this.worldScale);\n        if (this._currentTail.distanceToSquared(tail) > 1e-10) {\n            this._currentTail.copy(tail);\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        _v3A$3.copy(this._currentTail).sub(this._currentOffset);\n        const l = _v3A$3.length() / this._currentRadius;\n        for (let i = 0; i <= 16; i++) {\n            const t = (i / 16.0) * Math.PI;\n            this._attrPos.setXYZ(i, -Math.sin(t), -Math.cos(t), 0.0);\n            this._attrPos.setXYZ(17 + i, l + Math.sin(t), Math.cos(t), 0.0);\n            this._attrPos.setXYZ(34 + i, -Math.sin(t), 0.0, -Math.cos(t));\n            this._attrPos.setXYZ(51 + i, l + Math.sin(t), 0.0, Math.cos(t));\n        }\n        for (let i = 0; i < 32; i++) {\n            const t = (i / 16.0) * Math.PI;\n            this._attrPos.setXYZ(68 + i, 0.0, Math.sin(t), Math.cos(t));\n            this._attrPos.setXYZ(100 + i, l, Math.sin(t), Math.cos(t));\n        }\n        const theta = Math.atan2(_v3A$3.y, Math.sqrt(_v3A$3.x * _v3A$3.x + _v3A$3.z * _v3A$3.z));\n        const phi = -Math.atan2(_v3A$3.z, _v3A$3.x);\n        this.rotateZ(theta);\n        this.rotateY(phi);\n        this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n        this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 34; i++) {\n            const i1 = (i + 1) % 34;\n            this._attrIndex.setXY(i * 2, i, i1);\n            this._attrIndex.setXY(68 + i * 2, 34 + i, 34 + i1);\n        }\n        for (let i = 0; i < 32; i++) {\n            const i1 = (i + 1) % 32;\n            this._attrIndex.setXY(136 + i * 2, 68 + i, 68 + i1);\n            this._attrIndex.setXY(200 + i * 2, 100 + i, 100 + i1);\n        }\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nclass ColliderShapeSphereBufferGeometry extends THREE.BufferGeometry {\n    constructor(shape) {\n        super();\n        this.worldScale = 1.0;\n        this._currentRadius = 0;\n        this._currentOffset = new THREE.Vector3();\n        this._shape = shape;\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(32 * 3 * 3), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(64 * 3), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        const radius = this._shape.radius / this.worldScale;\n        if (this._currentRadius !== radius) {\n            this._currentRadius = radius;\n            shouldUpdateGeometry = true;\n        }\n        if (!this._currentOffset.equals(this._shape.offset)) {\n            this._currentOffset.copy(this._shape.offset);\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        for (let i = 0; i < 32; i++) {\n            const t = (i / 16.0) * Math.PI;\n            this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n            this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n            this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n        }\n        this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n        this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 32; i++) {\n            const i1 = (i + 1) % 32;\n            this._attrIndex.setXY(i * 2, i, i1);\n            this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n            this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n        }\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nconst _v3A$2 = new THREE.Vector3();\nclass VRMSpringBoneColliderHelper extends THREE.Group {\n    constructor(collider) {\n        super();\n        this.matrixAutoUpdate = false;\n        this.collider = collider;\n        if (this.collider.shape instanceof VRMSpringBoneColliderShapeSphere) {\n            this._geometry = new ColliderShapeSphereBufferGeometry(this.collider.shape);\n        }\n        else if (this.collider.shape instanceof VRMSpringBoneColliderShapeCapsule) {\n            this._geometry = new ColliderShapeCapsuleBufferGeometry(this.collider.shape);\n        }\n        else {\n            throw new Error('VRMSpringBoneColliderHelper: Unknown collider shape type detected');\n        }\n        const material = new THREE.LineBasicMaterial({\n            color: 0xff00ff,\n            depthTest: false,\n            depthWrite: false,\n        });\n        this._line = new THREE.LineSegments(this._geometry, material);\n        this.add(this._line);\n    }\n    dispose() {\n        this._geometry.dispose();\n    }\n    updateMatrixWorld(force) {\n        this.collider.updateWorldMatrix(true, false);\n        this.matrix.copy(this.collider.matrixWorld);\n        const matrixWorldElements = this.matrix.elements;\n        this._geometry.worldScale = _v3A$2\n            .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n            .length(); // calculate scale of x component\n        this._geometry.update();\n        super.updateMatrixWorld(force);\n    }\n}\n\nclass SpringBoneBufferGeometry extends THREE.BufferGeometry {\n    constructor(springBone) {\n        super();\n        this.worldScale = 1.0;\n        this._currentRadius = 0;\n        this._currentTail = new THREE.Vector3();\n        this._springBone = springBone;\n        this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n        this.setAttribute('position', this._attrPos);\n        this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n        this.setIndex(this._attrIndex);\n        this._buildIndex();\n        this.update();\n    }\n    update() {\n        let shouldUpdateGeometry = false;\n        const radius = this._springBone.settings.hitRadius / this.worldScale;\n        if (this._currentRadius !== radius) {\n            this._currentRadius = radius;\n            shouldUpdateGeometry = true;\n        }\n        if (!this._currentTail.equals(this._springBone.initialLocalChildPosition)) {\n            this._currentTail.copy(this._springBone.initialLocalChildPosition);\n            shouldUpdateGeometry = true;\n        }\n        if (shouldUpdateGeometry) {\n            this._buildPosition();\n        }\n    }\n    _buildPosition() {\n        for (let i = 0; i < 32; i++) {\n            const t = (i / 16.0) * Math.PI;\n            this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n            this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n            this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n        }\n        this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n        this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n        this._attrPos.setXYZ(96, 0, 0, 0);\n        this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n        this._attrPos.needsUpdate = true;\n    }\n    _buildIndex() {\n        for (let i = 0; i < 32; i++) {\n            const i1 = (i + 1) % 32;\n            this._attrIndex.setXY(i * 2, i, i1);\n            this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n            this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n        }\n        this._attrIndex.setXY(192, 96, 97);\n        this._attrIndex.needsUpdate = true;\n    }\n}\n\nconst _v3A$1 = new THREE.Vector3();\nclass VRMSpringBoneJointHelper extends THREE.Group {\n    constructor(springBone) {\n        super();\n        this.matrixAutoUpdate = false;\n        this.springBone = springBone;\n        this._geometry = new SpringBoneBufferGeometry(this.springBone);\n        const material = new THREE.LineBasicMaterial({\n            color: 0xffff00,\n            depthTest: false,\n            depthWrite: false,\n        });\n        this._line = new THREE.LineSegments(this._geometry, material);\n        this.add(this._line);\n    }\n    dispose() {\n        this._geometry.dispose();\n    }\n    updateMatrixWorld(force) {\n        this.springBone.bone.updateWorldMatrix(true, false);\n        this.matrix.copy(this.springBone.bone.matrixWorld);\n        const matrixWorldElements = this.matrix.elements;\n        this._geometry.worldScale = _v3A$1\n            .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n            .length(); // calculate scale of x component\n        this._geometry.update();\n        super.updateMatrixWorld(force);\n    }\n}\n\n/**\n * Represents a collider of a VRM.\n */\nclass VRMSpringBoneCollider extends THREE.Object3D {\n    constructor(shape) {\n        super();\n        this.shape = shape;\n    }\n}\n\nconst _matA$1 = new THREE.Matrix4();\n/**\n * A compat function for `Matrix4.invert()` / `Matrix4.getInverse()`.\n * `Matrix4.invert()` is introduced in r123 and `Matrix4.getInverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target matrix\n */\nfunction mat4InvertCompat(target) {\n    if (target.invert) {\n        target.invert();\n    }\n    else {\n        target.getInverse(_matA$1.copy(target));\n    }\n    return target;\n}\n\nclass Matrix4InverseCache {\n    /**\n     * Inverse of given matrix.\n     * Note that it will return its internal private instance.\n     * Make sure copying this before mutate this.\n     */\n    get inverse() {\n        if (this._shouldUpdateInverse) {\n            this._inverseCache.copy(this.matrix);\n            mat4InvertCompat(this._inverseCache);\n            this._shouldUpdateInverse = false;\n        }\n        return this._inverseCache;\n    }\n    constructor(matrix) {\n        /**\n         * A cache of inverse of current matrix.\n         */\n        this._inverseCache = new THREE.Matrix4();\n        /**\n         * A flag that makes it want to recalculate its {@link _inverseCache}.\n         * Will be set `true` when `elements` are mutated and be used in `getInverse`.\n         */\n        this._shouldUpdateInverse = true;\n        this.matrix = matrix;\n        const handler = {\n            set: (obj, prop, newVal) => {\n                this._shouldUpdateInverse = true;\n                obj[prop] = newVal;\n                return true;\n            },\n        };\n        this._originalElements = matrix.elements;\n        matrix.elements = new Proxy(matrix.elements, handler);\n    }\n    revert() {\n        this.matrix.elements = this._originalElements;\n    }\n}\n\n// based on\n// http://rocketjump.skr.jp/unity3d/109/\n// https://github.com/dwango/UniVRM/blob/master/Scripts/SpringBone/VRMSpringBone.cs\nconst IDENTITY_MATRIX4 = new THREE.Matrix4();\n// 計算中の一時保存用変数（一度インスタンスを作ったらあとは使い回す）\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\n/**\n * A temporary variable which is used in `update`\n */\nconst _worldSpacePosition = new THREE.Vector3();\n/**\n * A temporary variable which is used in `update`\n */\nconst _centerSpacePosition = new THREE.Vector3();\n/**\n * A temporary variable which is used in `update`\n */\nconst _nextTail = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _matA = new THREE.Matrix4();\nconst _matB = new THREE.Matrix4();\n/**\n * A class represents a single joint of a spring bone.\n * It should be managed by a [[VRMSpringBoneManager]].\n */\nclass VRMSpringBoneJoint {\n    get center() {\n        return this._center;\n    }\n    set center(center) {\n        var _a;\n        // uninstall inverse cache\n        if ((_a = this._center) === null || _a === void 0 ? void 0 : _a.userData.inverseCacheProxy) {\n            this._center.userData.inverseCacheProxy.revert();\n            delete this._center.userData.inverseCacheProxy;\n        }\n        // change the center\n        this._center = center;\n        // install inverse cache\n        if (this._center) {\n            if (!this._center.userData.inverseCacheProxy) {\n                this._center.userData.inverseCacheProxy = new Matrix4InverseCache(this._center.matrixWorld);\n            }\n        }\n    }\n    get initialLocalChildPosition() {\n        return this._initialLocalChildPosition;\n    }\n    /**\n     * Returns the world matrix of its parent object.\n     * Note that it returns a reference to the matrix. Don't mutate this directly!\n     */\n    get _parentMatrixWorld() {\n        return this.bone.parent ? this.bone.parent.matrixWorld : IDENTITY_MATRIX4;\n    }\n    /**\n     * Create a new VRMSpringBone.\n     *\n     * @param bone An Object3D that will be attached to this bone\n     * @param child An Object3D that will be used as a tail of this spring bone. It can be null when the spring bone is imported from VRM 0.0\n     * @param settings Several parameters related to behavior of the spring bone\n     * @param colliderGroups Collider groups that will be collided with this spring bone\n     */\n    constructor(bone, child, settings = {}, colliderGroups = []) {\n        var _a, _b, _c, _d, _e, _f;\n        /**\n         * Current position of child tail, in center unit. Will be used for verlet integration.\n         */\n        this._currentTail = new THREE.Vector3();\n        /**\n         * Previous position of child tail, in center unit. Will be used for verlet integration.\n         */\n        this._prevTail = new THREE.Vector3();\n        /**\n         * Initial axis of the bone, in local unit.\n         */\n        this._boneAxis = new THREE.Vector3();\n        /**\n         * Length of the bone in world unit.\n         * Will be used for normalization in update loop, will be updated by {@link _calcWorldSpaceBoneLength}.\n         *\n         * It's same as local unit length unless there are scale transformations in the world space.\n         */\n        this._worldSpaceBoneLength = 0.0;\n        /**\n         * This springbone will be calculated based on the space relative from this object.\n         * If this is `null`, springbone will be calculated in world space.\n         */\n        this._center = null;\n        /**\n         * Initial state of the local matrix of the bone.\n         */\n        this._initialLocalMatrix = new THREE.Matrix4();\n        /**\n         * Initial state of the rotation of the bone.\n         */\n        this._initialLocalRotation = new THREE.Quaternion();\n        /**\n         * Initial state of the position of its child.\n         */\n        this._initialLocalChildPosition = new THREE.Vector3();\n        this.bone = bone; // uniVRMでの parent\n        this.bone.matrixAutoUpdate = false; // updateにより計算されるのでthree.js内での自動処理は不要\n        this.child = child;\n        this.settings = {\n            hitRadius: (_a = settings.hitRadius) !== null && _a !== void 0 ? _a : 0.0,\n            stiffness: (_b = settings.stiffness) !== null && _b !== void 0 ? _b : 1.0,\n            gravityPower: (_c = settings.gravityPower) !== null && _c !== void 0 ? _c : 0.0,\n            gravityDir: (_e = (_d = settings.gravityDir) === null || _d === void 0 ? void 0 : _d.clone()) !== null && _e !== void 0 ? _e : new THREE.Vector3(0.0, -1.0, 0.0),\n            dragForce: (_f = settings.dragForce) !== null && _f !== void 0 ? _f : 0.4,\n        };\n        this.colliderGroups = colliderGroups;\n    }\n    /**\n     * Set the initial state of this spring bone.\n     * You might want to call {@link VRMSpringBoneManager.setInitState} instead.\n     */\n    setInitState() {\n        // remember initial position of itself\n        this._initialLocalMatrix.copy(this.bone.matrix);\n        this._initialLocalRotation.copy(this.bone.quaternion);\n        // see initial position of its local child\n        if (this.child) {\n            this._initialLocalChildPosition.copy(this.child.position);\n        }\n        else {\n            // vrm0 requires a 7cm fixed bone length for the final node in a chain\n            // See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_springBone-1.0#about-spring-configuration\n            this._initialLocalChildPosition.copy(this.bone.position).normalize().multiplyScalar(0.07);\n        }\n        // copy the child position to tails\n        const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n        this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n        this._prevTail.copy(this._currentTail);\n        // set initial states that are related to local child position\n        this._boneAxis.copy(this._initialLocalChildPosition).normalize();\n    }\n    /**\n     * Reset the state of this bone.\n     * You might want to call [[VRMSpringBoneManager.reset]] instead.\n     */\n    reset() {\n        this.bone.quaternion.copy(this._initialLocalRotation);\n        // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n        this.bone.updateMatrix();\n        this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n        // Apply updated position to tail states\n        const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n        this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n        this._prevTail.copy(this._currentTail);\n    }\n    /**\n     * Update the state of this bone.\n     * You might want to call [[VRMSpringBoneManager.update]] instead.\n     *\n     * @param delta deltaTime\n     */\n    update(delta) {\n        if (delta <= 0)\n            return;\n        // Update the _worldSpaceBoneLength\n        this._calcWorldSpaceBoneLength();\n        // Get bone position in center space\n        _worldSpacePosition.setFromMatrixPosition(this.bone.matrixWorld);\n        let matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n        _centerSpacePosition.copy(_worldSpacePosition).applyMatrix4(matrixWorldToCenter);\n        const quatWorldToCenter = _quatA.setFromRotationMatrix(matrixWorldToCenter);\n        // Get parent matrix in center space\n        const centerSpaceParentMatrix = _matB.copy(matrixWorldToCenter).multiply(this._parentMatrixWorld);\n        // Get boneAxis in center space\n        const centerSpaceBoneAxis = _v3B\n            .copy(this._boneAxis)\n            .applyMatrix4(this._initialLocalMatrix)\n            .applyMatrix4(centerSpaceParentMatrix)\n            .sub(_centerSpacePosition)\n            .normalize();\n        // gravity in center space\n        const centerSpaceGravity = _v3C.copy(this.settings.gravityDir).applyQuaternion(quatWorldToCenter).normalize();\n        const matrixCenterToWorld = this._getMatrixCenterToWorld(_matA);\n        // verlet積分で次の位置を計算\n        _nextTail\n            .copy(this._currentTail)\n            .add(_v3A\n            .copy(this._currentTail)\n            .sub(this._prevTail)\n            .multiplyScalar(1 - this.settings.dragForce)) // 前フレームの移動を継続する(減衰もあるよ)\n            .add(_v3A.copy(centerSpaceBoneAxis).multiplyScalar(this.settings.stiffness * delta)) // 親の回転による子ボーンの移動目標\n            .add(_v3A.copy(centerSpaceGravity).multiplyScalar(this.settings.gravityPower * delta)) // 外力による移動量\n            .applyMatrix4(matrixCenterToWorld); // tailをworld spaceに戻す\n        // normalize bone length\n        _nextTail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n        // Collisionで移動\n        this._collision(_nextTail);\n        // update prevTail and currentTail\n        matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n        this._prevTail.copy(this._currentTail);\n        this._currentTail.copy(_v3A.copy(_nextTail).applyMatrix4(matrixWorldToCenter));\n        // Apply rotation, convert vector3 thing into actual quaternion\n        // Original UniVRM is doing center unit calculus at here but we're gonna do this on local unit\n        const worldSpaceInitialMatrixInv = mat4InvertCompat(_matA.copy(this._parentMatrixWorld).multiply(this._initialLocalMatrix));\n        const applyRotation = _quatA.setFromUnitVectors(this._boneAxis, _v3A.copy(_nextTail).applyMatrix4(worldSpaceInitialMatrixInv).normalize());\n        this.bone.quaternion.copy(this._initialLocalRotation).multiply(applyRotation);\n        // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n        this.bone.updateMatrix();\n        this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n    }\n    /**\n     * Do collision math against every colliders attached to this bone.\n     *\n     * @param tail The tail you want to process\n     */\n    _collision(tail) {\n        this.colliderGroups.forEach((colliderGroup) => {\n            colliderGroup.colliders.forEach((collider) => {\n                const dist = collider.shape.calculateCollision(collider.matrixWorld, tail, this.settings.hitRadius, _v3A);\n                if (dist < 0.0) {\n                    // hit\n                    tail.add(_v3A.multiplyScalar(-dist));\n                    // normalize bone length\n                    tail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n                }\n            });\n        });\n    }\n    /**\n     * Calculate the {@link _worldSpaceBoneLength}.\n     * Intended to be used in {@link update}.\n     */\n    _calcWorldSpaceBoneLength() {\n        _v3A.setFromMatrixPosition(this.bone.matrixWorld); // get world position of this.bone\n        if (this.child) {\n            _v3B.setFromMatrixPosition(this.child.matrixWorld); // get world position of this.child\n        }\n        else {\n            _v3B.copy(this._initialLocalChildPosition);\n            _v3B.applyMatrix4(this.bone.matrixWorld);\n        }\n        this._worldSpaceBoneLength = _v3A.sub(_v3B).length();\n    }\n    /**\n     * Create a matrix that converts center space into world space.\n     * @param target Target matrix\n     */\n    _getMatrixCenterToWorld(target) {\n        if (this._center) {\n            target.copy(this._center.matrixWorld);\n        }\n        else {\n            target.identity();\n        }\n        return target;\n    }\n    /**\n     * Create a matrix that converts world space into center space.\n     * @param target Target matrix\n     */\n    _getMatrixWorldToCenter(target) {\n        if (this._center) {\n            target.copy(this._center.userData.inverseCacheProxy.inverse);\n        }\n        else {\n            target.identity();\n        }\n        return target;\n    }\n}\n\n/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n\r\nfunction __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\ntypeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\n\nfunction traverseAncestorsFromRoot(object, callback) {\n    const ancestors = [];\n    let head = object;\n    while (head !== null) {\n        ancestors.unshift(head);\n        head = head.parent;\n    }\n    ancestors.forEach((ancestor) => {\n        callback(ancestor);\n    });\n}\n\n/**\n * Traverse children of given object and execute given callback.\n * The given object itself wont be given to the callback.\n * If the return value of the callback is `true`, it will halt the traversal of its children.\n * @param object A root object\n * @param callback A callback function called for each children\n */\nfunction traverseChildrenUntilConditionMet(object, callback) {\n    object.children.forEach((child) => {\n        const result = callback(child);\n        if (!result) {\n            traverseChildrenUntilConditionMet(child, callback);\n        }\n    });\n}\n\nclass VRMSpringBoneManager {\n    constructor() {\n        this._joints = new Set();\n        this._objectSpringBonesMap = new Map();\n    }\n    get joints() {\n        return this._joints;\n    }\n    /**\n     * @deprecated Use {@link joints} instead.\n     */\n    get springBones() {\n        console.warn('VRMSpringBoneManager: springBones is deprecated. use joints instead.');\n        return this._joints;\n    }\n    get colliderGroups() {\n        const set = new Set();\n        this._joints.forEach((springBone) => {\n            springBone.colliderGroups.forEach((colliderGroup) => {\n                set.add(colliderGroup);\n            });\n        });\n        return Array.from(set);\n    }\n    get colliders() {\n        const set = new Set();\n        this.colliderGroups.forEach((colliderGroup) => {\n            colliderGroup.colliders.forEach((collider) => {\n                set.add(collider);\n            });\n        });\n        return Array.from(set);\n    }\n    addJoint(joint) {\n        this._joints.add(joint);\n        let objectSet = this._objectSpringBonesMap.get(joint.bone);\n        if (objectSet == null) {\n            objectSet = new Set();\n            this._objectSpringBonesMap.set(joint.bone, objectSet);\n        }\n        objectSet.add(joint);\n    }\n    /**\n     * @deprecated Use {@link addJoint} instead.\n     */\n    addSpringBone(joint) {\n        console.warn('VRMSpringBoneManager: addSpringBone() is deprecated. use addJoint() instead.');\n        this.addJoint(joint);\n    }\n    deleteJoint(joint) {\n        this._joints.delete(joint);\n        const objectSet = this._objectSpringBonesMap.get(joint.bone);\n        objectSet.delete(joint);\n    }\n    /**\n     * @deprecated Use {@link deleteJoint} instead.\n     */\n    deleteSpringBone(joint) {\n        console.warn('VRMSpringBoneManager: deleteSpringBone() is deprecated. use deleteJoint() instead.');\n        this.deleteJoint(joint);\n    }\n    setInitState() {\n        const springBonesTried = new Set();\n        const springBonesDone = new Set();\n        const objectUpdated = new Set();\n        for (const springBone of this._joints) {\n            this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) => springBone.setInitState());\n        }\n    }\n    reset() {\n        const springBonesTried = new Set();\n        const springBonesDone = new Set();\n        const objectUpdated = new Set();\n        for (const springBone of this._joints) {\n            this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) => springBone.reset());\n        }\n    }\n    update(delta) {\n        const springBonesTried = new Set();\n        const springBonesDone = new Set();\n        const objectUpdated = new Set();\n        for (const springBone of this._joints) {\n            // update the springbone\n            this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) => springBone.update(delta));\n            // update children world matrices\n            // it is required when the spring bone chain is sparse\n            traverseChildrenUntilConditionMet(springBone.bone, (object) => {\n                var _a, _b;\n                // if the object has attached springbone, halt the traversal\n                if (((_b = (_a = this._objectSpringBonesMap.get(object)) === null || _a === void 0 ? void 0 : _a.size) !== null && _b !== void 0 ? _b : 0) > 0) {\n                    return true;\n                }\n                // otherwise update its world matrix\n                object.updateWorldMatrix(false, false);\n                return false;\n            });\n        }\n    }\n    /**\n     * Update a spring bone.\n     * If there are other spring bone that are dependant, it will try to update them recursively.\n     * It updates matrixWorld of all ancestors and myself.\n     * It might throw an error if there are circular dependencies.\n     *\n     * Intended to be used in {@link update} and {@link _processSpringBone} itself recursively.\n     *\n     * @param springBone A springBone you want to update\n     * @param springBonesTried Set of springBones that are already tried to be updated\n     * @param springBonesDone Set of springBones that are already up to date\n     * @param objectUpdated Set of object3D whose matrixWorld is updated\n     */\n    _processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, callback) {\n        if (springBonesDone.has(springBone)) {\n            return;\n        }\n        if (springBonesTried.has(springBone)) {\n            throw new Error('VRMSpringBoneManager: Circular dependency detected while updating springbones');\n        }\n        springBonesTried.add(springBone);\n        const depObjects = this._getDependencies(springBone);\n        for (const depObject of depObjects) {\n            traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n                const objectSet = this._objectSpringBonesMap.get(depObjectAncestor);\n                if (objectSet) {\n                    for (const depSpringBone of objectSet) {\n                        this._processSpringBone(depSpringBone, springBonesTried, springBonesDone, objectUpdated, callback);\n                    }\n                }\n                else if (!objectUpdated.has(depObjectAncestor)) {\n                    // update matrix of non-springbone\n                    depObjectAncestor.updateWorldMatrix(false, false);\n                    objectUpdated.add(depObjectAncestor);\n                }\n            });\n        }\n        // update my matrix\n        springBone.bone.updateMatrix();\n        springBone.bone.updateWorldMatrix(false, false);\n        callback(springBone);\n        objectUpdated.add(springBone.bone);\n        springBonesDone.add(springBone);\n    }\n    /**\n     * Return a set of objects that are dependant of given spring bone.\n     * @param springBone A spring bone\n     * @return A set of objects that are dependant of given spring bone\n     */\n    _getDependencies(springBone) {\n        const set = new Set();\n        const parent = springBone.bone.parent;\n        if (parent) {\n            set.add(parent);\n        }\n        springBone.colliderGroups.forEach((colliderGroup) => {\n            colliderGroup.colliders.forEach((collider) => {\n                set.add(collider);\n            });\n        });\n        return set;\n    }\n}\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\nclass VRMSpringBoneLoaderPlugin {\n    get name() {\n        return VRMSpringBoneLoaderPlugin.EXTENSION_NAME;\n    }\n    constructor(parser, options) {\n        this.parser = parser;\n        this.jointHelperRoot = options === null || options === void 0 ? void 0 : options.jointHelperRoot;\n        this.colliderHelperRoot = options === null || options === void 0 ? void 0 : options.colliderHelperRoot;\n    }\n    afterRoot(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            gltf.userData.vrmSpringBoneManager = yield this._import(gltf);\n        });\n    }\n    /**\n     * Import spring bones from a GLTF and return a {@link VRMSpringBoneManager}.\n     * It might return `null` instead when it does not need to be created or something go wrong.\n     *\n     * @param gltf A parsed result of GLTF taken from GLTFLoader\n     */\n    _import(gltf) {\n        return __awaiter(this, void 0, void 0, function* () {\n            const v1Result = yield this._v1Import(gltf);\n            if (v1Result != null) {\n                return v1Result;\n            }\n            const v0Result = yield this._v0Import(gltf);\n            if (v0Result != null) {\n                return v0Result;\n            }\n            return null;\n        });\n    }\n    _v1Import(gltf) {\n        var _a, _b, _c, _d, _e;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = gltf.parser.json;\n            // early abort if it doesn't use spring bones\n            const isSpringBoneUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf(VRMSpringBoneLoaderPlugin.EXTENSION_NAME)) !== -1;\n            if (!isSpringBoneUsed) {\n                return null;\n            }\n            const manager = new VRMSpringBoneManager();\n            const threeNodes = yield gltf.parser.getDependencies('node');\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b[VRMSpringBoneLoaderPlugin.EXTENSION_NAME];\n            if (!extension) {\n                return null;\n            }\n            const specVersion = extension.specVersion;\n            if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n                console.warn(`VRMSpringBoneLoaderPlugin: Unknown ${VRMSpringBoneLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`);\n                return null;\n            }\n            const colliders = (_c = extension.colliders) === null || _c === void 0 ? void 0 : _c.map((schemaCollider, iCollider) => {\n                var _a, _b, _c, _d, _e;\n                const node = threeNodes[schemaCollider.node];\n                const schemaShape = schemaCollider.shape;\n                if (schemaShape.sphere) {\n                    return this._importSphereCollider(node, {\n                        offset: new THREE.Vector3().fromArray((_a = schemaShape.sphere.offset) !== null && _a !== void 0 ? _a : [0.0, 0.0, 0.0]),\n                        radius: (_b = schemaShape.sphere.radius) !== null && _b !== void 0 ? _b : 0.0,\n                    });\n                }\n                else if (schemaShape.capsule) {\n                    return this._importCapsuleCollider(node, {\n                        offset: new THREE.Vector3().fromArray((_c = schemaShape.capsule.offset) !== null && _c !== void 0 ? _c : [0.0, 0.0, 0.0]),\n                        radius: (_d = schemaShape.capsule.radius) !== null && _d !== void 0 ? _d : 0.0,\n                        tail: new THREE.Vector3().fromArray((_e = schemaShape.capsule.tail) !== null && _e !== void 0 ? _e : [0.0, 0.0, 0.0]),\n                    });\n                }\n                throw new Error(`VRMSpringBoneLoaderPlugin: The collider #${iCollider} has no valid shape`);\n            });\n            const colliderGroups = (_d = extension.colliderGroups) === null || _d === void 0 ? void 0 : _d.map((schemaColliderGroup, iColliderGroup) => {\n                var _a;\n                const cols = ((_a = schemaColliderGroup.colliders) !== null && _a !== void 0 ? _a : []).map((iCollider) => {\n                    const col = colliders === null || colliders === void 0 ? void 0 : colliders[iCollider];\n                    if (col == null) {\n                        throw new Error(`VRMSpringBoneLoaderPlugin: The colliderGroup #${iColliderGroup} attempted to use a collider #${iCollider} but not found`);\n                    }\n                    return col;\n                });\n                return {\n                    colliders: cols,\n                    name: schemaColliderGroup.name,\n                };\n            });\n            (_e = extension.springs) === null || _e === void 0 ? void 0 : _e.forEach((schemaSpring, iSpring) => {\n                var _a;\n                const schemaJoints = schemaSpring.joints;\n                // prepare colliders\n                const colliderGroupsForSpring = (_a = schemaSpring.colliderGroups) === null || _a === void 0 ? void 0 : _a.map((iColliderGroup) => {\n                    const group = colliderGroups === null || colliderGroups === void 0 ? void 0 : colliderGroups[iColliderGroup];\n                    if (group == null) {\n                        throw new Error(`VRMSpringBoneLoaderPlugin: The spring #${iSpring} attempted to use a colliderGroup ${iColliderGroup} but not found`);\n                    }\n                    return group;\n                });\n                const center = schemaSpring.center != null ? threeNodes[schemaSpring.center] : undefined;\n                let prevSchemaJoint;\n                schemaJoints.forEach((schemaJoint) => {\n                    if (prevSchemaJoint) {\n                        // prepare node\n                        const nodeIndex = prevSchemaJoint.node;\n                        const node = threeNodes[nodeIndex];\n                        const childIndex = schemaJoint.node;\n                        const child = threeNodes[childIndex];\n                        // prepare setting\n                        const setting = {\n                            hitRadius: prevSchemaJoint.hitRadius,\n                            dragForce: prevSchemaJoint.dragForce,\n                            gravityPower: prevSchemaJoint.gravityPower,\n                            stiffness: prevSchemaJoint.stiffness,\n                            gravityDir: prevSchemaJoint.gravityDir != null\n                                ? new THREE.Vector3().fromArray(prevSchemaJoint.gravityDir)\n                                : undefined,\n                        };\n                        // create spring bones\n                        const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n                        if (center) {\n                            joint.center = center;\n                        }\n                        manager.addJoint(joint);\n                    }\n                    prevSchemaJoint = schemaJoint;\n                });\n            });\n            // init spring bones\n            manager.setInitState();\n            return manager;\n        });\n    }\n    _v0Import(gltf) {\n        var _a, _b, _c;\n        return __awaiter(this, void 0, void 0, function* () {\n            const json = gltf.parser.json;\n            // early abort if it doesn't use vrm\n            const isVRMUsed = ((_a = json.extensionsUsed) === null || _a === void 0 ? void 0 : _a.indexOf('VRM')) !== -1;\n            if (!isVRMUsed) {\n                return null;\n            }\n            // early abort if it doesn't have bone groups\n            const extension = (_b = json.extensions) === null || _b === void 0 ? void 0 : _b['VRM'];\n            const schemaSecondaryAnimation = extension === null || extension === void 0 ? void 0 : extension.secondaryAnimation;\n            if (!schemaSecondaryAnimation) {\n                return null;\n            }\n            const schemaBoneGroups = schemaSecondaryAnimation === null || schemaSecondaryAnimation === void 0 ? void 0 : schemaSecondaryAnimation.boneGroups;\n            if (!schemaBoneGroups) {\n                return null;\n            }\n            const manager = new VRMSpringBoneManager();\n            const threeNodes = yield gltf.parser.getDependencies('node');\n            const colliderGroups = (_c = schemaSecondaryAnimation.colliderGroups) === null || _c === void 0 ? void 0 : _c.map((schemaColliderGroup) => {\n                var _a;\n                const node = threeNodes[schemaColliderGroup.node];\n                const colliders = ((_a = schemaColliderGroup.colliders) !== null && _a !== void 0 ? _a : []).map((schemaCollider, iCollider) => {\n                    var _a, _b, _c;\n                    const offset = new THREE.Vector3(0.0, 0.0, 0.0);\n                    if (schemaCollider.offset) {\n                        offset.set((_a = schemaCollider.offset.x) !== null && _a !== void 0 ? _a : 0.0, (_b = schemaCollider.offset.y) !== null && _b !== void 0 ? _b : 0.0, schemaCollider.offset.z ? -schemaCollider.offset.z : 0.0);\n                    }\n                    return this._importSphereCollider(node, {\n                        offset,\n                        radius: (_c = schemaCollider.radius) !== null && _c !== void 0 ? _c : 0.0,\n                    });\n                });\n                return { colliders };\n            });\n            // import spring bones for each spring bone groups\n            schemaBoneGroups === null || schemaBoneGroups === void 0 ? void 0 : schemaBoneGroups.forEach((schemaBoneGroup, iBoneGroup) => {\n                const rootIndices = schemaBoneGroup.bones;\n                if (!rootIndices) {\n                    return;\n                }\n                rootIndices.forEach((rootIndex) => {\n                    var _a, _b, _c, _d;\n                    const root = threeNodes[rootIndex];\n                    // prepare setting\n                    const gravityDir = new THREE.Vector3();\n                    if (schemaBoneGroup.gravityDir) {\n                        gravityDir.set((_a = schemaBoneGroup.gravityDir.x) !== null && _a !== void 0 ? _a : 0.0, (_b = schemaBoneGroup.gravityDir.y) !== null && _b !== void 0 ? _b : 0.0, (_c = schemaBoneGroup.gravityDir.z) !== null && _c !== void 0 ? _c : 0.0);\n                    }\n                    else {\n                        gravityDir.set(0.0, -1.0, 0.0);\n                    }\n                    const center = schemaBoneGroup.center != null ? threeNodes[schemaBoneGroup.center] : undefined;\n                    const setting = {\n                        hitRadius: schemaBoneGroup.hitRadius,\n                        dragForce: schemaBoneGroup.dragForce,\n                        gravityPower: schemaBoneGroup.gravityPower,\n                        stiffness: schemaBoneGroup.stiffiness,\n                        gravityDir,\n                    };\n                    // prepare colliders\n                    const colliderGroupsForSpring = (_d = schemaBoneGroup.colliderGroups) === null || _d === void 0 ? void 0 : _d.map((iColliderGroup) => {\n                        const group = colliderGroups === null || colliderGroups === void 0 ? void 0 : colliderGroups[iColliderGroup];\n                        if (group == null) {\n                            throw new Error(`VRMSpringBoneLoaderPlugin: The spring #${iBoneGroup} attempted to use a colliderGroup ${iColliderGroup} but not found`);\n                        }\n                        return group;\n                    });\n                    // create spring bones\n                    root.traverse((node) => {\n                        var _a;\n                        const child = (_a = node.children[0]) !== null && _a !== void 0 ? _a : null;\n                        const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n                        if (center) {\n                            joint.center = center;\n                        }\n                        manager.addJoint(joint);\n                    });\n                });\n            });\n            // init spring bones\n            gltf.scene.updateMatrixWorld();\n            manager.setInitState();\n            return manager;\n        });\n    }\n    _importJoint(node, child, setting, colliderGroupsForSpring) {\n        const springBone = new VRMSpringBoneJoint(node, child, setting, colliderGroupsForSpring);\n        if (this.jointHelperRoot) {\n            const helper = new VRMSpringBoneJointHelper(springBone);\n            this.jointHelperRoot.add(helper);\n            helper.renderOrder = this.jointHelperRoot.renderOrder;\n        }\n        return springBone;\n    }\n    _importSphereCollider(destination, params) {\n        const { offset, radius } = params;\n        const shape = new VRMSpringBoneColliderShapeSphere({ offset, radius });\n        const collider = new VRMSpringBoneCollider(shape);\n        destination.add(collider);\n        if (this.colliderHelperRoot) {\n            const helper = new VRMSpringBoneColliderHelper(collider);\n            this.colliderHelperRoot.add(helper);\n            helper.renderOrder = this.colliderHelperRoot.renderOrder;\n        }\n        return collider;\n    }\n    _importCapsuleCollider(destination, params) {\n        const { offset, radius, tail } = params;\n        const shape = new VRMSpringBoneColliderShapeCapsule({ offset, radius, tail });\n        const collider = new VRMSpringBoneCollider(shape);\n        destination.add(collider);\n        if (this.colliderHelperRoot) {\n            const helper = new VRMSpringBoneColliderHelper(collider);\n            this.colliderHelperRoot.add(helper);\n            helper.renderOrder = this.colliderHelperRoot.renderOrder;\n        }\n        return collider;\n    }\n}\nVRMSpringBoneLoaderPlugin.EXTENSION_NAME = 'VRMC_springBone';\n\nexport { VRMSpringBoneCollider, VRMSpringBoneColliderHelper, VRMSpringBoneColliderShape, VRMSpringBoneColliderShapeCapsule, VRMSpringBoneColliderShapeSphere, VRMSpringBoneJoint, VRMSpringBoneJointHelper, VRMSpringBoneLoaderPlugin, VRMSpringBoneManager };\n//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"three-vrm-springbone.module.js","sources":["../src/VRMSpringBoneColliderShape.ts","../src/VRMSpringBoneColliderShapeCapsule.ts","../src/VRMSpringBoneColliderShapeSphere.ts","../src/helpers/utils/ColliderShapeCapsuleBufferGeometry.ts","../src/helpers/utils/ColliderShapeSphereBufferGeometry.ts","../src/helpers/VRMSpringBoneColliderHelper.ts","../src/helpers/utils/SpringBoneBufferGeometry.ts","../src/helpers/VRMSpringBoneJointHelper.ts","../src/VRMSpringBoneCollider.ts","../src/utils/mat4InvertCompat.ts","../src/utils/Matrix4InverseCache.ts","../src/VRMSpringBoneJoint.ts","../../../node_modules/tslib/tslib.es6.js","../src/utils/traverseAncestorsFromRoot.ts","../src/utils/traverseChildrenUntilConditionMet.ts","../src/VRMSpringBoneManager.ts","../src/VRMSpringBoneLoaderPlugin.ts"],"sourcesContent":["import type * as THREE from 'three';\n\n/**\n * Represents a shape of a collider.\n */\nexport abstract class VRMSpringBoneColliderShape {\n  /**\n   * The type of the shape.\n   */\n  public abstract get type(): string;\n\n  /**\n   * Calculate a distance and a direction from the collider to a target object.\n   * It's hit if the distance is negative.\n   * The direction will be contained in the given target vector.\n   *\n   * @param colliderMatrix A matrix represents the transform of the collider\n   * @param objectPosition A vector represents the position of the target object\n   * @param objectRadius The radius of the object\n   * @param target The result direction will be contained in this vector\n   */\n  public abstract calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number;\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\n\nexport class VRMSpringBoneColliderShapeCapsule extends VRMSpringBoneColliderShape {\n  public get type(): 'capsule' {\n    return 'capsule';\n  }\n\n  /**\n   * The offset of the head from the origin.\n   */\n  public offset: THREE.Vector3;\n\n  /**\n   * The offset of the tail from the origin.\n   */\n  public tail: THREE.Vector3;\n\n  /**\n   * The radius.\n   */\n  public radius: number;\n\n  public constructor(params?: { radius?: number; offset?: THREE.Vector3; tail?: THREE.Vector3 }) {\n    super();\n\n    this.offset = params?.offset ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.tail = params?.tail ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.radius = params?.radius ?? 0.0;\n  }\n\n  public calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number {\n    _v3A.copy(this.offset).applyMatrix4(colliderMatrix); // transformed head\n    _v3B.copy(this.tail).applyMatrix4(colliderMatrix); // transformed tail\n    _v3B.sub(_v3A); // from head to tail\n    const lengthSqCapsule = _v3B.lengthSq();\n\n    target.copy(objectPosition).sub(_v3A); // from head to object\n    const dot = _v3B.dot(target); // dot product of offsetToTail and offsetToObject\n\n    if (dot <= 0.0) {\n      // if object is near from the head\n      // do nothing, use the current value directly\n    } else if (lengthSqCapsule <= dot) {\n      // if object is near from the tail\n      target.sub(_v3B); // from tail to object\n    } else {\n      // if object is between two ends\n      _v3B.multiplyScalar(dot / lengthSqCapsule); // from head to the nearest point of the shaft\n      target.sub(_v3B); // from the shaft point to object\n    }\n\n    const radius = objectRadius + this.radius;\n    const distance = target.length() - radius;\n    target.normalize();\n    return distance;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\nexport class VRMSpringBoneColliderShapeSphere extends VRMSpringBoneColliderShape {\n  public get type(): 'sphere' {\n    return 'sphere';\n  }\n\n  /**\n   * The offset from the origin.\n   */\n  public offset: THREE.Vector3;\n\n  /**\n   * The radius.\n   */\n  public radius: number;\n\n  public constructor(params?: { radius?: number; offset?: THREE.Vector3 }) {\n    super();\n\n    this.offset = params?.offset ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.radius = params?.radius ?? 0.0;\n  }\n\n  public calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number {\n    target.copy(this.offset).applyMatrix4(colliderMatrix); // transformed offset\n    target.negate().add(objectPosition); // a vector from collider center to object position\n    const radius = objectRadius + this.radius;\n    const distance = target.length() - radius;\n    target.normalize();\n    return distance;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneColliderShapeCapsule } from '../../VRMSpringBoneColliderShapeCapsule';\nimport { ColliderShapeBufferGeometry } from './ColliderShapeBufferGeometry';\n\nconst _v3A = new THREE.Vector3();\n\nexport class ColliderShapeCapsuleBufferGeometry extends THREE.BufferGeometry implements ColliderShapeBufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _shape: VRMSpringBoneColliderShapeCapsule;\n  private _currentRadius = 0;\n  private readonly _currentOffset = new THREE.Vector3();\n  private readonly _currentTail = new THREE.Vector3();\n\n  public constructor(shape: VRMSpringBoneColliderShapeCapsule) {\n    super();\n\n    this._shape = shape;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(396), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(264), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    const radius = this._shape.radius / this.worldScale;\n    if (this._currentRadius !== radius) {\n      this._currentRadius = radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentOffset.equals(this._shape.offset)) {\n      this._currentOffset.copy(this._shape.offset);\n      shouldUpdateGeometry = true;\n    }\n\n    const tail = _v3A.copy(this._shape.tail).divideScalar(this.worldScale);\n    if (this._currentTail.distanceToSquared(tail) > 1e-10) {\n      this._currentTail.copy(tail);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    _v3A.copy(this._currentTail).sub(this._currentOffset);\n    const l = _v3A.length() / this._currentRadius;\n\n    for (let i = 0; i <= 16; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, -Math.sin(t), -Math.cos(t), 0.0);\n      this._attrPos.setXYZ(17 + i, l + Math.sin(t), Math.cos(t), 0.0);\n      this._attrPos.setXYZ(34 + i, -Math.sin(t), 0.0, -Math.cos(t));\n      this._attrPos.setXYZ(51 + i, l + Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n      this._attrPos.setXYZ(68 + i, 0.0, Math.sin(t), Math.cos(t));\n      this._attrPos.setXYZ(100 + i, l, Math.sin(t), Math.cos(t));\n    }\n\n    const theta = Math.atan2(_v3A.y, Math.sqrt(_v3A.x * _v3A.x + _v3A.z * _v3A.z));\n    const phi = -Math.atan2(_v3A.z, _v3A.x);\n\n    this.rotateZ(theta);\n    this.rotateY(phi);\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 34; i++) {\n      const i1 = (i + 1) % 34;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(68 + i * 2, 34 + i, 34 + i1);\n    }\n\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(136 + i * 2, 68 + i, 68 + i1);\n      this._attrIndex.setXY(200 + i * 2, 100 + i, 100 + i1);\n    }\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneColliderShapeSphere } from '../../VRMSpringBoneColliderShapeSphere';\nimport { ColliderShapeBufferGeometry } from './ColliderShapeBufferGeometry';\n\nexport class ColliderShapeSphereBufferGeometry extends THREE.BufferGeometry implements ColliderShapeBufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _shape: VRMSpringBoneColliderShapeSphere;\n  private _currentRadius = 0;\n  private readonly _currentOffset = new THREE.Vector3();\n\n  public constructor(shape: VRMSpringBoneColliderShapeSphere) {\n    super();\n\n    this._shape = shape;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(32 * 3 * 3), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(64 * 3), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    const radius = this._shape.radius / this.worldScale;\n    if (this._currentRadius !== radius) {\n      this._currentRadius = radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentOffset.equals(this._shape.offset)) {\n      this._currentOffset.copy(this._shape.offset);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n      this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n      this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n      this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n    }\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneCollider } from '../VRMSpringBoneCollider';\nimport { VRMSpringBoneColliderShapeCapsule } from '../VRMSpringBoneColliderShapeCapsule';\nimport { VRMSpringBoneColliderShapeSphere } from '../VRMSpringBoneColliderShapeSphere';\nimport { ColliderShapeBufferGeometry } from './utils/ColliderShapeBufferGeometry';\nimport { ColliderShapeCapsuleBufferGeometry } from './utils/ColliderShapeCapsuleBufferGeometry';\nimport { ColliderShapeSphereBufferGeometry } from './utils/ColliderShapeSphereBufferGeometry';\n\nconst _v3A = new THREE.Vector3();\n\nexport class VRMSpringBoneColliderHelper extends THREE.Group {\n  public readonly collider: VRMSpringBoneCollider;\n  private readonly _geometry: ColliderShapeBufferGeometry;\n  private readonly _line: THREE.LineSegments;\n\n  public constructor(collider: VRMSpringBoneCollider) {\n    super();\n    this.matrixAutoUpdate = false;\n\n    this.collider = collider;\n\n    if (this.collider.shape instanceof VRMSpringBoneColliderShapeSphere) {\n      this._geometry = new ColliderShapeSphereBufferGeometry(this.collider.shape);\n    } else if (this.collider.shape instanceof VRMSpringBoneColliderShapeCapsule) {\n      this._geometry = new ColliderShapeCapsuleBufferGeometry(this.collider.shape);\n    } else {\n      throw new Error('VRMSpringBoneColliderHelper: Unknown collider shape type detected');\n    }\n\n    const material = new THREE.LineBasicMaterial({\n      color: 0xff00ff,\n      depthTest: false,\n      depthWrite: false,\n    });\n\n    this._line = new THREE.LineSegments(this._geometry, material);\n    this.add(this._line);\n  }\n\n  public dispose(): void {\n    this._geometry.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    this.collider.updateWorldMatrix(true, false);\n\n    this.matrix.copy(this.collider.matrixWorld);\n\n    const matrixWorldElements = this.matrix.elements;\n    this._geometry.worldScale = _v3A\n      .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n      .length(); // calculate scale of x component\n\n    this._geometry.update();\n\n    super.updateMatrixWorld(force);\n  }\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneJoint } from '../../VRMSpringBoneJoint';\n\nexport class SpringBoneBufferGeometry extends THREE.BufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _springBone: VRMSpringBoneJoint;\n  private _currentRadius = 0;\n  private readonly _currentTail = new THREE.Vector3();\n\n  public constructor(springBone: VRMSpringBoneJoint) {\n    super();\n\n    this._springBone = springBone;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    const radius = this._springBone.settings.hitRadius / this.worldScale;\n    if (this._currentRadius !== radius) {\n      this._currentRadius = radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentTail.equals(this._springBone.initialLocalChildPosition)) {\n      this._currentTail.copy(this._springBone.initialLocalChildPosition);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n      this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n      this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.setXYZ(96, 0, 0, 0);\n    this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n      this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n    }\n    this._attrIndex.setXY(192, 96, 97);\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n","import * as THREE from 'three';\nimport { VRMSpringBoneJoint } from '../VRMSpringBoneJoint';\nimport { SpringBoneBufferGeometry } from './utils/SpringBoneBufferGeometry';\n\nconst _v3A = new THREE.Vector3();\n\nexport class VRMSpringBoneJointHelper extends THREE.Group {\n  public readonly springBone: VRMSpringBoneJoint;\n  private readonly _geometry: SpringBoneBufferGeometry;\n  private readonly _line: THREE.LineSegments;\n\n  public constructor(springBone: VRMSpringBoneJoint) {\n    super();\n    this.matrixAutoUpdate = false;\n\n    this.springBone = springBone;\n\n    this._geometry = new SpringBoneBufferGeometry(this.springBone);\n\n    const material = new THREE.LineBasicMaterial({\n      color: 0xffff00,\n      depthTest: false,\n      depthWrite: false,\n    });\n\n    this._line = new THREE.LineSegments(this._geometry, material);\n    this.add(this._line);\n  }\n\n  public dispose(): void {\n    this._geometry.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    this.springBone.bone.updateWorldMatrix(true, false);\n\n    this.matrix.copy(this.springBone.bone.matrixWorld);\n\n    const matrixWorldElements = this.matrix.elements;\n    this._geometry.worldScale = _v3A\n      .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n      .length(); // calculate scale of x component\n\n    this._geometry.update();\n\n    super.updateMatrixWorld(force);\n  }\n}\n","import * as THREE from 'three';\nimport type { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\n/**\n * Represents a collider of a VRM.\n */\nexport class VRMSpringBoneCollider extends THREE.Object3D {\n  /**\n   * The shape of the collider.\n   */\n  public readonly shape: VRMSpringBoneColliderShape;\n\n  public constructor(shape: VRMSpringBoneColliderShape) {\n    super();\n\n    this.shape = shape;\n  }\n}\n","import * as THREE from 'three';\n\nconst _matA = new THREE.Matrix4();\n\n/**\n * A compat function for `Matrix4.invert()` / `Matrix4.getInverse()`.\n * `Matrix4.invert()` is introduced in r123 and `Matrix4.getInverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target matrix\n */\nexport function mat4InvertCompat<T extends THREE.Matrix4>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).getInverse(_matA.copy(target));\n  }\n\n  return target;\n}\n","import * as THREE from 'three';\nimport { mat4InvertCompat } from './mat4InvertCompat';\n\nexport class Matrix4InverseCache {\n  /**\n   * The target matrix.\n   */\n  public readonly matrix: THREE.Matrix4;\n\n  /**\n   * A cache of inverse of current matrix.\n   */\n  private readonly _inverseCache = new THREE.Matrix4();\n\n  /**\n   * A flag that makes it want to recalculate its {@link _inverseCache}.\n   * Will be set `true` when `elements` are mutated and be used in `getInverse`.\n   */\n  private _shouldUpdateInverse = true;\n\n  /**\n   * The original of `matrix.elements`\n   */\n  private readonly _originalElements: number[];\n\n  /**\n   * Inverse of given matrix.\n   * Note that it will return its internal private instance.\n   * Make sure copying this before mutate this.\n   */\n  public get inverse(): THREE.Matrix4 {\n    if (this._shouldUpdateInverse) {\n      this._inverseCache.copy(this.matrix);\n      mat4InvertCompat(this._inverseCache);\n      this._shouldUpdateInverse = false;\n    }\n\n    return this._inverseCache;\n  }\n\n  public constructor(matrix: THREE.Matrix4) {\n    this.matrix = matrix;\n\n    const handler: ProxyHandler<number[]> = {\n      set: (obj, prop: any, newVal) => {\n        this._shouldUpdateInverse = true;\n        obj[prop] = newVal;\n\n        return true;\n      },\n    };\n\n    this._originalElements = matrix.elements;\n    matrix.elements = new Proxy(matrix.elements, handler);\n  }\n\n  public revert(): void {\n    this.matrix.elements = this._originalElements;\n  }\n}\n","import * as THREE from 'three';\nimport { mat4InvertCompat } from './utils/mat4InvertCompat';\nimport { Matrix4InverseCache } from './utils/Matrix4InverseCache';\nimport type { VRMSpringBoneColliderGroup } from './VRMSpringBoneColliderGroup';\nimport type { VRMSpringBoneJointSettings } from './VRMSpringBoneJointSettings';\n\n// based on\n// http://rocketjump.skr.jp/unity3d/109/\n// https://github.com/dwango/UniVRM/blob/master/Scripts/SpringBone/VRMSpringBone.cs\n\nconst IDENTITY_MATRIX4 = new THREE.Matrix4();\n\n// 計算中の一時保存用変数（一度インスタンスを作ったらあとは使い回す）\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\n\n/**\n * A temporary variable which is used in `update`\n */\nconst _worldSpacePosition = new THREE.Vector3();\n\n/**\n * A temporary variable which is used in `update`\n */\nconst _centerSpacePosition = new THREE.Vector3();\n\n/**\n * A temporary variable which is used in `update`\n */\nconst _nextTail = new THREE.Vector3();\n\nconst _quatA = new THREE.Quaternion();\nconst _matA = new THREE.Matrix4();\nconst _matB = new THREE.Matrix4();\n\n/**\n * A class represents a single joint of a spring bone.\n * It should be managed by a [[VRMSpringBoneManager]].\n */\nexport class VRMSpringBoneJoint {\n  /**\n   * Settings of the bone.\n   */\n  public settings: VRMSpringBoneJointSettings;\n\n  /**\n   * Collider groups attached to this bone.\n   */\n  public colliderGroups: VRMSpringBoneColliderGroup[];\n\n  /**\n   * An Object3D attached to this bone.\n   */\n  public readonly bone: THREE.Object3D;\n\n  /**\n   * An Object3D that will be used as a tail of this spring bone.\n   * It can be null when the spring bone is imported from VRM 0.0.\n   */\n  public readonly child: THREE.Object3D | null;\n\n  /**\n   * Current position of child tail, in center unit. Will be used for verlet integration.\n   */\n  private _currentTail = new THREE.Vector3();\n\n  /**\n   * Previous position of child tail, in center unit. Will be used for verlet integration.\n   */\n  private _prevTail = new THREE.Vector3();\n\n  /**\n   * Initial axis of the bone, in local unit.\n   */\n  private _boneAxis = new THREE.Vector3();\n\n  /**\n   * Length of the bone in world unit.\n   * Will be used for normalization in update loop, will be updated by {@link _calcWorldSpaceBoneLength}.\n   *\n   * It's same as local unit length unless there are scale transformations in the world space.\n   */\n  private _worldSpaceBoneLength = 0.0;\n\n  /**\n   * This springbone will be calculated based on the space relative from this object.\n   * If this is `null`, springbone will be calculated in world space.\n   */\n  private _center: THREE.Object3D | null = null;\n  public get center(): THREE.Object3D | null {\n    return this._center;\n  }\n  public set center(center: THREE.Object3D | null) {\n    // uninstall inverse cache\n    if (this._center?.userData.inverseCacheProxy) {\n      (this._center.userData.inverseCacheProxy as Matrix4InverseCache).revert();\n      delete this._center.userData.inverseCacheProxy;\n    }\n\n    // change the center\n    this._center = center;\n\n    // install inverse cache\n    if (this._center) {\n      if (!this._center.userData.inverseCacheProxy) {\n        this._center.userData.inverseCacheProxy = new Matrix4InverseCache(this._center.matrixWorld);\n      }\n    }\n  }\n\n  /**\n   * Initial state of the local matrix of the bone.\n   */\n  private _initialLocalMatrix = new THREE.Matrix4();\n\n  /**\n   * Initial state of the rotation of the bone.\n   */\n  private _initialLocalRotation = new THREE.Quaternion();\n\n  /**\n   * Initial state of the position of its child.\n   */\n  private _initialLocalChildPosition = new THREE.Vector3();\n  public get initialLocalChildPosition(): THREE.Vector3 {\n    return this._initialLocalChildPosition;\n  }\n\n  /**\n   * Returns the world matrix of its parent object.\n   * Note that it returns a reference to the matrix. Don't mutate this directly!\n   */\n  private get _parentMatrixWorld(): THREE.Matrix4 {\n    return this.bone.parent ? this.bone.parent.matrixWorld : IDENTITY_MATRIX4;\n  }\n\n  /**\n   * Create a new VRMSpringBone.\n   *\n   * @param bone An Object3D that will be attached to this bone\n   * @param child An Object3D that will be used as a tail of this spring bone. It can be null when the spring bone is imported from VRM 0.0\n   * @param settings Several parameters related to behavior of the spring bone\n   * @param colliderGroups Collider groups that will be collided with this spring bone\n   */\n  constructor(\n    bone: THREE.Object3D,\n    child: THREE.Object3D | null,\n    settings: Partial<VRMSpringBoneJointSettings> = {},\n    colliderGroups: VRMSpringBoneColliderGroup[] = [],\n  ) {\n    this.bone = bone; // uniVRMでの parent\n    this.bone.matrixAutoUpdate = false; // updateにより計算されるのでthree.js内での自動処理は不要\n\n    this.child = child;\n\n    this.settings = {\n      hitRadius: settings.hitRadius ?? 0.0,\n      stiffness: settings.stiffness ?? 1.0,\n      gravityPower: settings.gravityPower ?? 0.0,\n      gravityDir: settings.gravityDir?.clone() ?? new THREE.Vector3(0.0, -1.0, 0.0),\n      dragForce: settings.dragForce ?? 0.4,\n    };\n\n    this.colliderGroups = colliderGroups;\n  }\n\n  /**\n   * Set the initial state of this spring bone.\n   * You might want to call {@link VRMSpringBoneManager.setInitState} instead.\n   */\n  public setInitState(): void {\n    // remember initial position of itself\n    this._initialLocalMatrix.copy(this.bone.matrix);\n    this._initialLocalRotation.copy(this.bone.quaternion);\n\n    // see initial position of its local child\n    if (this.child) {\n      this._initialLocalChildPosition.copy(this.child.position);\n    } else {\n      // vrm0 requires a 7cm fixed bone length for the final node in a chain\n      // See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_springBone-1.0#about-spring-configuration\n      this._initialLocalChildPosition.copy(this.bone.position).normalize().multiplyScalar(0.07);\n    }\n\n    // copy the child position to tails\n    const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n    this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n    this._prevTail.copy(this._currentTail);\n\n    // set initial states that are related to local child position\n    this._boneAxis.copy(this._initialLocalChildPosition).normalize();\n  }\n\n  /**\n   * Reset the state of this bone.\n   * You might want to call [[VRMSpringBoneManager.reset]] instead.\n   */\n  public reset(): void {\n    this.bone.quaternion.copy(this._initialLocalRotation);\n\n    // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n    this.bone.updateMatrix();\n    this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n\n    // Apply updated position to tail states\n    const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n    this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n    this._prevTail.copy(this._currentTail);\n  }\n\n  /**\n   * Update the state of this bone.\n   * You might want to call [[VRMSpringBoneManager.update]] instead.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    if (delta <= 0) return;\n\n    // Update the _worldSpaceBoneLength\n    this._calcWorldSpaceBoneLength();\n\n    // Get bone position in center space\n    _worldSpacePosition.setFromMatrixPosition(this.bone.matrixWorld);\n    let matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n    _centerSpacePosition.copy(_worldSpacePosition).applyMatrix4(matrixWorldToCenter);\n    const quatWorldToCenter = _quatA.setFromRotationMatrix(matrixWorldToCenter);\n\n    // Get parent matrix in center space\n    const centerSpaceParentMatrix = _matB.copy(matrixWorldToCenter).multiply(this._parentMatrixWorld);\n\n    // Get boneAxis in center space\n    const centerSpaceBoneAxis = _v3B\n      .copy(this._boneAxis)\n      .applyMatrix4(this._initialLocalMatrix)\n      .applyMatrix4(centerSpaceParentMatrix)\n      .sub(_centerSpacePosition)\n      .normalize();\n\n    // gravity in center space\n    const centerSpaceGravity = _v3C.copy(this.settings.gravityDir).applyQuaternion(quatWorldToCenter).normalize();\n\n    const matrixCenterToWorld = this._getMatrixCenterToWorld(_matA);\n\n    // verlet積分で次の位置を計算\n    _nextTail\n      .copy(this._currentTail)\n      .add(\n        _v3A\n          .copy(this._currentTail)\n          .sub(this._prevTail)\n          .multiplyScalar(1 - this.settings.dragForce),\n      ) // 前フレームの移動を継続する(減衰もあるよ)\n      .add(_v3A.copy(centerSpaceBoneAxis).multiplyScalar(this.settings.stiffness * delta)) // 親の回転による子ボーンの移動目標\n      .add(_v3A.copy(centerSpaceGravity).multiplyScalar(this.settings.gravityPower * delta)) // 外力による移動量\n      .applyMatrix4(matrixCenterToWorld); // tailをworld spaceに戻す\n\n    // normalize bone length\n    _nextTail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n\n    // Collisionで移動\n    this._collision(_nextTail);\n\n    // update prevTail and currentTail\n    matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n\n    this._prevTail.copy(this._currentTail);\n    this._currentTail.copy(_v3A.copy(_nextTail).applyMatrix4(matrixWorldToCenter));\n\n    // Apply rotation, convert vector3 thing into actual quaternion\n    // Original UniVRM is doing center unit calculus at here but we're gonna do this on local unit\n    const worldSpaceInitialMatrixInv = mat4InvertCompat(\n      _matA.copy(this._parentMatrixWorld).multiply(this._initialLocalMatrix),\n    );\n    const applyRotation = _quatA.setFromUnitVectors(\n      this._boneAxis,\n      _v3A.copy(_nextTail).applyMatrix4(worldSpaceInitialMatrixInv).normalize(),\n    );\n\n    this.bone.quaternion.copy(this._initialLocalRotation).multiply(applyRotation);\n\n    // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n    this.bone.updateMatrix();\n    this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n  }\n\n  /**\n   * Do collision math against every colliders attached to this bone.\n   *\n   * @param tail The tail you want to process\n   */\n  private _collision(tail: THREE.Vector3): void {\n    this.colliderGroups.forEach((colliderGroup) => {\n      colliderGroup.colliders.forEach((collider) => {\n        const dist = collider.shape.calculateCollision(collider.matrixWorld, tail, this.settings.hitRadius, _v3A);\n\n        if (dist < 0.0) {\n          // hit\n          tail.add(_v3A.multiplyScalar(-dist));\n\n          // normalize bone length\n          tail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n        }\n      });\n    });\n  }\n\n  /**\n   * Calculate the {@link _worldSpaceBoneLength}.\n   * Intended to be used in {@link update}.\n   */\n  private _calcWorldSpaceBoneLength(): void {\n    _v3A.setFromMatrixPosition(this.bone.matrixWorld); // get world position of this.bone\n\n    if (this.child) {\n      _v3B.setFromMatrixPosition(this.child.matrixWorld); // get world position of this.child\n    } else {\n      _v3B.copy(this._initialLocalChildPosition);\n      _v3B.applyMatrix4(this.bone.matrixWorld);\n    }\n\n    this._worldSpaceBoneLength = _v3A.sub(_v3B).length();\n  }\n\n  /**\n   * Create a matrix that converts center space into world space.\n   * @param target Target matrix\n   */\n  private _getMatrixCenterToWorld(target: THREE.Matrix4): THREE.Matrix4 {\n    if (this._center) {\n      target.copy(this._center.matrixWorld);\n    } else {\n      target.identity();\n    }\n\n    return target;\n  }\n\n  /**\n   * Create a matrix that converts world space into center space.\n   * @param target Target matrix\n   */\n  private _getMatrixWorldToCenter(target: THREE.Matrix4): THREE.Matrix4 {\n    if (this._center) {\n      target.copy((this._center.userData.inverseCacheProxy as Matrix4InverseCache).inverse);\n    } else {\n      target.identity();\n    }\n\n    return target;\n  }\n}\n","/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol */\r\n\r\nvar extendStatics = function(d, b) {\r\n    extendStatics = Object.setPrototypeOf ||\r\n        ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n        function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n    return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n    if (typeof b !== \"function\" && b !== null)\r\n        throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n    extendStatics(d, b);\r\n    function __() { this.constructor = d; }\r\n    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n    __assign = Object.assign || function __assign(t) {\r\n        for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n            s = arguments[i];\r\n            for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n 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on, \"]\") : \"\";\r\n    return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\r\n};\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n    if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n    return new (P || (P = Promise))(function (resolve, reject) {\r\n        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n        function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n        step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n    });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n    return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n    function verb(n) { return function (v) { return step([n, v]); }; }\r\n    function step(op) {\r\n        if (f) throw new TypeError(\"Generator is already executing.\");\r\n        while (g && (g = 0, op[0] && (_ = 0)), _) try {\r\n            if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n            if (y = 0, t) op = [op[0] & 2, t.value];\r\n            switch (op[0]) {\r\n                case 0: case 1: t = op; break;\r\n                case 4: _.label++; return { value: op[1], done: false };\r\n                case 5: _.label++; y = op[1]; op = [0]; continue;\r\n                case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n                default:\r\n                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n                    if (t[2]) _.ops.pop();\r\n                    _.trys.pop(); continue;\r\n            }\r\n            op = body.call(thisArg, _);\r\n        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n    }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    var desc = Object.getOwnPropertyDescriptor(m, k);\r\n    if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n        desc = { enumerable: true, get: function() { return m[k]; } };\r\n    }\r\n    Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n    if (k2 === undefined) k2 = k;\r\n    o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n    for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n    var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n    if (m) return m.call(o);\r\n    if (o && typeof o.length === \"number\") return {\r\n        next: function () {\r\n            if (o && i >= o.length) o = void 0;\r\n            return { value: o && o[i++], done: !o };\r\n        }\r\n    };\r\n    throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n    var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n    if (!m) return o;\r\n    var i = m.call(o), r, ar = [], e;\r\n    try {\r\n        while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n    }\r\n    catch (error) { e = { error: error }; }\r\n    finally {\r\n        try {\r\n            if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n        }\r\n        finally { if (e) throw e.error; }\r\n    }\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n    for (var ar = [], i = 0; i < arguments.length; i++)\r\n        ar = ar.concat(__read(arguments[i]));\r\n    return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n    for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n    for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n        for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n            r[k] = a[j];\r\n    return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n    if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n        if (ar || !(i in from)) {\r\n            if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n            ar[i] = from[i];\r\n        }\r\n    }\r\n    return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n    return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n    return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n    function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n    function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n    function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n    function fulfill(value) { resume(\"next\", value); }\r\n    function reject(value) { resume(\"throw\", value); }\r\n    function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n    var i, p;\r\n    return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n    function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n    if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n    var m = o[Symbol.asyncIterator], i;\r\n    return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n    function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n    function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n    if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n    return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n    Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n    o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n    if (mod && mod.__esModule) return mod;\r\n    var result = {};\r\n    if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n    __setModuleDefault(result, mod);\r\n    return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n    return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n    return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n    if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n    if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n    if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n    return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n    if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n    return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n    if (value !== null && value !== void 0) {\r\n        if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n        var dispose;\r\n        if (async) {\r\n            if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n            dispose = value[Symbol.asyncDispose];\r\n        }\r\n        if (dispose === void 0) {\r\n            if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n            dispose = value[Symbol.dispose];\r\n        }\r\n        if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n        env.stack.push({ value: value, dispose: dispose, async: async });\r\n    }\r\n    else if (async) {\r\n        env.stack.push({ async: true });\r\n    }\r\n    return value;\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n    var e = new Error(message);\r\n    return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n    function fail(e) {\r\n        env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n        env.hasError = true;\r\n    }\r\n    function next() {\r\n        while (env.stack.length) {\r\n            var rec = env.stack.pop();\r\n            try {\r\n                var result = rec.dispose && rec.dispose.call(rec.value);\r\n                if (rec.async) return Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n            }\r\n            catch (e) {\r\n                fail(e);\r\n            }\r\n        }\r\n        if (env.hasError) throw env.error;\r\n    }\r\n    return next();\r\n}\r\n\r\nexport default {\r\n    __extends: __extends,\r\n    __assign: __assign,\r\n    __rest: __rest,\r\n    __decorate: __decorate,\r\n    __param: __param,\r\n    __metadata: __metadata,\r\n    __awaiter: __awaiter,\r\n    __generator: __generator,\r\n    __createBinding: __createBinding,\r\n    __exportStar: __exportStar,\r\n    __values: __values,\r\n    __read: __read,\r\n    __spread: __spread,\r\n    __spreadArrays: __spreadArrays,\r\n    __spreadArray: __spreadArray,\r\n    __await: __await,\r\n    __asyncGenerator: __asyncGenerator,\r\n    __asyncDelegator: __asyncDelegator,\r\n    __asyncValues: __asyncValues,\r\n    __makeTemplateObject: __makeTemplateObject,\r\n    __importStar: __importStar,\r\n    __importDefault: __importDefault,\r\n    __classPrivateFieldGet: __classPrivateFieldGet,\r\n    __classPrivateFieldSet: __classPrivateFieldSet,\r\n    __classPrivateFieldIn: __classPrivateFieldIn,\r\n    __addDisposableResource: __addDisposableResource,\r\n    __disposeResources: __disposeResources,\r\n};\r\n","import type * as THREE from 'three';\n\nexport function traverseAncestorsFromRoot(object: THREE.Object3D, callback: (object: THREE.Object3D) => void): void {\n  const ancestors: THREE.Object3D[] = [];\n\n  let head: THREE.Object3D | null = object;\n  while (head !== null) {\n    ancestors.unshift(head);\n    head = head.parent;\n  }\n\n  ancestors.forEach((ancestor) => {\n    callback(ancestor);\n  });\n}\n","import type * as THREE from 'three';\n\n/**\n * Traverse children of given object and execute given callback.\n * The given object itself wont be given to the callback.\n * If the return value of the callback is `true`, it will halt the traversal of its children.\n * @param object A root object\n * @param callback A callback function called for each children\n */\nexport function traverseChildrenUntilConditionMet(\n  object: THREE.Object3D,\n  callback: (object: THREE.Object3D) => boolean,\n): void {\n  object.children.forEach((child) => {\n    const result = callback(child);\n    if (!result) {\n      traverseChildrenUntilConditionMet(child, callback);\n    }\n  });\n}\n","import type * as THREE from 'three';\nimport type { VRMSpringBoneJoint } from './VRMSpringBoneJoint';\nimport { traverseAncestorsFromRoot } from './utils/traverseAncestorsFromRoot';\nimport type { VRMSpringBoneCollider } from './VRMSpringBoneCollider';\nimport type { VRMSpringBoneColliderGroup } from './VRMSpringBoneColliderGroup';\nimport { traverseChildrenUntilConditionMet } from './utils/traverseChildrenUntilConditionMet';\n\nexport class VRMSpringBoneManager {\n  private _joints = new Set<VRMSpringBoneJoint>();\n  public get joints(): Set<VRMSpringBoneJoint> {\n    return this._joints;\n  }\n\n  /**\n   * @deprecated Use {@link joints} instead.\n   */\n  public get springBones(): Set<VRMSpringBoneJoint> {\n    console.warn('VRMSpringBoneManager: springBones is deprecated. use joints instead.');\n\n    return this._joints;\n  }\n\n  public get colliderGroups(): VRMSpringBoneColliderGroup[] {\n    const set = new Set<VRMSpringBoneColliderGroup>();\n    this._joints.forEach((springBone) => {\n      springBone.colliderGroups.forEach((colliderGroup) => {\n        set.add(colliderGroup);\n      });\n    });\n    return Array.from(set);\n  }\n\n  public get colliders(): VRMSpringBoneCollider[] {\n    const set = new Set<VRMSpringBoneCollider>();\n    this.colliderGroups.forEach((colliderGroup) => {\n      colliderGroup.colliders.forEach((collider) => {\n        set.add(collider);\n      });\n    });\n    return Array.from(set);\n  }\n\n  private _objectSpringBonesMap = new Map<THREE.Object3D, Set<VRMSpringBoneJoint>>();\n\n  public addJoint(joint: VRMSpringBoneJoint): void {\n    this._joints.add(joint);\n\n    let objectSet = this._objectSpringBonesMap.get(joint.bone);\n    if (objectSet == null) {\n      objectSet = new Set<VRMSpringBoneJoint>();\n      this._objectSpringBonesMap.set(joint.bone, objectSet);\n    }\n    objectSet.add(joint);\n  }\n\n  /**\n   * @deprecated Use {@link addJoint} instead.\n   */\n  public addSpringBone(joint: VRMSpringBoneJoint): void {\n    console.warn('VRMSpringBoneManager: addSpringBone() is deprecated. use addJoint() instead.');\n\n    this.addJoint(joint);\n  }\n\n  public deleteJoint(joint: VRMSpringBoneJoint): void {\n    this._joints.delete(joint);\n\n    const objectSet = this._objectSpringBonesMap.get(joint.bone)!;\n    objectSet.delete(joint);\n  }\n\n  /**\n   * @deprecated Use {@link deleteJoint} instead.\n   */\n  public deleteSpringBone(joint: VRMSpringBoneJoint): void {\n    console.warn('VRMSpringBoneManager: deleteSpringBone() is deprecated. use deleteJoint() instead.');\n\n    this.deleteJoint(joint);\n  }\n\n  public setInitState(): void {\n    const springBonesTried = new Set<VRMSpringBoneJoint>();\n    const springBonesDone = new Set<VRMSpringBoneJoint>();\n    const objectUpdated = new Set<THREE.Object3D>();\n\n    for (const springBone of this._joints) {\n      this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) =>\n        springBone.setInitState(),\n      );\n    }\n  }\n\n  public reset(): void {\n    const springBonesTried = new Set<VRMSpringBoneJoint>();\n    const springBonesDone = new Set<VRMSpringBoneJoint>();\n    const objectUpdated = new Set<THREE.Object3D>();\n\n    for (const springBone of this._joints) {\n      this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) =>\n        springBone.reset(),\n      );\n    }\n  }\n\n  public update(delta: number): void {\n    const springBonesTried = new Set<VRMSpringBoneJoint>();\n    const springBonesDone = new Set<VRMSpringBoneJoint>();\n    const objectUpdated = new Set<THREE.Object3D>();\n\n    for (const springBone of this._joints) {\n      // update the springbone\n      this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) =>\n        springBone.update(delta),\n      );\n\n      // update children world matrices\n      // it is required when the spring bone chain is sparse\n      traverseChildrenUntilConditionMet(springBone.bone, (object) => {\n        // if the object has attached springbone, halt the traversal\n        if ((this._objectSpringBonesMap.get(object)?.size ?? 0) > 0) {\n          return true;\n        }\n\n        // otherwise update its world matrix\n        object.updateWorldMatrix(false, false);\n        return false;\n      });\n    }\n  }\n\n  /**\n   * Update a spring bone.\n   * If there are other spring bone that are dependant, it will try to update them recursively.\n   * It updates matrixWorld of all ancestors and myself.\n   * It might throw an error if there are circular dependencies.\n   *\n   * Intended to be used in {@link update} and {@link _processSpringBone} itself recursively.\n   *\n   * @param springBone A springBone you want to update\n   * @param springBonesTried Set of springBones that are already tried to be updated\n   * @param springBonesDone Set of springBones that are already up to date\n   * @param objectUpdated Set of object3D whose matrixWorld is updated\n   */\n  private _processSpringBone(\n    springBone: VRMSpringBoneJoint,\n    springBonesTried: Set<VRMSpringBoneJoint>,\n    springBonesDone: Set<VRMSpringBoneJoint>,\n    objectUpdated: Set<THREE.Object3D>,\n    callback: (springBone: VRMSpringBoneJoint) => void,\n  ): void {\n    if (springBonesDone.has(springBone)) {\n      return;\n    }\n\n    if (springBonesTried.has(springBone)) {\n      throw new Error('VRMSpringBoneManager: Circular dependency detected while updating springbones');\n    }\n    springBonesTried.add(springBone);\n\n    const depObjects = this._getDependencies(springBone);\n    for (const depObject of depObjects) {\n      traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n        const objectSet = this._objectSpringBonesMap.get(depObjectAncestor);\n        if (objectSet) {\n          for (const depSpringBone of objectSet) {\n            this._processSpringBone(depSpringBone, springBonesTried, springBonesDone, objectUpdated, callback);\n          }\n        } else if (!objectUpdated.has(depObjectAncestor)) {\n          // update matrix of non-springbone\n          depObjectAncestor.updateWorldMatrix(false, false);\n          objectUpdated.add(depObjectAncestor);\n        }\n      });\n    }\n\n    // update my matrix\n    springBone.bone.updateMatrix();\n    springBone.bone.updateWorldMatrix(false, false);\n\n    callback(springBone);\n\n    objectUpdated.add(springBone.bone);\n\n    springBonesDone.add(springBone);\n  }\n\n  /**\n   * Return a set of objects that are dependant of given spring bone.\n   * @param springBone A spring bone\n   * @return A set of objects that are dependant of given spring bone\n   */\n  private _getDependencies(springBone: VRMSpringBoneJoint): Set<THREE.Object3D> {\n    const set = new Set<THREE.Object3D>();\n\n    const parent = springBone.bone.parent;\n    if (parent) {\n      set.add(parent);\n    }\n\n    springBone.colliderGroups.forEach((colliderGroup) => {\n      colliderGroup.colliders.forEach((collider) => {\n        set.add(collider);\n      });\n    });\n\n    return set;\n  }\n}\n","import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1SpringBoneSchema from '@pixiv/types-vrmc-springbone-1.0';\nimport * as THREE from 'three';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMSpringBoneColliderHelper, VRMSpringBoneJointHelper } from './helpers';\nimport { VRMSpringBoneCollider } from './VRMSpringBoneCollider';\nimport type { VRMSpringBoneColliderGroup } from './VRMSpringBoneColliderGroup';\nimport { VRMSpringBoneColliderShapeCapsule } from './VRMSpringBoneColliderShapeCapsule';\nimport { VRMSpringBoneColliderShapeSphere } from './VRMSpringBoneColliderShapeSphere';\nimport { VRMSpringBoneJoint } from './VRMSpringBoneJoint';\nimport type { VRMSpringBoneLoaderPluginOptions } from './VRMSpringBoneLoaderPluginOptions';\nimport { VRMSpringBoneManager } from './VRMSpringBoneManager';\nimport type { VRMSpringBoneJointSettings } from './VRMSpringBoneJointSettings';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\nexport class VRMSpringBoneLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly EXTENSION_NAME = 'VRMC_springBone';\n\n  /**\n   * Specify an Object3D to add {@link VRMSpringBoneJointHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public jointHelperRoot?: THREE.Object3D;\n\n  /**\n   * Specify an Object3D to add {@link VRMSpringBoneJointHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public colliderHelperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    return VRMSpringBoneLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMSpringBoneLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.jointHelperRoot = options?.jointHelperRoot;\n    this.colliderHelperRoot = options?.colliderHelperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmSpringBoneManager = await this._import(gltf);\n  }\n\n  /**\n   * Import spring bones from a GLTF and return a {@link VRMSpringBoneManager}.\n   * It might return `null` instead when it does not need to be created or something go wrong.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMSpringBoneManager | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result != null) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result != null) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMSpringBoneManager | null> {\n    const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use spring bones\n    const isSpringBoneUsed = json.extensionsUsed?.indexOf(VRMSpringBoneLoaderPlugin.EXTENSION_NAME) !== -1;\n    if (!isSpringBoneUsed) {\n      return null;\n    }\n\n    const manager = new VRMSpringBoneManager();\n\n    const threeNodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n\n    const extension = json.extensions?.[VRMSpringBoneLoaderPlugin.EXTENSION_NAME] as\n      | V1SpringBoneSchema.VRMCSpringBone\n      | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(\n        `VRMSpringBoneLoaderPlugin: Unknown ${VRMSpringBoneLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`,\n      );\n      return null;\n    }\n\n    const colliders = extension.colliders?.map((schemaCollider, iCollider) => {\n      const node = threeNodes[schemaCollider.node!];\n      const schemaShape = schemaCollider.shape!;\n\n      if (schemaShape.sphere) {\n        return this._importSphereCollider(node, {\n          offset: new THREE.Vector3().fromArray(schemaShape.sphere.offset ?? [0.0, 0.0, 0.0]),\n          radius: schemaShape.sphere.radius ?? 0.0,\n        });\n      } else if (schemaShape.capsule) {\n        return this._importCapsuleCollider(node, {\n          offset: new THREE.Vector3().fromArray(schemaShape.capsule.offset ?? [0.0, 0.0, 0.0]),\n          radius: schemaShape.capsule.radius ?? 0.0,\n          tail: new THREE.Vector3().fromArray(schemaShape.capsule.tail ?? [0.0, 0.0, 0.0]),\n        });\n      }\n\n      throw new Error(`VRMSpringBoneLoaderPlugin: The collider #${iCollider} has no valid shape`);\n    });\n\n    const colliderGroups = extension.colliderGroups?.map(\n      (schemaColliderGroup, iColliderGroup): VRMSpringBoneColliderGroup => {\n        const cols = (schemaColliderGroup.colliders ?? []).map((iCollider) => {\n          const col = colliders?.[iCollider];\n\n          if (col == null) {\n            throw new Error(\n              `VRMSpringBoneLoaderPl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I,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;QAEjC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC;AACpD,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,MAAM,EAAE;AAClC,YAAA,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC;YAC7B,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,EAAE;YACnD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAC7C,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,MAAM,IAAI,GAAGA,MAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QACvE,IAAI,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,IAAI,CAAC,GAAG,KAAK,EAAE;AACrD,YAAA,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAC7B,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;AACpB,QAAAA,MAAI,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QACtD,MAAM,CAAC,GAAGA,MAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,cAAc,CAAC;QAE9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,EAAE,EAAE;YAC5B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,EAAE,CAAC;YAE/B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YACzD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YAChE,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9D,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AACjE,SAAA;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,EAAE,CAAC;YAC/B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AAC5D,SAAA;AAED,QAAA,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAACA,MAAI,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAACA,MAAI,CAAC,CAAC,GAAGA,MAAI,CAAC,CAAC,GAAGA,MAAI,CAAC,CAAC,GAAGA,MAAI,CAAC,CAAC,CAAC,CAAC,CAAC;AAC/E,QAAA,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,KAAK,CAACA,MAAI,CAAC,CAAC,EAAEA,MAAI,CAAC,CAAC,CAAC,CAAC;AAExC,QAAA,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;AACpB,QAAA,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;AAClB,QAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;AAEpF,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;AAExB,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;AACpC,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACpD,SAAA;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;AAExB,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACpD,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,CAAC;AACvD,SAAA;AAED,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;ACnGY,MAAA,iCAAkC,SAAQ,KAAK,CAAC,cAAc,CAAA;AASzE,IAAA,WAAA,CAAmB,KAAuC,EAAA;AACxD,QAAA,KAAK,EAAE,CAAC;QATH,IAAU,CAAA,UAAA,GAAG,GAAG,CAAC;QAKhB,IAAc,CAAA,cAAA,GAAG,CAAC,CAAC;AACV,QAAA,IAAA,CAAA,cAAc,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAKpD,QAAA,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3E,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;AAE7C,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,WAAW,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;AACxE,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;QAEjC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC;AACpD,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,MAAM,EAAE;AAClC,YAAA,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC;YAC7B,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,EAAE;YACnD,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAC7C,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,EAAE,CAAC;YAE/B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YACvD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AAC7D,SAAA;AAED,QAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;AAEpF,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;AAExB,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;AACpC,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACrD,SAAA;AAED,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;ACjED,MAAMA,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEpB,MAAA,2BAA4B,SAAQ,KAAK,CAAC,KAAK,CAAA;AAK1D,IAAA,WAAA,CAAmB,QAA+B,EAAA;AAChD,QAAA,KAAK,EAAE,CAAC;AACR,QAAA,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAE9B,QAAA,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAEzB,QAAA,IAAI,IAAI,CAAC,QAAQ,CAAC,KAAK,YAAY,gCAAgC,EAAE;AACnE,YAAA,IAAI,CAAC,SAAS,GAAG,IAAI,iCAAiC,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;AAC7E,SAAA;AAAM,aAAA,IAAI,IAAI,CAAC,QAAQ,CAAC,KAAK,YAAY,iCAAiC,EAAE;AAC3E,YAAA,IAAI,CAAC,SAAS,GAAG,IAAI,kCAAkC,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;AAC9E,SAAA;AAAM,aAAA;AACL,YAAA,MAAM,IAAI,KAAK,CAAC,mEAAmE,CAAC,CAAC;AACtF,SAAA;AAED,QAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,YAAA,KAAK,EAAE,QAAQ;AACf,YAAA,SAAS,EAAE,KAAK;AAChB,YAAA,UAAU,EAAE,KAAK;AAClB,SAAA,CAAC,CAAC;AAEH,QAAA,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC;AAC9D,QAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;KACtB;IAEM,OAAO,GAAA;AACZ,QAAA,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;KAC1B;AAEM,IAAA,iBAAiB,CAAC,KAAc,EAAA;QACrC,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAE7C,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;AAE5C,QAAA,MAAM,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC;AACjD,QAAA,IAAI,CAAC,SAAS,CAAC,UAAU,GAAGA,MAAI;AAC7B,aAAA,GAAG,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,mBAAmB,CAAC,CAAC,CAAC,EAAE,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAC3E,MAAM,EAAE,CAAC;AAEZ,QAAA,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;AAExB,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;ACtDY,MAAA,wBAAyB,SAAQ,KAAK,CAAC,cAAc,CAAA;AAShE,IAAA,WAAA,CAAmB,UAA8B,EAAA;AAC/C,QAAA,KAAK,EAAE,CAAC;QATH,IAAU,CAAA,UAAA,GAAG,GAAG,CAAC;QAKhB,IAAc,CAAA,cAAA,GAAG,CAAC,CAAC;AACV,QAAA,IAAA,CAAA,YAAY,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAKlD,QAAA,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;AAE9B,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,YAAY,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;AAE7C,QAAA,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,eAAe,CAAC,IAAI,WAAW,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;AACrE,QAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE/B,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,EAAE,CAAC;KACf;IAEM,MAAM,GAAA;QACX,IAAI,oBAAoB,GAAG,KAAK,CAAC;AAEjC,QAAA,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACrE,QAAA,IAAI,IAAI,CAAC,cAAc,KAAK,MAAM,EAAE;AAClC,YAAA,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC;YAC7B,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,yBAAyB,CAAC,EAAE;YACzE,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,yBAAyB,CAAC,CAAC;YACnE,oBAAoB,GAAG,IAAI,CAAC;AAC7B,SAAA;AAED,QAAA,IAAI,oBAAoB,EAAE;YACxB,IAAI,CAAC,cAAc,EAAE,CAAC;AACvB,SAAA;KACF;IAEO,cAAc,GAAA;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,IAAI,CAAC,EAAE,CAAC;YAE/B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YACvD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5D,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;AAC7D,SAAA;AAED,QAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC1E,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;AAE9E,QAAA,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;AAExF,QAAA,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;KAClC;IAEO,WAAW,GAAA;QACjB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;AAExB,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;AACpC,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACnD,YAAA,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AACrD,SAAA;QACD,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;AAEnC,QAAA,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,IAAI,CAAC;KACpC;AACF;;ACxED,MAAMA,MAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEpB,MAAA,wBAAyB,SAAQ,KAAK,CAAC,KAAK,CAAA;AAKvD,IAAA,WAAA,CAAmB,UAA8B,EAAA;AAC/C,QAAA,KAAK,EAAE,CAAC;AACR,QAAA,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAE9B,QAAA,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAE7B,IAAI,CAAC,SAAS,GAAG,IAAI,wBAAwB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;AAE/D,QAAA,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,iBAAiB,CAAC;AAC3C,YAAA,KAAK,EAAE,QAAQ;AACf,YAAA,SAAS,EAAE,KAAK;AAChB,YAAA,UAAU,EAAE,KAAK;AAClB,SAAA,CAAC,CAAC;AAEH,QAAA,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC;AAC9D,QAAA,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;KACtB;IAEM,OAAO,GAAA;AACZ,QAAA,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;KAC1B;AAEM,IAAA,iBAAiB,CAAC,KAAc,EAAA;QACrC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;AAEpD,QAAA,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;AAEnD,QAAA,MAAM,mBAAmB,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC;AACjD,QAAA,IAAI,CAAC,SAAS,CAAC,UAAU,GAAGA,MAAI;AAC7B,aAAA,GAAG,CAAC,mBAAmB,CAAC,CAAC,CAAC,EAAE,mBAAmB,CAAC,CAAC,CAAC,EAAE,mBAAmB,CAAC,CAAC,CAAC,CAAC;aAC3E,MAAM,EAAE,CAAC;AAEZ,QAAA,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;AAExB,QAAA,KAAK,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;KAChC;AACF;;AC5CD;;AAEG;AACU,MAAA,qBAAsB,SAAQ,KAAK,CAAC,QAAQ,CAAA;AAMvD,IAAA,WAAA,CAAmB,KAAiC,EAAA;AAClD,QAAA,KAAK,EAAE,CAAC;AAER,QAAA,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;KACpB;AACF;;ACfD,MAAME,OAAK,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAElC;;;;;AAKG;AACG,SAAU,gBAAgB,CAA0B,MAAS,EAAA;IACjE,IAAK,MAAc,CAAC,MAAM,EAAE;QAC1B,MAAM,CAAC,MAAM,EAAE,CAAC;AACjB,KAAA;AAAM,SAAA;QACJ,MAAc,CAAC,UAAU,CAACA,OAAK,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;AAChD,KAAA;AAED,IAAA,OAAO,MAAM,CAAC;AAChB;;MCfa,mBAAmB,CAAA;AAsB9B;;;;AAIG;AACH,IAAA,IAAW,OAAO,GAAA;QAChB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC7B,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;AACrC,YAAA,gBAAgB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;AACrC,YAAA,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC,SAAA;QAED,OAAO,IAAI,CAAC,aAAa,CAAC;KAC3B;AAED,IAAA,WAAA,CAAmB,MAAqB,EAAA;AA/BxC;;AAEG;AACc,QAAA,IAAA,CAAA,aAAa,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAErD;;;AAGG;QACK,IAAoB,CAAA,oBAAA,GAAG,IAAI,CAAC;AAuBlC,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAErB,QAAA,MAAM,OAAO,GAA2B;YACtC,GAAG,EAAE,CAAC,GAAG,EAAE,IAAS,EAAE,MAAM,KAAI;AAC9B,gBAAA,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;AACjC,gBAAA,GAAG,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAEnB,gBAAA,OAAO,IAAI,CAAC;aACb;SACF,CAAC;AAEF,QAAA,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,QAAQ,CAAC;AACzC,QAAA,MAAM,CAAC,QAAQ,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;KACvD;IAEM,MAAM,GAAA;QACX,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;KAC/C;AACF;;ACrDD;AACA;AACA;AAEA,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAE7C;AACA,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AACjC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEjC;;AAEG;AACH,MAAM,mBAAmB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEhD;;AAEG;AACH,MAAM,oBAAoB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEjD;;AAEG;AACH,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAEtC,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AACtC,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAClC,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAElC;;;AAGG;MACU,kBAAkB,CAAA;AAkD7B,IAAA,IAAW,MAAM,GAAA;QACf,OAAO,IAAI,CAAC,OAAO,CAAC;KACrB;IACD,IAAW,MAAM,CAAC,MAA6B,EAAA;;;QAE7C,IAAI,CAAA,EAAA,GAAA,IAAI,CAAC,OAAO,0CAAE,QAAQ,CAAC,iBAAiB,EAAE;YAC3C,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAyC,CAAC,MAAM,EAAE,CAAC;AAC1E,YAAA,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAC;AAChD,SAAA;;AAGD,QAAA,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;;QAGtB,IAAI,IAAI,CAAC,OAAO,EAAE;YAChB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,EAAE;AAC5C,gBAAA,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,GAAG,IAAI,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;AAC7F,aAAA;AACF,SAAA;KACF;AAgBD,IAAA,IAAW,yBAAyB,GAAA;QAClC,OAAO,IAAI,CAAC,0BAA0B,CAAC;KACxC;AAED;;;AAGG;AACH,IAAA,IAAY,kBAAkB,GAAA;AAC5B,QAAA,OAAO,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,gBAAgB,CAAC;KAC3E;AAED;;;;;;;AAOG;IACH,WACE,CAAA,IAAoB,EACpB,KAA4B,EAC5B,WAAgD,EAAE,EAClD,iBAA+C,EAAE,EAAA;;AAvFnD;;AAEG;AACK,QAAA,IAAA,CAAA,YAAY,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAE3C;;AAEG;AACK,QAAA,IAAA,CAAA,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAExC;;AAEG;AACK,QAAA,IAAA,CAAA,SAAS,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAExC;;;;;AAKG;QACK,IAAqB,CAAA,qBAAA,GAAG,GAAG,CAAC;AAEpC;;;AAGG;QACK,IAAO,CAAA,OAAA,GAA0B,IAAI,CAAC;AAsB9C;;AAEG;AACK,QAAA,IAAA,CAAA,mBAAmB,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AAElD;;AAEG;AACK,QAAA,IAAA,CAAA,qBAAqB,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC;AAEvD;;AAEG;AACK,QAAA,IAAA,CAAA,0BAA0B,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;AA2BvD,QAAA,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAEnC,QAAA,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QAEnB,IAAI,CAAC,QAAQ,GAAG;AACd,YAAA,SAAS,EAAE,CAAA,EAAA,GAAA,QAAQ,CAAC,SAAS,mCAAI,GAAG;AACpC,YAAA,SAAS,EAAE,CAAA,EAAA,GAAA,QAAQ,CAAC,SAAS,mCAAI,GAAG;AACpC,YAAA,YAAY,EAAE,CAAA,EAAA,GAAA,QAAQ,CAAC,YAAY,mCAAI,GAAG;YAC1C,UAAU,EAAE,MAAA,CAAA,EAAA,GAAA,QAAQ,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,KAAK,EAAE,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;AAC7E,YAAA,SAAS,EAAE,CAAA,EAAA,GAAA,QAAQ,CAAC,SAAS,mCAAI,GAAG;SACrC,CAAC;AAEF,QAAA,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;KACtC;AAED;;;AAGG;IACI,YAAY,GAAA;;QAEjB,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAChD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;;QAGtD,IAAI,IAAI,CAAC,KAAK,EAAE;YACd,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;AAC3D,SAAA;AAAM,aAAA;;;AAGL,YAAA,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;AAC3F,SAAA;;QAGD,MAAM,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;QAChE,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;QAClH,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;;AAGvC,QAAA,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,SAAS,EAAE,CAAC;KAClE;AAED;;;AAGG;IACI,KAAK,GAAA;QACV,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;;AAGtD,QAAA,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;AACzB,QAAA,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;;QAGlF,MAAM,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;QAChE,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;QAClH,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;KACxC;AAED;;;;;AAKG;AACI,IAAA,MAAM,CAAC,KAAa,EAAA;QACzB,IAAI,KAAK,IAAI,CAAC;YAAE,OAAO;;QAGvB,IAAI,CAAC,yBAAyB,EAAE,CAAC;;QAGjC,mBAAmB,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QACjE,IAAI,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;QAC9D,oBAAoB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;QACjF,MAAM,iBAAiB,GAAG,MAAM,CAAC,qBAAqB,CAAC,mBAAmB,CAAC,CAAC;;AAG5E,QAAA,MAAM,uBAAuB,GAAG,KAAK,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;;QAGlG,MAAM,mBAAmB,GAAG,IAAI;AAC7B,aAAA,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC;AACpB,aAAA,YAAY,CAAC,IAAI,CAAC,mBAAmB,CAAC;aACtC,YAAY,CAAC,uBAAuB,CAAC;aACrC,GAAG,CAAC,oBAAoB,CAAC;AACzB,aAAA,SAAS,EAAE,CAAC;;QAGf,MAAM,kBAAkB,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,eAAe,CAAC,iBAAiB,CAAC,CAAC,SAAS,EAAE,CAAC;QAE9G,MAAM,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;;QAGhE,SAAS;AACN,aAAA,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC;AACvB,aAAA,GAAG,CACF,IAAI;AACD,aAAA,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC;AACvB,aAAA,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC;aACnB,cAAc,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAC/C;aACA,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC,CAAC;aACnF,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,KAAK,CAAC,CAAC;AACrF,aAAA,YAAY,CAAC,mBAAmB,CAAC,CAAC;;QAGrC,SAAS,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;;AAGnH,QAAA,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC;;AAG3B,QAAA,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;QAE1D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;AACvC,QAAA,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC,CAAC;;;QAI/E,MAAM,0BAA0B,GAAG,gBAAgB,CACjD,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,mBAAmB,CAAC,CACvE,CAAC;QACF,MAAM,aAAa,GAAG,MAAM,CAAC,kBAAkB,CAC7C,IAAI,CAAC,SAAS,EACd,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,YAAY,CAAC,0BAA0B,CAAC,CAAC,SAAS,EAAE,CAC1E,CAAC;AAEF,QAAA,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;;AAG9E,QAAA,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;AACzB,QAAA,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;KACnF;AAED;;;;AAIG;AACK,IAAA,UAAU,CAAC,IAAmB,EAAA;QACpC,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,aAAa,KAAI;YAC5C,aAAa,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;gBAC3C,MAAM,IAAI,GAAG,QAAQ,CAAC,KAAK,CAAC,kBAAkB,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;gBAE1G,IAAI,IAAI,GAAG,GAAG,EAAE;;oBAEd,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;;oBAGrC,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC,SAAS,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;AAC/G,iBAAA;AACH,aAAC,CAAC,CAAC;AACL,SAAC,CAAC,CAAC;KACJ;AAED;;;AAGG;IACK,yBAAyB,GAAA;QAC/B,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QAElD,IAAI,IAAI,CAAC,KAAK,EAAE;YACd,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;AACpD,SAAA;AAAM,aAAA;AACL,YAAA,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAC3C,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;AAC1C,SAAA;AAED,QAAA,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,CAAC;KACtD;AAED;;;AAGG;AACK,IAAA,uBAAuB,CAAC,MAAqB,EAAA;QACnD,IAAI,IAAI,CAAC,OAAO,EAAE;YAChB,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;AACvC,SAAA;AAAM,aAAA;YACL,MAAM,CAAC,QAAQ,EAAE,CAAC;AACnB,SAAA;AAED,QAAA,OAAO,MAAM,CAAC;KACf;AAED;;;AAGG;AACK,IAAA,uBAAuB,CAAC,MAAqB,EAAA;QACnD,IAAI,IAAI,CAAC,OAAO,EAAE;AAChB,YAAA,MAAM,CAAC,IAAI,CAAE,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAyC,CAAC,OAAO,CAAC,CAAC;AACvF,SAAA;AAAM,aAAA;YACL,MAAM,CAAC,QAAQ,EAAE,CAAC;AACnB,SAAA;AAED,QAAA,OAAO,MAAM,CAAC;KACf;AACF;;AChWD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAoGA;AACO,SAAS,SAAS,CAAC,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,EAAE;AAC7D,IAAI,SAAS,KAAK,CAAC,KAAK,EAAE,EAAE,OAAO,KAAK,YAAY,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,UAAU,OAAO,EAAE,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;AAChH,IAAI,OAAO,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,CAAC,EAAE,UAAU,OAAO,EAAE,MAAM,EAAE;AAC/D,QAAQ,SAAS,SAAS,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACnG,QAAQ,SAAS,QAAQ,CAAC,KAAK,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE;AACtG,QAAQ,SAAS,IAAI,CAAC,MAAM,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,EAAE;AACtH,QAAQ,IAAI,CAAC,CAAC,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,OAAO,EAAE,UAAU,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AAC9E,KAAK,CAAC,CAAC;AACP,CAAC;AAgMD;AACuB,OAAO,eAAe,KAAK,UAAU,GAAG,eAAe,GAAG,UAAU,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE;AACvH,IAAI,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC;AAC/B,IAAI,OAAO,CAAC,CAAC,IAAI,GAAG,iBAAiB,EAAE,CAAC,CAAC,KAAK,GAAG,KAAK,EAAE,CAAC,CAAC,UAAU,GAAG,UAAU,EAAE,CAAC,CAAC;AACrF;;AC5TgB,SAAA,yBAAyB,CAAC,MAAsB,EAAE,QAA0C,EAAA;IAC1G,MAAM,SAAS,GAAqB,EAAE,CAAC;IAEvC,IAAI,IAAI,GAA0B,MAAM,CAAC;IACzC,OAAO,IAAI,KAAK,IAAI,EAAE;AACpB,QAAA,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;AACxB,QAAA,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC;AACpB,KAAA;AAED,IAAA,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;QAC7B,QAAQ,CAAC,QAAQ,CAAC,CAAC;AACrB,KAAC,CAAC,CAAC;AACL;;ACZA;;;;;;AAMG;AACa,SAAA,iCAAiC,CAC/C,MAAsB,EACtB,QAA6C,EAAA;IAE7C,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,KAAK,KAAI;AAChC,QAAA,MAAM,MAAM,GAAG,QAAQ,CAAC,KAAK,CAAC,CAAC;QAC/B,IAAI,CAAC,MAAM,EAAE;AACX,YAAA,iCAAiC,CAAC,KAAK,EAAE,QAAQ,CAAC,CAAC;AACpD,SAAA;AACH,KAAC,CAAC,CAAC;AACL;;MCZa,oBAAoB,CAAA;AAAjC,IAAA,WAAA,GAAA;AACU,QAAA,IAAA,CAAA,OAAO,GAAG,IAAI,GAAG,EAAsB,CAAC;AAkCxC,QAAA,IAAA,CAAA,qBAAqB,GAAG,IAAI,GAAG,EAA2C,CAAC;KAqKpF;AAtMC,IAAA,IAAW,MAAM,GAAA;QACf,OAAO,IAAI,CAAC,OAAO,CAAC;KACrB;AAED;;AAEG;AACH,IAAA,IAAW,WAAW,GAAA;AACpB,QAAA,OAAO,CAAC,IAAI,CAAC,sEAAsE,CAAC,CAAC;QAErF,OAAO,IAAI,CAAC,OAAO,CAAC;KACrB;AAED,IAAA,IAAW,cAAc,GAAA;AACvB,QAAA,MAAM,GAAG,GAAG,IAAI,GAAG,EAA8B,CAAC;QAClD,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,UAAU,KAAI;YAClC,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,aAAa,KAAI;AAClD,gBAAA,GAAG,CAAC,GAAG,CAAC,aAAa,CAAC,CAAC;AACzB,aAAC,CAAC,CAAC;AACL,SAAC,CAAC,CAAC;AACH,QAAA,OAAO,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;KACxB;AAED,IAAA,IAAW,SAAS,GAAA;AAClB,QAAA,MAAM,GAAG,GAAG,IAAI,GAAG,EAAyB,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,aAAa,KAAI;YAC5C,aAAa,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;AAC3C,gBAAA,GAAG,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;AACpB,aAAC,CAAC,CAAC;AACL,SAAC,CAAC,CAAC;AACH,QAAA,OAAO,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;KACxB;AAIM,IAAA,QAAQ,CAAC,KAAyB,EAAA;AACvC,QAAA,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAExB,QAAA,IAAI,SAAS,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC3D,IAAI,SAAS,IAAI,IAAI,EAAE;AACrB,YAAA,SAAS,GAAG,IAAI,GAAG,EAAsB,CAAC;YAC1C,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;AACvD,SAAA;AACD,QAAA,SAAS,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;KACtB;AAED;;AAEG;AACI,IAAA,aAAa,CAAC,KAAyB,EAAA;AAC5C,QAAA,OAAO,CAAC,IAAI,CAAC,8EAA8E,CAAC,CAAC;AAE7F,QAAA,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;KACtB;AAEM,IAAA,WAAW,CAAC,KAAyB,EAAA;AAC1C,QAAA,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;AAE3B,QAAA,MAAM,SAAS,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAE,CAAC;AAC9D,QAAA,SAAS,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;KACzB;AAED;;AAEG;AACI,IAAA,gBAAgB,CAAC,KAAyB,EAAA;AAC/C,QAAA,OAAO,CAAC,IAAI,CAAC,oFAAoF,CAAC,CAAC;AAEnG,QAAA,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;KACzB;IAEM,YAAY,GAAA;AACjB,QAAA,MAAM,gBAAgB,GAAG,IAAI,GAAG,EAAsB,CAAC;AACvD,QAAA,MAAM,eAAe,GAAG,IAAI,GAAG,EAAsB,CAAC;AACtD,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,EAAkB,CAAC;AAEhD,QAAA,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE;YACrC,IAAI,CAAC,kBAAkB,CAAC,UAAU,EAAE,gBAAgB,EAAE,eAAe,EAAE,aAAa,EAAE,CAAC,UAAU,KAC/F,UAAU,CAAC,YAAY,EAAE,CAC1B,CAAC;AACH,SAAA;KACF;IAEM,KAAK,GAAA;AACV,QAAA,MAAM,gBAAgB,GAAG,IAAI,GAAG,EAAsB,CAAC;AACvD,QAAA,MAAM,eAAe,GAAG,IAAI,GAAG,EAAsB,CAAC;AACtD,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,EAAkB,CAAC;AAEhD,QAAA,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE;YACrC,IAAI,CAAC,kBAAkB,CAAC,UAAU,EAAE,gBAAgB,EAAE,eAAe,EAAE,aAAa,EAAE,CAAC,UAAU,KAC/F,UAAU,CAAC,KAAK,EAAE,CACnB,CAAC;AACH,SAAA;KACF;AAEM,IAAA,MAAM,CAAC,KAAa,EAAA;AACzB,QAAA,MAAM,gBAAgB,GAAG,IAAI,GAAG,EAAsB,CAAC;AACvD,QAAA,MAAM,eAAe,GAAG,IAAI,GAAG,EAAsB,CAAC;AACtD,QAAA,MAAM,aAAa,GAAG,IAAI,GAAG,EAAkB,CAAC;AAEhD,QAAA,KAAK,MAAM,UAAU,IAAI,IAAI,CAAC,OAAO,EAAE;;YAErC,IAAI,CAAC,kBAAkB,CAAC,UAAU,EAAE,gBAAgB,EAAE,eAAe,EAAE,aAAa,EAAE,CAAC,UAAU,KAC/F,UAAU,CAAC,MAAM,CAAC,KAAK,CAAC,CACzB,CAAC;;;YAIF,iCAAiC,CAAC,UAAU,CAAC,IAAI,EAAE,CAAC,MAAM,KAAI;;;AAE5D,gBAAA,IAAI,CAAC,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,MAAM,CAAC,0CAAE,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,IAAI,CAAC,EAAE;AAC3D,oBAAA,OAAO,IAAI,CAAC;AACb,iBAAA;;AAGD,gBAAA,MAAM,CAAC,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;AACvC,gBAAA,OAAO,KAAK,CAAC;AACf,aAAC,CAAC,CAAC;AACJ,SAAA;KACF;AAED;;;;;;;;;;;;AAYG;IACK,kBAAkB,CACxB,UAA8B,EAC9B,gBAAyC,EACzC,eAAwC,EACxC,aAAkC,EAClC,QAAkD,EAAA;AAElD,QAAA,IAAI,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE;YACnC,OAAO;AACR,SAAA;AAED,QAAA,IAAI,gBAAgB,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE;AACpC,YAAA,MAAM,IAAI,KAAK,CAAC,+EAA+E,CAAC,CAAC;AAClG,SAAA;AACD,QAAA,gBAAgB,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;QAEjC,MAAM,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,UAAU,CAAC,CAAC;AACrD,QAAA,KAAK,MAAM,SAAS,IAAI,UAAU,EAAE;AAClC,YAAA,yBAAyB,CAAC,SAAS,EAAE,CAAC,iBAAiB,KAAI;gBACzD,MAAM,SAAS,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,iBAAiB,CAAC,CAAC;AACpE,gBAAA,IAAI,SAAS,EAAE;AACb,oBAAA,KAAK,MAAM,aAAa,IAAI,SAAS,EAAE;AACrC,wBAAA,IAAI,CAAC,kBAAkB,CAAC,aAAa,EAAE,gBAAgB,EAAE,eAAe,EAAE,aAAa,EAAE,QAAQ,CAAC,CAAC;AACpG,qBAAA;AACF,iBAAA;AAAM,qBAAA,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,iBAAiB,CAAC,EAAE;;AAEhD,oBAAA,iBAAiB,CAAC,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;AAClD,oBAAA,aAAa,CAAC,GAAG,CAAC,iBAAiB,CAAC,CAAC;AACtC,iBAAA;AACH,aAAC,CAAC,CAAC;AACJ,SAAA;;AAGD,QAAA,UAAU,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;QAC/B,UAAU,CAAC,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAEhD,QAAQ,CAAC,UAAU,CAAC,CAAC;AAErB,QAAA,aAAa,CAAC,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;AAEnC,QAAA,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;KACjC;AAED;;;;AAIG;AACK,IAAA,gBAAgB,CAAC,UAA8B,EAAA;AACrD,QAAA,MAAM,GAAG,GAAG,IAAI,GAAG,EAAkB,CAAC;AAEtC,QAAA,MAAM,MAAM,GAAG,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC;AACtC,QAAA,IAAI,MAAM,EAAE;AACV,YAAA,GAAG,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AACjB,SAAA;QAED,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC,aAAa,KAAI;YAClD,aAAa,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,KAAI;AAC3C,gBAAA,GAAG,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;AACpB,aAAC,CAAC,CAAC;AACL,SAAC,CAAC,CAAC;AAEH,QAAA,OAAO,GAAG,CAAC;KACZ;AACF;;AChMD;;AAEG;AACH,MAAM,sBAAsB,GAAG,IAAI,GAAG,CAAC,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;MAE/C,yBAAyB,CAAA;AAmBpC,IAAA,IAAW,IAAI,GAAA;QACb,OAAO,yBAAyB,CAAC,cAAc,CAAC;KACjD;IAED,WAAmB,CAAA,MAAkB,EAAE,OAA0C,EAAA;AAC/E,QAAA,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,CAAC,eAAe,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,eAAe,CAAC;QAChD,IAAI,CAAC,kBAAkB,GAAG,OAAO,KAAA,IAAA,IAAP,OAAO,KAAP,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,OAAO,CAAE,kBAAkB,CAAC;KACvD;AAEY,IAAA,SAAS,CAAC,IAAU,EAAA;;AAC/B,YAAA,IAAI,CAAC,QAAQ,CAAC,oBAAoB,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;SAC/D,CAAA,CAAA;AAAA,KAAA;AAED;;;;;AAKG;AACW,IAAA,OAAO,CAAC,IAAU,EAAA;;YAC9B,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;YAED,MAAM,QAAQ,GAAG,MAAM,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;YAC5C,IAAI,QAAQ,IAAI,IAAI,EAAE;AACpB,gBAAA,OAAO,QAAQ,CAAC;AACjB,aAAA;AAED,YAAA,OAAO,IAAI,CAAC;SACb,CAAA,CAAA;AAAA,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,gBAAgB,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,OAAO,CAAC,yBAAyB,CAAC,cAAc,CAAC,MAAK,CAAC,CAAC,CAAC;YACvG,IAAI,CAAC,gBAAgB,EAAE;AACrB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,OAAO,GAAG,IAAI,oBAAoB,EAAE,CAAC;YAE3C,MAAM,UAAU,GAAqB,MAAM,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;YAE/E,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,yBAAyB,CAAC,cAAc,CAE/D,CAAC;YACd,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC1C,YAAA,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,WAAW,CAAC,EAAE;gBAC5C,OAAO,CAAC,IAAI,CACV,CAAsC,mCAAA,EAAA,yBAAyB,CAAC,cAAc,CAAiB,cAAA,EAAA,WAAW,CAAG,CAAA,CAAA,CAC9G,CAAC;AACF,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,SAAS,CAAC,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAAG,CAAC,CAAC,cAAc,EAAE,SAAS,KAAI;;gBACvE,MAAM,IAAI,GAAG,UAAU,CAAC,cAAc,CAAC,IAAK,CAAC,CAAC;AAC9C,gBAAA,MAAM,WAAW,GAAG,cAAc,CAAC,KAAM,CAAC;gBAE1C,IAAI,WAAW,CAAC,MAAM,EAAE;AACtB,oBAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE;wBACtC,MAAM,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,CAAA,EAAA,GAAA,WAAW,CAAC,MAAM,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;wBACnF,MAAM,EAAE,MAAA,WAAW,CAAC,MAAM,CAAC,MAAM,mCAAI,GAAG;AACzC,qBAAA,CAAC,CAAC;AACJ,iBAAA;qBAAM,IAAI,WAAW,CAAC,OAAO,EAAE;AAC9B,oBAAA,OAAO,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE;wBACvC,MAAM,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,CAAA,EAAA,GAAA,WAAW,CAAC,OAAO,CAAC,MAAM,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;wBACpF,MAAM,EAAE,MAAA,WAAW,CAAC,OAAO,CAAC,MAAM,mCAAI,GAAG;wBACzC,IAAI,EAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,CAAA,EAAA,GAAA,WAAW,CAAC,OAAO,CAAC,IAAI,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACjF,qBAAA,CAAC,CAAC;AACJ,iBAAA;AAED,gBAAA,MAAM,IAAI,KAAK,CAAC,4CAA4C,SAAS,CAAA,mBAAA,CAAqB,CAAC,CAAC;AAC9F,aAAC,CAAC,CAAC;AAEH,YAAA,MAAM,cAAc,GAAG,CAAA,EAAA,GAAA,SAAS,CAAC,cAAc,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAE,GAAG,CAClD,CAAC,mBAAmB,EAAE,cAAc,KAAgC;;AAClE,gBAAA,MAAM,IAAI,GAAG,CAAC,CAAA,EAAA,GAAA,mBAAmB,CAAC,SAAS,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,EAAE,EAAE,GAAG,CAAC,CAAC,SAAS,KAAI;oBACnE,MAAM,GAAG,GAAG,SAAS,KAAT,IAAA,IAAA,SAAS,uBAAT,SAAS,CAAG,SAAS,CAAC,CAAC;oBAEnC,IAAI,GAAG,IAAI,IAAI,EAAE;wBACf,MAAM,IAAI,KAAK,CACb,CAAA,8CAAA,EAAiD,cAAc,CAAiC,8BAAA,EAAA,SAAS,CAAgB,cAAA,CAAA,CAC1H,CAAC;AACH,qBAAA;AAED,oBAAA,OAAO,GAAG,CAAC;AACb,iBAAC,CAAC,CAAC;gBAEH,OAAO;AACL,oBAAA,SAAS,EAAE,IAAI;oBACf,IAAI,EAAE,mBAAmB,CAAC,IAAI;iBAC/B,CAAC;AACJ,aAAC,CACF,CAAC;YAEF,CAAA,EAAA,GAAA,SAAS,CAAC,OAAO,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,CAAC,YAAY,EAAE,OAAO,KAAI;;AACnD,gBAAA,MAAM,YAAY,GAAG,YAAY,CAAC,MAAM,CAAC;;AAGzC,gBAAA,MAAM,uBAAuB,GAAG,CAAA,EAAA,GAAA,YAAY,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CAAC,CAAC,cAAc,KAAI;oBAClF,MAAM,KAAK,GAAG,cAAc,KAAd,IAAA,IAAA,cAAc,uBAAd,cAAc,CAAG,cAAc,CAAC,CAAC;oBAE/C,IAAI,KAAK,IAAI,IAAI,EAAE;wBACjB,MAAM,IAAI,KAAK,CACb,CAAA,uCAAA,EAA0C,OAAO,CAAqC,kCAAA,EAAA,cAAc,CAAgB,cAAA,CAAA,CACrH,CAAC;AACH,qBAAA;AAED,oBAAA,OAAO,KAAK,CAAC;AACf,iBAAC,CAAC,CAAC;gBAEH,MAAM,MAAM,GAAG,YAAY,CAAC,MAAM,IAAI,IAAI,GAAG,UAAU,CAAC,YAAY,CAAC,MAAM,CAAC,GAAG,SAAS,CAAC;AAEzF,gBAAA,IAAI,eAA+D,CAAC;AACpE,gBAAA,YAAY,CAAC,OAAO,CAAC,CAAC,WAAW,KAAI;AACnC,oBAAA,IAAI,eAAe,EAAE;;AAEnB,wBAAA,MAAM,SAAS,GAAG,eAAe,CAAC,IAAI,CAAC;AACvC,wBAAA,MAAM,IAAI,GAAG,UAAU,CAAC,SAAS,CAAC,CAAC;AACnC,wBAAA,MAAM,UAAU,GAAG,WAAW,CAAC,IAAI,CAAC;AACpC,wBAAA,MAAM,KAAK,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC;;AAGrC,wBAAA,MAAM,OAAO,GAAwC;4BACnD,SAAS,EAAE,eAAe,CAAC,SAAS;4BACpC,SAAS,EAAE,eAAe,CAAC,SAAS;4BACpC,YAAY,EAAE,eAAe,CAAC,YAAY;4BAC1C,SAAS,EAAE,eAAe,CAAC,SAAS;AACpC,4BAAA,UAAU,EACR,eAAe,CAAC,UAAU,IAAI,IAAI;AAChC,kCAAE,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,eAAe,CAAC,UAAU,CAAC;AAC3D,kCAAE,SAAS;yBAChB,CAAC;;AAGF,wBAAA,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,uBAAuB,CAAC,CAAC;AAC/E,wBAAA,IAAI,MAAM,EAAE;AACV,4BAAA,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,yBAAA;AAED,wBAAA,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;AACzB,qBAAA;oBAED,eAAe,GAAG,WAAW,CAAC;AAChC,iBAAC,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;;YAGH,OAAO,CAAC,YAAY,EAAE,CAAC;AAEvB,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;AAEa,IAAA,SAAS,CAAC,IAAU,EAAA;;;AAChC,YAAA,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAwB,CAAC;;AAGlD,YAAA,MAAM,SAAS,GAAG,CAAA,CAAA,EAAA,GAAA,IAAI,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,OAAO,CAAC,KAAK,CAAC,MAAK,CAAC,CAAC,CAAC;YAC7D,IAAI,CAAC,SAAS,EAAE;AACd,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;;YAGD,MAAM,SAAS,GAAG,CAAA,EAAA,GAAA,IAAI,CAAC,UAAU,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAG,KAAK,CAA0B,CAAC;YACpE,MAAM,wBAAwB,GAAG,SAAS,KAAA,IAAA,IAAT,SAAS,KAAT,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,SAAS,CAAE,kBAAkB,CAAC;YAC/D,IAAI,CAAC,wBAAwB,EAAE;AAC7B,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;YAED,MAAM,gBAAgB,GAAG,wBAAwB,KAAA,IAAA,IAAxB,wBAAwB,KAAxB,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,wBAAwB,CAAE,UAAU,CAAC;YAC9D,IAAI,CAAC,gBAAgB,EAAE;AACrB,gBAAA,OAAO,IAAI,CAAC;AACb,aAAA;AAED,YAAA,MAAM,OAAO,GAAG,IAAI,oBAAoB,EAAE,CAAC;YAE3C,MAAM,UAAU,GAAqB,MAAM,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;AAE/E,YAAA,MAAM,cAAc,GAAG,CAAA,EAAA,GAAA,wBAAwB,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CACjE,CAAC,mBAAmB,KAAgC;;gBAClD,MAAM,IAAI,GAAG,UAAU,CAAC,mBAAmB,CAAC,IAAK,CAAC,CAAC;AACnD,gBAAA,MAAM,SAAS,GAAG,CAAC,MAAA,mBAAmB,CAAC,SAAS,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,EAAE,EAAE,GAAG,CAAC,CAAC,cAAc,EAAE,SAAS,KAAI;;AACxF,oBAAA,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;oBAChD,IAAI,cAAc,CAAC,MAAM,EAAE;AACzB,wBAAA,MAAM,CAAC,GAAG,CACR,MAAA,cAAc,CAAC,MAAM,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,EAC9B,CAAA,EAAA,GAAA,cAAc,CAAC,MAAM,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,EAC9B,cAAc,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,CACzD,CAAC;AACH,qBAAA;AAED,oBAAA,OAAO,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE;wBACtC,MAAM;AACN,wBAAA,MAAM,EAAE,CAAA,EAAA,GAAA,cAAc,CAAC,MAAM,mCAAI,GAAG;AACrC,qBAAA,CAAC,CAAC;AACL,iBAAC,CAAC,CAAC;gBAEH,OAAO,EAAE,SAAS,EAAE,CAAC;AACvB,aAAC,CACF,CAAC;;AAGF,YAAA,gBAAgB,KAAhB,IAAA,IAAA,gBAAgB,KAAhB,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,gBAAgB,CAAE,OAAO,CAAC,CAAC,eAAe,EAAE,UAAU,KAAI;AACxD,gBAAA,MAAM,WAAW,GAAG,eAAe,CAAC,KAAK,CAAC;gBAC1C,IAAI,CAAC,WAAW,EAAE;oBAChB,OAAO;AACR,iBAAA;AAED,gBAAA,WAAW,CAAC,OAAO,CAAC,CAAC,SAAS,KAAI;;AAChC,oBAAA,MAAM,IAAI,GAAG,UAAU,CAAC,SAAS,CAAC,CAAC;;AAGnC,oBAAA,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;oBACvC,IAAI,eAAe,CAAC,UAAU,EAAE;AAC9B,wBAAA,UAAU,CAAC,GAAG,CACZ,CAAA,EAAA,GAAA,eAAe,CAAC,UAAU,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,EACnC,MAAA,eAAe,CAAC,UAAU,CAAC,CAAC,MAAA,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAI,GAAG,EACnC,CAAA,EAAA,GAAA,eAAe,CAAC,UAAU,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,GAAG,CACpC,CAAC;AACH,qBAAA;AAAM,yBAAA;wBACL,UAAU,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChC,qBAAA;oBAED,MAAM,MAAM,GAAG,eAAe,CAAC,MAAM,IAAI,IAAI,GAAG,UAAU,CAAC,eAAe,CAAC,MAAM,CAAC,GAAG,SAAS,CAAC;AAE/F,oBAAA,MAAM,OAAO,GAAwC;wBACnD,SAAS,EAAE,eAAe,CAAC,SAAS;wBACpC,SAAS,EAAE,eAAe,CAAC,SAAS;wBACpC,YAAY,EAAE,eAAe,CAAC,YAAY;wBAC1C,SAAS,EAAE,eAAe,CAAC,UAAU;wBACrC,UAAU;qBACX,CAAC;;AAGF,oBAAA,MAAM,uBAAuB,GAAG,CAAA,EAAA,GAAA,eAAe,CAAC,cAAc,MAAE,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,KAAA,CAAA,GAAA,EAAA,CAAA,GAAG,CAAC,CAAC,cAAc,KAAI;wBACrF,MAAM,KAAK,GAAG,cAAc,KAAd,IAAA,IAAA,cAAc,uBAAd,cAAc,CAAG,cAAc,CAAC,CAAC;wBAE/C,IAAI,KAAK,IAAI,IAAI,EAAE;4BACjB,MAAM,IAAI,KAAK,CACb,CAAA,uCAAA,EAA0C,UAAU,CAAqC,kCAAA,EAAA,cAAc,CAAgB,cAAA,CAAA,CACxH,CAAC;AACH,yBAAA;AAED,wBAAA,OAAO,KAAK,CAAC;AACf,qBAAC,CAAC,CAAC;;AAGH,oBAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,IAAI,KAAI;;wBACrB,MAAM,KAAK,GAA0B,CAAA,EAAA,GAAA,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAI,IAAA,IAAA,EAAA,KAAA,KAAA,CAAA,GAAA,EAAA,GAAA,IAAI,CAAC;AAE9D,wBAAA,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,uBAAuB,CAAC,CAAC;AAC/E,wBAAA,IAAI,MAAM,EAAE;AACV,4BAAA,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,yBAAA;AAED,wBAAA,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;AAC1B,qBAAC,CAAC,CAAC;AACL,iBAAC,CAAC,CAAC;AACL,aAAC,CAAC,CAAC;;AAGH,YAAA,IAAI,CAAC,KAAK,CAAC,iBAAiB,EAAE,CAAC;YAC/B,OAAO,CAAC,YAAY,EAAE,CAAC;AAEvB,YAAA,OAAO,OAAO,CAAC;;AAChB,KAAA;AAEO,IAAA,YAAY,CAClB,IAAoB,EACpB,KAAqB,EACrB,OAA6C,EAC7C,uBAAsD,EAAA;AAEtD,QAAA,MAAM,UAAU,GAAG,IAAI,kBAAkB,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,uBAAuB,CAAC,CAAC;QAEzF,IAAI,IAAI,CAAC,eAAe,EAAE;AACxB,YAAA,MAAM,MAAM,GAAG,IAAI,wBAAwB,CAAC,UAAU,CAAC,CAAC;AACxD,YAAA,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YACjC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,eAAe,CAAC,WAAW,CAAC;AACvD,SAAA;AAED,QAAA,OAAO,UAAU,CAAC;KACnB;IAEO,qBAAqB,CAC3B,WAA2B,EAC3B,MAGC,EAAA;AAED,QAAA,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC;QAElC,MAAM,KAAK,GAAG,IAAI,gCAAgC,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC;AAEvE,QAAA,MAAM,QAAQ,GAAG,IAAI,qBAAqB,CAAC,KAAK,CAAC,CAAC;AAElD,QAAA,WAAW,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAE1B,IAAI,IAAI,CAAC,kBAAkB,EAAE;AAC3B,YAAA,MAAM,MAAM,GAAG,IAAI,2BAA2B,CAAC,QAAQ,CAAC,CAAC;AACzD,YAAA,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YACpC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,WAAW,CAAC;AAC1D,SAAA;AAED,QAAA,OAAO,QAAQ,CAAC;KACjB;IAEO,sBAAsB,CAC5B,WAA2B,EAC3B,MAIC,EAAA;QAED,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,MAAM,CAAC;AAExC,QAAA,MAAM,KAAK,GAAG,IAAI,iCAAiC,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC,CAAC;AAE9E,QAAA,MAAM,QAAQ,GAAG,IAAI,qBAAqB,CAAC,KAAK,CAAC,CAAC;AAElD,QAAA,WAAW,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAE1B,IAAI,IAAI,CAAC,kBAAkB,EAAE;AAC3B,YAAA,MAAM,MAAM,GAAG,IAAI,2BAA2B,CAAC,QAAQ,CAAC,CAAC;AACzD,YAAA,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;YACpC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,kBAAkB,CAAC,WAAW,CAAC;AAC1D,SAAA;AAED,QAAA,OAAO,QAAQ,CAAC;KACjB;;AAtWsB,yBAAc,CAAA,cAAA,GAAG,iBAAiB;;;;"}\n","import * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport {\n  VRMExpressionLoaderPlugin,\n  VRMFirstPersonLoaderPlugin,\n  VRMHumanoid,\n  VRMHumanoidLoaderPlugin,\n  VRMLookAtLoaderPlugin,\n  VRMMeta,\n  VRMMetaLoaderPlugin,\n} from '@pixiv/three-vrm-core';\nimport { MToonMaterialLoaderPlugin } from '@pixiv/three-vrm-materials-mtoon';\nimport { VRMMaterialsHDREmissiveMultiplierLoaderPlugin } from '@pixiv/three-vrm-materials-hdr-emissive-multiplier';\nimport { VRMMaterialsV0CompatPlugin } from '@pixiv/three-vrm-materials-v0compat';\nimport { VRMNodeConstraintLoaderPlugin } from '@pixiv/three-vrm-node-constraint';\nimport { VRMSpringBoneLoaderPlugin } from '@pixiv/three-vrm-springbone';\nimport { VRMLoaderPluginOptions } from './VRMLoaderPluginOptions';\nimport { VRM } from './VRM';\n\nexport class VRMLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public readonly expressionPlugin: VRMExpressionLoaderPlugin;\n  public readonly firstPersonPlugin: VRMFirstPersonLoaderPlugin;\n  public readonly humanoidPlugin: VRMHumanoidLoaderPlugin;\n  public readonly lookAtPlugin: VRMLookAtLoaderPlugin;\n  public readonly metaPlugin: VRMMetaLoaderPlugin;\n  public readonly mtoonMaterialPlugin: MToonMaterialLoaderPlugin;\n  public readonly materialsHDREmissiveMultiplierPlugin: VRMMaterialsHDREmissiveMultiplierLoaderPlugin;\n  public readonly materialsV0CompatPlugin: VRMMaterialsV0CompatPlugin;\n  public readonly springBonePlugin: VRMSpringBoneLoaderPlugin;\n  public readonly nodeConstraintPlugin: VRMNodeConstraintLoaderPlugin;\n\n  public get name(): string {\n    return 'VRMLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMLoaderPluginOptions) {\n    this.parser = parser;\n\n    const helperRoot = options?.helperRoot;\n    const autoUpdateHumanBones = options?.autoUpdateHumanBones;\n\n    this.expressionPlugin = options?.expressionPlugin ?? new VRMExpressionLoaderPlugin(parser);\n    this.firstPersonPlugin = options?.firstPersonPlugin ?? new VRMFirstPersonLoaderPlugin(parser);\n    this.humanoidPlugin =\n      options?.humanoidPlugin ??\n      new VRMHumanoidLoaderPlugin(parser, {\n        helperRoot,\n        autoUpdateHumanBones,\n      });\n    this.lookAtPlugin = options?.lookAtPlugin ?? new VRMLookAtLoaderPlugin(parser, { helperRoot });\n    this.metaPlugin = options?.metaPlugin ?? new VRMMetaLoaderPlugin(parser);\n    this.mtoonMaterialPlugin = options?.mtoonMaterialPlugin ?? new MToonMaterialLoaderPlugin(parser);\n    this.materialsHDREmissiveMultiplierPlugin =\n      options?.materialsHDREmissiveMultiplierPlugin ?? new VRMMaterialsHDREmissiveMultiplierLoaderPlugin(parser);\n    this.materialsV0CompatPlugin = options?.materialsV0CompatPlugin ?? new VRMMaterialsV0CompatPlugin(parser);\n\n    this.springBonePlugin =\n      options?.springBonePlugin ??\n      new VRMSpringBoneLoaderPlugin(parser, {\n        colliderHelperRoot: helperRoot,\n        jointHelperRoot: helperRoot,\n      });\n\n    this.nodeConstraintPlugin =\n      options?.nodeConstraintPlugin ?? new VRMNodeConstraintLoaderPlugin(parser, { helperRoot });\n  }\n\n  public async beforeRoot(): Promise<void> {\n    await this.materialsV0CompatPlugin.beforeRoot();\n    await this.mtoonMaterialPlugin.beforeRoot();\n  }\n\n  public async loadMesh(meshIndex: number): Promise<THREE.Group | THREE.Mesh | THREE.SkinnedMesh> {\n    return await this.mtoonMaterialPlugin.loadMesh(meshIndex);\n  }\n\n  public getMaterialType(materialIndex: number): typeof THREE.Material | null {\n    const mtoonType = this.mtoonMaterialPlugin.getMaterialType(materialIndex);\n    if (mtoonType != null) {\n      return mtoonType;\n    }\n\n    return null;\n  }\n\n  public async extendMaterialParams(materialIndex: number, materialParams: { [key: string]: any }): Promise<any> {\n    await this.materialsHDREmissiveMultiplierPlugin.extendMaterialParams(materialIndex, materialParams);\n    await this.mtoonMaterialPlugin.extendMaterialParams(materialIndex, materialParams);\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    await this.metaPlugin.afterRoot(gltf);\n    await this.humanoidPlugin.afterRoot(gltf);\n    await this.expressionPlugin.afterRoot(gltf);\n    await this.lookAtPlugin.afterRoot(gltf);\n    await this.firstPersonPlugin.afterRoot(gltf);\n    await this.springBonePlugin.afterRoot(gltf);\n    await this.nodeConstraintPlugin.afterRoot(gltf);\n    await this.mtoonMaterialPlugin.afterRoot(gltf);\n\n    const meta = gltf.userData.vrmMeta as VRMMeta | null;\n    const humanoid = gltf.userData.vrmHumanoid as VRMHumanoid | null;\n\n    // meta and humanoid are required to be a VRM.\n    // Don't create VRM if they are null\n    if (meta && humanoid) {\n      const vrm = new VRM({\n        scene: gltf.scene,\n        expressionManager: gltf.userData.vrmExpressionManager,\n        firstPerson: gltf.userData.vrmFirstPerson,\n        humanoid,\n        lookAt: gltf.userData.vrmLookAt,\n        meta,\n        materials: gltf.userData.vrmMToonMaterials,\n        springBoneManager: gltf.userData.vrmSpringBoneManager,\n        nodeConstraintManager: gltf.userData.vrmNodeConstraintManager,\n      });\n\n      gltf.userData.vrm = vrm;\n    }\n  }\n}\n","// See: https://threejs.org/docs/#manual/en/introduction/How-to-dispose-of-objects\n\nimport * as THREE from 'three';\n\nfunction disposeMaterial(material: THREE.Material): void {\n  Object.values(material).forEach((value) => {\n    if (value?.isTexture) {\n      const texture = value as THREE.Texture;\n      texture.dispose();\n    }\n  });\n\n  if ((material as any).isShaderMaterial) {\n    const uniforms: { [uniform: string]: THREE.IUniform<any> } = (material as any).uniforms;\n    if (uniforms) {\n      Object.values(uniforms).forEach((uniform) => {\n        const value = uniform.value;\n        if (value?.isTexture) {\n          const texture = value as THREE.Texture;\n          texture.dispose();\n        }\n      });\n    }\n  }\n\n  material.dispose();\n}\n\nfunction dispose(object3D: THREE.Object3D): void {\n  const geometry: THREE.BufferGeometry | undefined = (object3D as any).geometry;\n  if (geometry) {\n    geometry.dispose();\n  }\n\n  const skeleton: THREE.Skeleton | undefined = (object3D as any).skeleton;\n  if (skeleton) {\n    skeleton.dispose();\n  }\n\n  const material: THREE.Material | THREE.Material[] | undefined = (object3D as any).material;\n  if (material) {\n    if (Array.isArray(material)) {\n      material.forEach((material: THREE.Material) => disposeMaterial(material));\n    } else if (material) {\n      disposeMaterial(material);\n    }\n  }\n}\n\nexport function deepDispose(object3D: THREE.Object3D): void {\n  object3D.traverse(dispose);\n}\n","import * as THREE from 'three';\n\n/**\n * Traverse given object and remove unnecessarily bound joints from every `THREE.SkinnedMesh`.\n * Some environments like mobile devices have a lower limit of bones and might be unable to perform mesh skinning, this function might resolve such an issue.\n * Also this function might greatly improve the performance of mesh skinning.\n *\n * @param root Root object that will be traversed\n */\nexport function removeUnnecessaryJoints(root: THREE.Object3D): void {\n  // some meshes might share a same skinIndex attribute and this map prevents to convert the attribute twice\n  const skeletonList: Map<THREE.BufferAttribute, THREE.Skeleton> = new Map();\n\n  // Traverse an entire tree\n  root.traverse((obj) => {\n    if (obj.type !== 'SkinnedMesh') {\n      return;\n    }\n\n    const mesh = obj as THREE.SkinnedMesh;\n    const geometry = mesh.geometry;\n    const attribute = geometry.getAttribute('skinIndex') as THREE.BufferAttribute;\n\n    // look for existing skeleton\n    let skeleton = skeletonList.get(attribute);\n\n    if (!skeleton) {\n      // generate reduced bone list\n      const bones: THREE.Bone[] = []; // new list of bone\n      const boneInverses: THREE.Matrix4[] = []; // new list of boneInverse\n      const boneIndexMap: { [index: number]: number } = {}; // map of old bone index vs. new bone index\n\n      // create a new bone map\n      const array = attribute.array;\n      for (let i = 0; i < array.length; i++) {\n        const index = array[i];\n\n        // new skinIndex buffer\n        if (boneIndexMap[index] === undefined) {\n          boneIndexMap[index] = bones.length;\n          bones.push(mesh.skeleton.bones[index]);\n          boneInverses.push(mesh.skeleton.boneInverses[index]);\n        }\n\n        array[i] = boneIndexMap[index];\n      }\n\n      // replace with new indices\n      attribute.copyArray(array);\n      attribute.needsUpdate = true;\n\n      // replace with new indices\n      skeleton = new THREE.Skeleton(bones, boneInverses);\n      skeletonList.set(attribute, skeleton);\n    }\n\n    mesh.bind(skeleton, new THREE.Matrix4());\n    //                  ^^^^^^^^^^^^^^^^^^^ transform of meshes should be ignored\n    // See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n  });\n}\n","import * as THREE from 'three';\nimport { BufferAttribute } from 'three';\n\n/**\n * Traverse given object and remove unnecessary vertices from every BufferGeometries.\n * This only processes buffer geometries with index buffer.\n *\n * Three.js creates morph textures for each geometries and it sometimes consumes unnecessary amount of VRAM for certain models.\n * This function will optimize geometries to reduce the size of morph texture.\n * See: https://github.com/mrdoob/three.js/issues/23095\n *\n * @param root Root object that will be traversed\n */\nexport function removeUnnecessaryVertices(root: THREE.Object3D): void {\n  const geometryMap = new Map<THREE.BufferGeometry, THREE.BufferGeometry>();\n\n  // Traverse an entire tree\n  root.traverse((obj) => {\n    if (!(obj as any).isMesh) {\n      return;\n    }\n\n    const mesh = obj as THREE.Mesh;\n    const geometry = mesh.geometry;\n\n    // if the geometry does not have an index buffer it does not need to process\n    const origianlIndex = geometry.index;\n    if (origianlIndex == null) {\n      return;\n    }\n\n    // skip already processed geometry\n    const newGeometryAlreadyExisted = geometryMap.get(geometry);\n    if (newGeometryAlreadyExisted != null) {\n      mesh.geometry = newGeometryAlreadyExisted;\n      return;\n    }\n\n    const newGeometry = new THREE.BufferGeometry();\n\n    // copy various properties\n    // Ref: https://github.com/mrdoob/three.js/blob/1a241ef10048770d56e06d6cd6a64c76cc720f95/src/core/BufferGeometry.js#L1011\n    newGeometry.name = geometry.name;\n\n    newGeometry.morphTargetsRelative = geometry.morphTargetsRelative;\n\n    geometry.groups.forEach((group) => {\n      newGeometry.addGroup(group.start, group.count, group.materialIndex);\n    });\n\n    newGeometry.boundingBox = geometry.boundingBox?.clone() ?? null;\n    newGeometry.boundingSphere = geometry.boundingSphere?.clone() ?? null;\n\n    newGeometry.setDrawRange(geometry.drawRange.start, geometry.drawRange.count);\n\n    newGeometry.userData = geometry.userData;\n\n    // set to geometryMap\n    geometryMap.set(geometry, newGeometry);\n\n    /** from original index to new index */\n    const originalIndexNewIndexMap: number[] = [];\n\n    /** from new index to original index */\n    const newIndexOriginalIndexMap: number[] = [];\n\n    // reorganize indices\n    {\n      const originalIndexArray = origianlIndex.array;\n      const newIndexArray = new (originalIndexArray.constructor as any)(originalIndexArray.length);\n\n      let indexHead = 0;\n\n      for (let i = 0; i < originalIndexArray.length; i++) {\n        const originalIndex = originalIndexArray[i];\n\n        let newIndex = originalIndexNewIndexMap[originalIndex];\n        if (newIndex == null) {\n          originalIndexNewIndexMap[originalIndex] = indexHead;\n          newIndexOriginalIndexMap[indexHead] = originalIndex;\n          newIndex = indexHead;\n          indexHead++;\n        }\n        newIndexArray[i] = newIndex;\n      }\n\n      newGeometry.setIndex(new BufferAttribute(newIndexArray, 1, false));\n    }\n\n    // reorganize attributes\n    Object.keys(geometry.attributes).forEach((attributeName) => {\n      const originalAttribute = geometry.attributes[attributeName] as THREE.BufferAttribute;\n\n      if ((originalAttribute as any).isInterleavedBufferAttribute) {\n        throw new Error('removeUnnecessaryVertices: InterleavedBufferAttribute is not supported');\n      }\n\n      const originalAttributeArray = originalAttribute.array;\n      const { itemSize, normalized } = originalAttribute;\n\n      const newAttributeArray = new (originalAttributeArray.constructor as any)(\n        newIndexOriginalIndexMap.length * itemSize,\n      );\n\n      newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n        for (let j = 0; j < itemSize; j++) {\n          newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n        }\n      });\n\n      newGeometry.setAttribute(attributeName, new BufferAttribute(newAttributeArray, itemSize, normalized));\n    });\n\n    // reorganize morph attributes\n    /** True if all morphs are zero. */\n    let isNullMorph = true;\n\n    Object.keys(geometry.morphAttributes).forEach((attributeName) => {\n      newGeometry.morphAttributes[attributeName] = [];\n\n      const morphs = geometry.morphAttributes[attributeName];\n      for (let iMorph = 0; iMorph < morphs.length; iMorph++) {\n        const originalAttribute = morphs[iMorph] as THREE.BufferAttribute;\n\n        if ((originalAttribute as any).isInterleavedBufferAttribute) {\n          throw new Error('removeUnnecessaryVertices: InterleavedBufferAttribute is not supported');\n        }\n\n        const originalAttributeArray = originalAttribute.array;\n        const { itemSize, normalized } = originalAttribute;\n\n        const newAttributeArray = new (originalAttributeArray.constructor as any)(\n          newIndexOriginalIndexMap.length * itemSize,\n        );\n\n        newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n          for (let j = 0; j < itemSize; j++) {\n            newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n          }\n        });\n\n        isNullMorph = isNullMorph && newAttributeArray.every((v: number) => v === 0);\n\n        newGeometry.morphAttributes[attributeName][iMorph] = new BufferAttribute(\n          newAttributeArray,\n          itemSize,\n          normalized,\n        );\n      }\n    });\n\n    // If all morphs are zero, just discard the morph attributes we've just made\n    if (isNullMorph) {\n      newGeometry.morphAttributes = {};\n    }\n\n    mesh.geometry = newGeometry;\n  });\n\n  Array.from(geometryMap.keys()).forEach((originalGeometry) => {\n    originalGeometry.dispose();\n  });\n}\n","import { VRM } from '../VRM';\n\n/**\n * If the given VRM is VRM0.0, rotate the `vrm.scene` by 180 degrees around the Y axis.\n *\n * @param vrm The target VRM\n */\nexport function rotateVRM0(vrm: VRM): void {\n  if (vrm.meta?.metaVersion === '0') {\n    vrm.scene.rotation.y = Math.PI;\n  }\n}\n","import { deepDispose } from './deepDispose';\nimport { removeUnnecessaryJoints } from './removeUnnecessaryJoints';\nimport { removeUnnecessaryVertices } from './removeUnnecessaryVertices';\nimport { rotateVRM0 } from './rotateVRM0';\n\nexport class VRMUtils {\n  private constructor() {\n    // this class is not meant to be instantiated\n  }\n\n  public static deepDispose = deepDispose;\n  public static removeUnnecessaryJoints = removeUnnecessaryJoints;\n  public static removeUnnecessaryVertices = removeUnnecessaryVertices;\n  public static rotateVRM0 = 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sourceURL=webpack://vrm/./node_modules/@pixiv/three-vrm/lib/three-vrm.module.js?"); +eval("/*!\n * @pixiv/three-vrm-animation v3.1.0\n * The implementation of VRM Animation\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-animation is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\nvar __create = Object.create;\nvar __defProp = Object.defineProperty;\nvar __getOwnPropDesc = Object.getOwnPropertyDescriptor;\nvar __getOwnPropNames = Object.getOwnPropertyNames;\nvar __getProtoOf = Object.getPrototypeOf;\nvar __hasOwnProp = Object.prototype.hasOwnProperty;\nvar __export = (target, all) => {\n for (var name in all)\n __defProp(target, name, { get: all[name], enumerable: true });\n};\nvar __copyProps = (to, from, except, desc) => {\n if (from && typeof from === \"object\" || typeof from === \"function\") {\n for (let key of __getOwnPropNames(from))\n if (!__hasOwnProp.call(to, key) && key !== except)\n __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });\n }\n return to;\n};\nvar __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(\n // If the importer is in node compatibility mode or this is not an ESM\n // file that has been converted to a CommonJS file using a Babel-\n // compatible transform (i.e. \"__esModule\" has not been set), then set\n // \"default\" to the CommonJS \"module.exports\" for node compatibility.\n isNodeMode || !mod || !mod.__esModule ? __defProp(target, \"default\", { value: mod, enumerable: true }) : target,\n mod\n));\nvar __toCommonJS = (mod) => __copyProps(__defProp({}, \"__esModule\", { value: true }), mod);\nvar __async = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\n\n// src/index.ts\nvar src_exports = {};\n__export(src_exports, {\n VRMAnimation: () => VRMAnimation,\n VRMAnimationLoaderPlugin: () => VRMAnimationLoaderPlugin,\n VRMLookAtQuaternionProxy: () => VRMLookAtQuaternionProxy,\n createVRMAnimationClip: () => createVRMAnimationClip,\n createVRMAnimationExpressionTracks: () => createVRMAnimationExpressionTracks,\n createVRMAnimationHumanoidTracks: () => createVRMAnimationHumanoidTracks,\n createVRMAnimationLookAtTrack: () => createVRMAnimationLookAtTrack\n});\nmodule.exports = __toCommonJS(src_exports);\n\n// src/createVRMAnimationClip.ts\nvar THREE18 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\n\n// ../three-vrm-core/lib/three-vrm-core.module.js\nvar THREE = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE4 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE2 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE3 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE5 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE6 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE7 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE8 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE11 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE9 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE10 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE13 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE12 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE14 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE15 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE16 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar __async2 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nvar VRMExpression = class extends THREE.Object3D {\n constructor(expressionName) {\n super();\n this.weight = 0;\n this.isBinary = false;\n this.overrideBlink = \"none\";\n this.overrideLookAt = \"none\";\n this.overrideMouth = \"none\";\n this._binds = [];\n this.name = `VRMExpression_${expressionName}`;\n this.expressionName = expressionName;\n this.type = \"VRMExpression\";\n this.visible = false;\n }\n /**\n * A value represents how much it should override blink expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideBlinkAmount() {\n if (this.overrideBlink === \"block\") {\n return 0 < this.weight ? 1 : 0;\n } else if (this.overrideBlink === \"blend\") {\n return this.weight;\n } else {\n return 0;\n }\n }\n /**\n * A value represents how much it should override lookAt expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideLookAtAmount() {\n if (this.overrideLookAt === \"block\") {\n return 0 < this.weight ? 1 : 0;\n } else if (this.overrideLookAt === \"blend\") {\n return this.weight;\n } else {\n return 0;\n }\n }\n /**\n * A value represents how much it should override mouth expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideMouthAmount() {\n if (this.overrideMouth === \"block\") {\n return 0 < this.weight ? 1 : 0;\n } else if (this.overrideMouth === \"blend\") {\n return this.weight;\n } else {\n return 0;\n }\n }\n addBind(bind) {\n this._binds.push(bind);\n }\n /**\n * Apply weight to every assigned blend shapes.\n * Should be called every frame.\n */\n applyWeight(options) {\n var _a;\n let actualWeight = this.isBinary ? this.weight <= 0.5 ? 0 : 1 : this.weight;\n actualWeight *= (_a = options == null ? void 0 : options.multiplier) != null ? _a : 1;\n this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n }\n /**\n * Clear previously assigned blend shapes.\n */\n clearAppliedWeight() {\n this._binds.forEach((bind) => bind.clearAppliedWeight());\n }\n};\nfunction extractPrimitivesInternal(gltf, nodeIndex, node) {\n var _a, _b;\n const json = gltf.parser.json;\n const schemaNode = (_a = json.nodes) == null ? void 0 : _a[nodeIndex];\n if (schemaNode == null) {\n console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n return null;\n }\n const meshIndex = schemaNode.mesh;\n if (meshIndex == null) {\n return null;\n }\n const schemaMesh = (_b = json.meshes) == null ? void 0 : _b[meshIndex];\n if (schemaMesh == null) {\n console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n return null;\n }\n const primitiveCount = schemaMesh.primitives.length;\n const primitives = [];\n node.traverse((object) => {\n if (primitives.length < primitiveCount) {\n if (object.isMesh) {\n primitives.push(object);\n }\n }\n });\n return primitives;\n}\nfunction gltfExtractPrimitivesFromNode(gltf, nodeIndex) {\n return __async2(this, null, function* () {\n const node = yield gltf.parser.getDependency(\"node\", nodeIndex);\n return extractPrimitivesInternal(gltf, nodeIndex, node);\n });\n}\nvar VRMExpressionPresetName = {\n Aa: \"aa\",\n Ih: \"ih\",\n Ou: \"ou\",\n Ee: \"ee\",\n Oh: \"oh\",\n Blink: \"blink\",\n Happy: \"happy\",\n Angry: \"angry\",\n Sad: \"sad\",\n Relaxed: \"relaxed\",\n LookUp: \"lookUp\",\n Surprised: \"surprised\",\n LookDown: \"lookDown\",\n LookLeft: \"lookLeft\",\n LookRight: \"lookRight\",\n BlinkLeft: \"blinkLeft\",\n BlinkRight: \"blinkRight\",\n Neutral: \"neutral\"\n};\nfunction saturate(value) {\n return Math.max(Math.min(value, 1), 0);\n}\nvar VRMExpressionManager = class _VRMExpressionManager {\n /**\n * Create a new {@link VRMExpressionManager}.\n */\n constructor() {\n this.blinkExpressionNames = [\"blink\", \"blinkLeft\", \"blinkRight\"];\n this.lookAtExpressionNames = [\"lookLeft\", \"lookRight\", \"lookUp\", \"lookDown\"];\n this.mouthExpressionNames = [\"aa\", \"ee\", \"ih\", \"oh\", \"ou\"];\n this._expressions = [];\n this._expressionMap = {};\n }\n get expressions() {\n return this._expressions.concat();\n }\n get expressionMap() {\n return Object.assign({}, this._expressionMap);\n }\n /**\n * A map from name to expression, but excluding custom expressions.\n */\n get presetExpressionMap() {\n const result = {};\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n Object.entries(this._expressionMap).forEach(([name, expression]) => {\n if (presetNameSet.has(name)) {\n result[name] = expression;\n }\n });\n return result;\n }\n /**\n * A map from name to expression, but excluding preset expressions.\n */\n get customExpressionMap() {\n const result = {};\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n Object.entries(this._expressionMap).forEach(([name, expression]) => {\n if (!presetNameSet.has(name)) {\n result[name] = expression;\n }\n });\n return result;\n }\n /**\n * Copy the given {@link VRMExpressionManager} into this one.\n * @param source The {@link VRMExpressionManager} you want to copy\n * @returns this\n */\n copy(source) {\n const expressions = this._expressions.concat();\n expressions.forEach((expression) => {\n this.unregisterExpression(expression);\n });\n source._expressions.forEach((expression) => {\n this.registerExpression(expression);\n });\n this.blinkExpressionNames = source.blinkExpressionNames.concat();\n this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n this.mouthExpressionNames = source.mouthExpressionNames.concat();\n return this;\n }\n /**\n * Returns a clone of this {@link VRMExpressionManager}.\n * @returns Copied {@link VRMExpressionManager}\n */\n clone() {\n return new _VRMExpressionManager().copy(this);\n }\n /**\n * Return a registered expression.\n * If it cannot find an expression, it will return `null` instead.\n *\n * @param name Name or preset name of the expression\n */\n getExpression(name) {\n var _a;\n return (_a = this._expressionMap[name]) != null ? _a : null;\n }\n /**\n * Register an expression.\n *\n * @param expression {@link VRMExpression} that describes the expression\n */\n registerExpression(expression) {\n this._expressions.push(expression);\n this._expressionMap[expression.expressionName] = expression;\n }\n /**\n * Unregister an expression.\n *\n * @param expression The expression you want to unregister\n */\n unregisterExpression(expression) {\n const index = this._expressions.indexOf(expression);\n if (index === -1) {\n console.warn(\"VRMExpressionManager: The specified expressions is not registered\");\n }\n this._expressions.splice(index, 1);\n delete this._expressionMap[expression.expressionName];\n }\n /**\n * Get the current weight of the specified expression.\n * If it doesn't have an expression of given name, it will return `null` instead.\n *\n * @param name Name of the expression\n */\n getValue(name) {\n var _a;\n const expression = this.getExpression(name);\n return (_a = expression == null ? void 0 : expression.weight) != null ? _a : null;\n }\n /**\n * Set a weight to the specified expression.\n *\n * @param name Name of the expression\n * @param weight Weight\n */\n setValue(name, weight) {\n const expression = this.getExpression(name);\n if (expression) {\n expression.weight = saturate(weight);\n }\n }\n /**\n * Reset weights of all expressions to `0.0`.\n */\n resetValues() {\n this._expressions.forEach((expression) => {\n expression.weight = 0;\n });\n }\n /**\n * Get a track name of specified expression.\n * This track name is needed to manipulate its expression via keyframe animations.\n *\n * @example Manipulate an expression using keyframe animation\n * ```js\n * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n * const track = new THREE.NumberKeyframeTrack(\n * name,\n * [ 0.0, 0.5, 1.0 ], // times\n * [ 0.0, 1.0, 0.0 ] // values\n * );\n *\n * const clip = new THREE.AnimationClip(\n * 'blink', // name\n * 1.0, // duration\n * [ track ] // tracks\n * );\n *\n * const mixer = new THREE.AnimationMixer( vrm.scene );\n * const action = mixer.clipAction( clip );\n * action.play();\n * ```\n *\n * @param name Name of the expression\n */\n getExpressionTrackName(name) {\n const expression = this.getExpression(name);\n return expression ? `${expression.name}.weight` : null;\n }\n /**\n * Update every expressions.\n */\n update() {\n const weightMultipliers = this._calculateWeightMultipliers();\n this._expressions.forEach((expression) => {\n expression.clearAppliedWeight();\n });\n this._expressions.forEach((expression) => {\n let multiplier = 1;\n const name = expression.expressionName;\n if (this.blinkExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.blink;\n }\n if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.lookAt;\n }\n if (this.mouthExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.mouth;\n }\n expression.applyWeight({ multiplier });\n });\n }\n /**\n * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n */\n _calculateWeightMultipliers() {\n let blink = 1;\n let lookAt = 1;\n let mouth = 1;\n this._expressions.forEach((expression) => {\n blink -= expression.overrideBlinkAmount;\n lookAt -= expression.overrideLookAtAmount;\n mouth -= expression.overrideMouthAmount;\n });\n blink = Math.max(0, blink);\n lookAt = Math.max(0, lookAt);\n mouth = Math.max(0, mouth);\n return { blink, lookAt, mouth };\n }\n};\nvar VRMExpressionMaterialColorType = {\n Color: \"color\",\n EmissionColor: \"emissionColor\",\n ShadeColor: \"shadeColor\",\n MatcapColor: \"matcapColor\",\n RimColor: \"rimColor\",\n OutlineColor: \"outlineColor\"\n};\nvar v0ExpressionMaterialColorMap = {\n _Color: VRMExpressionMaterialColorType.Color,\n _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n _RimColor: VRMExpressionMaterialColorType.RimColor,\n _OutlineColor: VRMExpressionMaterialColorType.OutlineColor\n};\nvar _color = new THREE2.Color();\nvar _VRMExpressionMaterialColorBind = class _VRMExpressionMaterialColorBind2 {\n constructor({\n material,\n type,\n targetValue,\n targetAlpha\n }) {\n this.material = material;\n this.type = type;\n this.targetValue = targetValue;\n this.targetAlpha = targetAlpha != null ? targetAlpha : 1;\n const color = this._initColorBindState();\n const alpha = this._initAlphaBindState();\n this._state = { color, alpha };\n }\n applyWeight(weight) {\n const { color, alpha } = this._state;\n if (color != null) {\n const { propertyName, deltaValue } = color;\n const target = this.material[propertyName];\n if (target != void 0) {\n target.add(_color.copy(deltaValue).multiplyScalar(weight));\n }\n }\n if (alpha != null) {\n const { propertyName, deltaValue } = alpha;\n const target = this.material[propertyName];\n if (target != void 0) {\n this.material[propertyName] += deltaValue * weight;\n }\n }\n }\n clearAppliedWeight() {\n const { color, alpha } = this._state;\n if (color != null) {\n const { propertyName, initialValue } = color;\n const target = this.material[propertyName];\n if (target != void 0) {\n target.copy(initialValue);\n }\n }\n if (alpha != null) {\n const { propertyName, initialValue } = alpha;\n const target = this.material[propertyName];\n if (target != void 0) {\n this.material[propertyName] = initialValue;\n }\n }\n }\n _initColorBindState() {\n var _a, _b, _c;\n const { material, type, targetValue } = this;\n const propertyNameMap = this._getPropertyNameMap();\n const propertyName = (_b = (_a = propertyNameMap == null ? void 0 : propertyNameMap[type]) == null ? void 0 : _a[0]) != null ? _b : null;\n if (propertyName == null) {\n console.warn(\n `Tried to add a material color bind to the material ${(_c = material.name) != null ? _c : \"(no name)\"}, the type ${type} but the material or the type is not supported.`\n );\n return null;\n }\n const target = material[propertyName];\n const initialValue = target.clone();\n const deltaValue = new THREE2.Color(\n targetValue.r - initialValue.r,\n targetValue.g - initialValue.g,\n targetValue.b - initialValue.b\n );\n return { propertyName, initialValue, deltaValue };\n }\n _initAlphaBindState() {\n var _a, _b, _c;\n const { material, type, targetAlpha } = this;\n const propertyNameMap = this._getPropertyNameMap();\n const propertyName = (_b = (_a = propertyNameMap == null ? void 0 : propertyNameMap[type]) == null ? void 0 : _a[1]) != null ? _b : null;\n if (propertyName == null && targetAlpha !== 1) {\n console.warn(\n `Tried to add a material alpha bind to the material ${(_c = material.name) != null ? _c : \"(no name)\"}, the type ${type} but the material or the type does not support alpha.`\n );\n return null;\n }\n if (propertyName == null) {\n return null;\n }\n const initialValue = material[propertyName];\n const deltaValue = targetAlpha - initialValue;\n return { propertyName, initialValue, deltaValue };\n }\n _getPropertyNameMap() {\n var _a, _b;\n return (_b = (_a = Object.entries(_VRMExpressionMaterialColorBind2._propertyNameMapMap).find(([distinguisher]) => {\n return this.material[distinguisher] === true;\n })) == null ? void 0 : _a[1]) != null ? _b : null;\n }\n};\n_VRMExpressionMaterialColorBind._propertyNameMapMap = {\n isMeshStandardMaterial: {\n color: [\"color\", \"opacity\"],\n emissionColor: [\"emissive\", null]\n },\n isMeshBasicMaterial: {\n color: [\"color\", \"opacity\"]\n },\n isMToonMaterial: {\n color: [\"color\", \"opacity\"],\n emissionColor: [\"emissive\", null],\n outlineColor: [\"outlineColorFactor\", null],\n matcapColor: [\"matcapFactor\", null],\n rimColor: [\"parametricRimColorFactor\", null],\n shadeColor: [\"shadeColorFactor\", null]\n }\n};\nvar VRMExpressionMaterialColorBind = _VRMExpressionMaterialColorBind;\nvar VRMExpressionMorphTargetBind = class {\n constructor({\n primitives,\n index,\n weight\n }) {\n this.primitives = primitives;\n this.index = index;\n this.weight = weight;\n }\n applyWeight(weight) {\n this.primitives.forEach((mesh) => {\n var _a;\n if (((_a = mesh.morphTargetInfluences) == null ? void 0 : _a[this.index]) != null) {\n mesh.morphTargetInfluences[this.index] += this.weight * weight;\n }\n });\n }\n clearAppliedWeight() {\n this.primitives.forEach((mesh) => {\n var _a;\n if (((_a = mesh.morphTargetInfluences) == null ? void 0 : _a[this.index]) != null) {\n mesh.morphTargetInfluences[this.index] = 0;\n }\n });\n }\n};\nvar _v2 = new THREE3.Vector2();\nvar _VRMExpressionTextureTransformBind = class _VRMExpressionTextureTransformBind2 {\n constructor({\n material,\n scale,\n offset\n }) {\n var _a, _b;\n this.material = material;\n this.scale = scale;\n this.offset = offset;\n const propertyNames = (_a = Object.entries(_VRMExpressionTextureTransformBind2._propertyNamesMap).find(\n ([distinguisher]) => {\n return material[distinguisher] === true;\n }\n )) == null ? void 0 : _a[1];\n if (propertyNames == null) {\n console.warn(\n `Tried to add a texture transform bind to the material ${(_b = material.name) != null ? _b : \"(no name)\"} but the material is not supported.`\n );\n this._properties = [];\n } else {\n this._properties = [];\n propertyNames.forEach((propertyName) => {\n var _a2;\n const texture = (_a2 = material[propertyName]) == null ? void 0 : _a2.clone();\n if (!texture) {\n return null;\n }\n material[propertyName] = texture;\n const initialOffset = texture.offset.clone();\n const initialScale = texture.repeat.clone();\n const deltaOffset = offset.clone().sub(initialOffset);\n const deltaScale = scale.clone().sub(initialScale);\n this._properties.push({\n name: propertyName,\n initialOffset,\n deltaOffset,\n initialScale,\n deltaScale\n });\n });\n }\n }\n applyWeight(weight) {\n this._properties.forEach((property) => {\n const target = this.material[property.name];\n if (target === void 0) {\n return;\n }\n target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n });\n }\n clearAppliedWeight() {\n this._properties.forEach((property) => {\n const target = this.material[property.name];\n if (target === void 0) {\n return;\n }\n target.offset.copy(property.initialOffset);\n target.repeat.copy(property.initialScale);\n });\n }\n};\n_VRMExpressionTextureTransformBind._propertyNamesMap = {\n isMeshStandardMaterial: [\n \"map\",\n \"emissiveMap\",\n \"bumpMap\",\n \"normalMap\",\n \"displacementMap\",\n \"roughnessMap\",\n \"metalnessMap\",\n \"alphaMap\"\n ],\n isMeshBasicMaterial: [\"map\", \"specularMap\", \"alphaMap\"],\n isMToonMaterial: [\n \"map\",\n \"normalMap\",\n \"emissiveMap\",\n \"shadeMultiplyTexture\",\n \"rimMultiplyTexture\",\n \"outlineWidthMultiplyTexture\",\n \"uvAnimationMaskTexture\"\n ]\n};\nvar VRMExpressionTextureTransformBind = _VRMExpressionTextureTransformBind;\nvar POSSIBLE_SPEC_VERSIONS = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar _VRMExpressionLoaderPlugin = class _VRMExpressionLoaderPlugin2 {\n get name() {\n return \"VRMExpressionLoaderPlugin\";\n }\n constructor(parser) {\n this.parser = parser;\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n gltf.userData.vrmExpressionManager = yield this._import(gltf);\n });\n }\n /**\n * Import a {@link VRMExpressionManager} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __async2(this, null, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n return __async2(this, null, function* () {\n var _a, _b;\n const json = this.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRMC_vrm\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRMC_vrm\"];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaExpressions = extension.expressions;\n if (!schemaExpressions) {\n return null;\n }\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n const nameSchemaExpressionMap = /* @__PURE__ */ new Map();\n if (schemaExpressions.preset != null) {\n Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n if (schemaExpression == null) {\n return;\n }\n if (!presetNameSet.has(name)) {\n console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n return;\n }\n nameSchemaExpressionMap.set(name, schemaExpression);\n });\n }\n if (schemaExpressions.custom != null) {\n Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n if (presetNameSet.has(name)) {\n console.warn(\n `VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`\n );\n return;\n }\n nameSchemaExpressionMap.set(name, schemaExpression);\n });\n }\n const manager = new VRMExpressionManager();\n yield Promise.all(\n Array.from(nameSchemaExpressionMap.entries()).map((_0) => __async2(this, [_0], function* ([name, schemaExpression]) {\n var _a2, _b2, _c, _d, _e, _f, _g;\n const expression = new VRMExpression(name);\n gltf.scene.add(expression);\n expression.isBinary = (_a2 = schemaExpression.isBinary) != null ? _a2 : false;\n expression.overrideBlink = (_b2 = schemaExpression.overrideBlink) != null ? _b2 : \"none\";\n expression.overrideLookAt = (_c = schemaExpression.overrideLookAt) != null ? _c : \"none\";\n expression.overrideMouth = (_d = schemaExpression.overrideMouth) != null ? _d : \"none\";\n (_e = schemaExpression.morphTargetBinds) == null ? void 0 : _e.forEach((bind) => __async2(this, null, function* () {\n var _a3;\n if (bind.node === void 0 || bind.index === void 0) {\n return;\n }\n const primitives = yield gltfExtractPrimitivesFromNode(gltf, bind.node);\n const morphTargetIndex = bind.index;\n if (!primitives.every(\n (primitive) => Array.isArray(primitive.morphTargetInfluences) && morphTargetIndex < primitive.morphTargetInfluences.length\n )) {\n console.warn(\n `VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`\n );\n return;\n }\n expression.addBind(\n new VRMExpressionMorphTargetBind({\n primitives,\n index: morphTargetIndex,\n weight: (_a3 = bind.weight) != null ? _a3 : 1\n })\n );\n }));\n if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n const gltfMaterials = [];\n gltf.scene.traverse((object) => {\n const material = object.material;\n if (material) {\n gltfMaterials.push(material);\n }\n });\n (_f = schemaExpression.materialColorBinds) == null ? void 0 : _f.forEach((bind) => __async2(this, null, function* () {\n const materials = gltfMaterials.filter((material) => {\n var _a3;\n const materialIndex = (_a3 = this.parser.associations.get(material)) == null ? void 0 : _a3.materials;\n return bind.material === materialIndex;\n });\n materials.forEach((material) => {\n expression.addBind(\n new VRMExpressionMaterialColorBind({\n material,\n type: bind.type,\n targetValue: new THREE4.Color().fromArray(bind.targetValue),\n targetAlpha: bind.targetValue[3]\n })\n );\n });\n }));\n (_g = schemaExpression.textureTransformBinds) == null ? void 0 : _g.forEach((bind) => __async2(this, null, function* () {\n const materials = gltfMaterials.filter((material) => {\n var _a3;\n const materialIndex = (_a3 = this.parser.associations.get(material)) == null ? void 0 : _a3.materials;\n return bind.material === materialIndex;\n });\n materials.forEach((material) => {\n var _a3, _b3;\n expression.addBind(\n new VRMExpressionTextureTransformBind({\n material,\n offset: new THREE4.Vector2().fromArray((_a3 = bind.offset) != null ? _a3 : [0, 0]),\n scale: new THREE4.Vector2().fromArray((_b3 = bind.scale) != null ? _b3 : [1, 1])\n })\n );\n });\n }));\n }\n manager.registerExpression(expression);\n }))\n );\n return manager;\n });\n }\n _v0Import(gltf) {\n return __async2(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) == null ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaBlendShape = vrmExt.blendShapeMaster;\n if (!schemaBlendShape) {\n return null;\n }\n const manager = new VRMExpressionManager();\n const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n if (!schemaBlendShapeGroups) {\n return manager;\n }\n const blendShapeNameSet = /* @__PURE__ */ new Set();\n yield Promise.all(\n schemaBlendShapeGroups.map((schemaGroup) => __async2(this, null, function* () {\n var _a2;\n const v0PresetName = schemaGroup.presetName;\n const v1PresetName = v0PresetName != null && _VRMExpressionLoaderPlugin2.v0v1PresetNameMap[v0PresetName] || null;\n const name = v1PresetName != null ? v1PresetName : schemaGroup.name;\n if (name == null) {\n console.warn(\"VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression\");\n return;\n }\n if (blendShapeNameSet.has(name)) {\n console.warn(\n `VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`\n );\n return;\n }\n blendShapeNameSet.add(name);\n const expression = new VRMExpression(name);\n gltf.scene.add(expression);\n expression.isBinary = (_a2 = schemaGroup.isBinary) != null ? _a2 : false;\n if (schemaGroup.binds) {\n schemaGroup.binds.forEach((bind) => __async2(this, null, function* () {\n var _a3;\n if (bind.mesh === void 0 || bind.index === void 0) {\n return;\n }\n const nodesUsingMesh = [];\n (_a3 = json.nodes) == null ? void 0 : _a3.forEach((node, i) => {\n if (node.mesh === bind.mesh) {\n nodesUsingMesh.push(i);\n }\n });\n const morphTargetIndex = bind.index;\n yield Promise.all(\n nodesUsingMesh.map((nodeIndex) => __async2(this, null, function* () {\n var _a4;\n const primitives = yield gltfExtractPrimitivesFromNode(gltf, nodeIndex);\n if (!primitives.every(\n (primitive) => Array.isArray(primitive.morphTargetInfluences) && morphTargetIndex < primitive.morphTargetInfluences.length\n )) {\n console.warn(\n `VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`\n );\n return;\n }\n expression.addBind(\n new VRMExpressionMorphTargetBind({\n primitives,\n index: morphTargetIndex,\n weight: 0.01 * ((_a4 = bind.weight) != null ? _a4 : 100)\n // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n })\n );\n }))\n );\n }));\n }\n const materialValues = schemaGroup.materialValues;\n if (materialValues && materialValues.length !== 0) {\n materialValues.forEach((materialValue) => {\n if (materialValue.materialName === void 0 || materialValue.propertyName === void 0 || materialValue.targetValue === void 0) {\n return;\n }\n const materials = [];\n gltf.scene.traverse((object) => {\n if (object.material) {\n const material = object.material;\n if (Array.isArray(material)) {\n materials.push(\n ...material.filter(\n (mtl) => (mtl.name === materialValue.materialName || mtl.name === materialValue.materialName + \" (Outline)\") && materials.indexOf(mtl) === -1\n )\n );\n } else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n materials.push(material);\n }\n }\n });\n const materialPropertyName = materialValue.propertyName;\n materials.forEach((material) => {\n if (materialPropertyName === \"_MainTex_ST\") {\n const scale = new THREE4.Vector2(materialValue.targetValue[0], materialValue.targetValue[1]);\n const offset = new THREE4.Vector2(materialValue.targetValue[2], materialValue.targetValue[3]);\n offset.y = 1 - offset.y - scale.y;\n expression.addBind(\n new VRMExpressionTextureTransformBind({\n material,\n scale,\n offset\n })\n );\n return;\n }\n const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n if (materialColorType) {\n expression.addBind(\n new VRMExpressionMaterialColorBind({\n material,\n type: materialColorType,\n targetValue: new THREE4.Color().fromArray(materialValue.targetValue),\n targetAlpha: materialValue.targetValue[3]\n })\n );\n return;\n }\n console.warn(materialPropertyName + \" is not supported\");\n });\n });\n }\n manager.registerExpression(expression);\n }))\n );\n return manager;\n });\n }\n};\n_VRMExpressionLoaderPlugin.v0v1PresetNameMap = {\n a: \"aa\",\n e: \"ee\",\n i: \"ih\",\n o: \"oh\",\n u: \"ou\",\n blink: \"blink\",\n joy: \"happy\",\n angry: \"angry\",\n sorrow: \"sad\",\n fun: \"relaxed\",\n lookup: \"lookUp\",\n lookdown: \"lookDown\",\n lookleft: \"lookLeft\",\n lookright: \"lookRight\",\n // eslint-disable-next-line @typescript-eslint/naming-convention\n blink_l: \"blinkLeft\",\n // eslint-disable-next-line @typescript-eslint/naming-convention\n blink_r: \"blinkRight\",\n neutral: \"neutral\"\n};\nvar _VRMFirstPerson = class _VRMFirstPerson2 {\n /**\n * Create a new VRMFirstPerson object.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n */\n constructor(humanoid, meshAnnotations) {\n this._firstPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n this._thirdPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_THIRDPERSON_ONLY_LAYER;\n this._initializedLayers = false;\n this.humanoid = humanoid;\n this.meshAnnotations = meshAnnotations;\n }\n /**\n * Copy the given {@link VRMFirstPerson} into this one.\n * {@link humanoid} must be same as the source one.\n * @param source The {@link VRMFirstPerson} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error(\"VRMFirstPerson: humanoid must be same in order to copy\");\n }\n this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n meshes: annotation.meshes.concat(),\n type: annotation.type\n }));\n return this;\n }\n /**\n * Returns a clone of this {@link VRMFirstPerson}.\n * @returns Copied {@link VRMFirstPerson}\n */\n clone() {\n return new _VRMFirstPerson2(this.humanoid, this.meshAnnotations).copy(this);\n }\n /**\n * A camera layer represents `FirstPersonOnly` layer.\n * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n *\n * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n *\n * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n * @see https://threejs.org/docs/#api/en/core/Layers\n */\n get firstPersonOnlyLayer() {\n return this._firstPersonOnlyLayer;\n }\n /**\n * A camera layer represents `ThirdPersonOnly` layer.\n * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n *\n * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n *\n * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n * @see https://threejs.org/docs/#api/en/core/Layers\n */\n get thirdPersonOnlyLayer() {\n return this._thirdPersonOnlyLayer;\n }\n /**\n * In this method, it assigns layers for every meshes based on mesh annotations.\n * You must call this method first before you use the layer feature.\n *\n * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n *\n * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n *\n * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n */\n setup({\n firstPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_FIRSTPERSON_ONLY_LAYER,\n thirdPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_THIRDPERSON_ONLY_LAYER\n } = {}) {\n if (this._initializedLayers) {\n return;\n }\n this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n this.meshAnnotations.forEach((item) => {\n item.meshes.forEach((mesh) => {\n if (item.type === \"firstPersonOnly\") {\n mesh.layers.set(this._firstPersonOnlyLayer);\n mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n } else if (item.type === \"thirdPersonOnly\") {\n mesh.layers.set(this._thirdPersonOnlyLayer);\n mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n } else if (item.type === \"auto\") {\n this._createHeadlessModel(mesh);\n }\n });\n });\n this._initializedLayers = true;\n }\n _excludeTriangles(triangles, bws, skinIndex, exclude) {\n let count = 0;\n if (bws != null && bws.length > 0) {\n for (let i = 0; i < triangles.length; i += 3) {\n const a = triangles[i];\n const b = triangles[i + 1];\n const c = triangles[i + 2];\n const bw0 = bws[a];\n const skin0 = skinIndex[a];\n if (bw0[0] > 0 && exclude.includes(skin0[0])) continue;\n if (bw0[1] > 0 && exclude.includes(skin0[1])) continue;\n if (bw0[2] > 0 && exclude.includes(skin0[2])) continue;\n if (bw0[3] > 0 && exclude.includes(skin0[3])) continue;\n const bw1 = bws[b];\n const skin1 = skinIndex[b];\n if (bw1[0] > 0 && exclude.includes(skin1[0])) continue;\n if (bw1[1] > 0 && exclude.includes(skin1[1])) continue;\n if (bw1[2] > 0 && exclude.includes(skin1[2])) continue;\n if (bw1[3] > 0 && exclude.includes(skin1[3])) continue;\n const bw2 = bws[c];\n const skin2 = skinIndex[c];\n if (bw2[0] > 0 && exclude.includes(skin2[0])) continue;\n if (bw2[1] > 0 && exclude.includes(skin2[1])) continue;\n if (bw2[2] > 0 && exclude.includes(skin2[2])) continue;\n if (bw2[3] > 0 && exclude.includes(skin2[3])) continue;\n triangles[count++] = a;\n triangles[count++] = b;\n triangles[count++] = c;\n }\n }\n return count;\n }\n _createErasedMesh(src, erasingBonesIndex) {\n const dst = new THREE5.SkinnedMesh(src.geometry.clone(), src.material);\n dst.name = `${src.name}(erase)`;\n dst.frustumCulled = src.frustumCulled;\n dst.layers.set(this._firstPersonOnlyLayer);\n const geometry = dst.geometry;\n const skinIndexAttr = geometry.getAttribute(\"skinIndex\");\n const skinIndexAttrArray = skinIndexAttr instanceof THREE5.GLBufferAttribute ? [] : skinIndexAttr.array;\n const skinIndex = [];\n for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n skinIndex.push([\n skinIndexAttrArray[i],\n skinIndexAttrArray[i + 1],\n skinIndexAttrArray[i + 2],\n skinIndexAttrArray[i + 3]\n ]);\n }\n const skinWeightAttr = geometry.getAttribute(\"skinWeight\");\n const skinWeightAttrArray = skinWeightAttr instanceof THREE5.GLBufferAttribute ? [] : skinWeightAttr.array;\n const skinWeight = [];\n for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n skinWeight.push([\n skinWeightAttrArray[i],\n skinWeightAttrArray[i + 1],\n skinWeightAttrArray[i + 2],\n skinWeightAttrArray[i + 3]\n ]);\n }\n const index = geometry.getIndex();\n if (!index) {\n throw new Error(\"The geometry doesn't have an index buffer\");\n }\n const oldTriangles = Array.from(index.array);\n const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n const newTriangle = [];\n for (let i = 0; i < count; i++) {\n newTriangle[i] = oldTriangles[i];\n }\n geometry.setIndex(newTriangle);\n if (src.onBeforeRender) {\n dst.onBeforeRender = src.onBeforeRender;\n }\n dst.bind(new THREE5.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE5.Matrix4());\n return dst;\n }\n _createHeadlessModelForSkinnedMesh(parent, mesh) {\n const eraseBoneIndexes = [];\n mesh.skeleton.bones.forEach((bone, index) => {\n if (this._isEraseTarget(bone)) eraseBoneIndexes.push(index);\n });\n if (!eraseBoneIndexes.length) {\n mesh.layers.enable(this._thirdPersonOnlyLayer);\n mesh.layers.enable(this._firstPersonOnlyLayer);\n return;\n }\n mesh.layers.set(this._thirdPersonOnlyLayer);\n const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n parent.add(newMesh);\n }\n _createHeadlessModel(node) {\n if (node.type === \"Group\") {\n node.layers.set(this._thirdPersonOnlyLayer);\n if (this._isEraseTarget(node)) {\n node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n } else {\n const parent = new THREE5.Group();\n parent.name = `_headless_${node.name}`;\n parent.layers.set(this._firstPersonOnlyLayer);\n node.parent.add(parent);\n node.children.filter((child) => child.type === \"SkinnedMesh\").forEach((child) => {\n const skinnedMesh = child;\n this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n });\n }\n } else if (node.type === \"SkinnedMesh\") {\n const skinnedMesh = node;\n this._createHeadlessModelForSkinnedMesh(node.parent, skinnedMesh);\n } else {\n if (this._isEraseTarget(node)) {\n node.layers.set(this._thirdPersonOnlyLayer);\n node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n }\n }\n }\n _isEraseTarget(bone) {\n if (bone === this.humanoid.getRawBoneNode(\"head\")) {\n return true;\n } else if (!bone.parent) {\n return false;\n } else {\n return this._isEraseTarget(bone.parent);\n }\n }\n};\n_VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n_VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\nvar _v3A = new THREE6.Vector3();\nvar _v3B = new THREE6.Vector3();\nvar _quatA = new THREE6.Quaternion();\nvar VRMHumanBoneParentMap = {\n hips: null,\n spine: \"hips\",\n chest: \"spine\",\n upperChest: \"chest\",\n neck: \"upperChest\",\n head: \"neck\",\n leftEye: \"head\",\n rightEye: \"head\",\n jaw: \"head\",\n leftUpperLeg: \"hips\",\n leftLowerLeg: \"leftUpperLeg\",\n leftFoot: \"leftLowerLeg\",\n leftToes: \"leftFoot\",\n rightUpperLeg: \"hips\",\n rightLowerLeg: \"rightUpperLeg\",\n rightFoot: \"rightLowerLeg\",\n rightToes: \"rightFoot\",\n leftShoulder: \"upperChest\",\n leftUpperArm: \"leftShoulder\",\n leftLowerArm: \"leftUpperArm\",\n leftHand: \"leftLowerArm\",\n rightShoulder: \"upperChest\",\n rightUpperArm: \"rightShoulder\",\n rightLowerArm: \"rightUpperArm\",\n rightHand: \"rightLowerArm\",\n leftThumbMetacarpal: \"leftHand\",\n leftThumbProximal: \"leftThumbMetacarpal\",\n leftThumbDistal: \"leftThumbProximal\",\n leftIndexProximal: \"leftHand\",\n leftIndexIntermediate: \"leftIndexProximal\",\n leftIndexDistal: \"leftIndexIntermediate\",\n leftMiddleProximal: \"leftHand\",\n leftMiddleIntermediate: \"leftMiddleProximal\",\n leftMiddleDistal: \"leftMiddleIntermediate\",\n leftRingProximal: \"leftHand\",\n leftRingIntermediate: \"leftRingProximal\",\n leftRingDistal: \"leftRingIntermediate\",\n leftLittleProximal: \"leftHand\",\n leftLittleIntermediate: \"leftLittleProximal\",\n leftLittleDistal: \"leftLittleIntermediate\",\n rightThumbMetacarpal: \"rightHand\",\n rightThumbProximal: \"rightThumbMetacarpal\",\n rightThumbDistal: \"rightThumbProximal\",\n rightIndexProximal: \"rightHand\",\n rightIndexIntermediate: \"rightIndexProximal\",\n rightIndexDistal: \"rightIndexIntermediate\",\n rightMiddleProximal: \"rightHand\",\n rightMiddleIntermediate: \"rightMiddleProximal\",\n rightMiddleDistal: \"rightMiddleIntermediate\",\n rightRingProximal: \"rightHand\",\n rightRingIntermediate: \"rightRingProximal\",\n rightRingDistal: \"rightRingIntermediate\",\n rightLittleProximal: \"rightHand\",\n rightLittleIntermediate: \"rightLittleProximal\",\n rightLittleDistal: \"rightLittleIntermediate\"\n};\nfunction quatInvertCompat(target) {\n if (target.invert) {\n target.invert();\n } else {\n target.inverse();\n }\n return target;\n}\nvar _v3A2 = new THREE7.Vector3();\nvar _quatA2 = new THREE7.Quaternion();\nvar _v3A3 = new THREE8.Vector3();\nvar _quatA3 = new THREE8.Quaternion();\nvar _boneWorldPos = new THREE8.Vector3();\nvar _quatA4 = new THREE11.Quaternion();\nvar _quatB = new THREE11.Quaternion();\nvar _v3A4 = new THREE11.Vector3();\nvar _v3B2 = new THREE11.Vector3();\nvar SQRT_2_OVER_2 = Math.sqrt(2) / 2;\nvar QUAT_XY_CW90 = new THREE11.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nvar VEC3_POSITIVE_Y = new THREE11.Vector3(0, 1, 0);\nvar _position = new THREE12.Vector3();\nvar _scale = new THREE12.Vector3();\nfunction getWorldQuaternionLite(object, out) {\n object.matrixWorld.decompose(_position, out, _scale);\n return out;\n}\nfunction calcAzimuthAltitude(vector) {\n return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\nfunction sanitizeAngle(angle) {\n const roundTurn = Math.round(angle / 2 / Math.PI);\n return angle - 2 * Math.PI * roundTurn;\n}\nvar VEC3_POSITIVE_Z = new THREE13.Vector3(0, 0, 1);\nvar _v3A5 = new THREE13.Vector3();\nvar _v3B3 = new THREE13.Vector3();\nvar _v3C = new THREE13.Vector3();\nvar _quatA5 = new THREE13.Quaternion();\nvar _quatB2 = new THREE13.Quaternion();\nvar _quatC = new THREE13.Quaternion();\nvar _quatD = new THREE13.Quaternion();\nvar _eulerA = new THREE13.Euler();\nvar _VRMLookAt = class _VRMLookAt2 {\n /**\n * Create a new {@link VRMLookAt}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param applier A {@link VRMLookAtApplier}\n */\n constructor(humanoid, applier) {\n this.offsetFromHeadBone = new THREE13.Vector3();\n this.autoUpdate = true;\n this.faceFront = new THREE13.Vector3(0, 0, 1);\n this.humanoid = humanoid;\n this.applier = applier;\n this._yaw = 0;\n this._pitch = 0;\n this._needsUpdate = true;\n this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE13.Quaternion());\n }\n /**\n * Its current angle around Y axis, in degree.\n */\n get yaw() {\n return this._yaw;\n }\n /**\n * Its current angle around Y axis, in degree.\n */\n set yaw(value) {\n this._yaw = value;\n this._needsUpdate = true;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n get pitch() {\n return this._pitch;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n set pitch(value) {\n this._pitch = value;\n this._needsUpdate = true;\n }\n /**\n * @deprecated Use {@link getEuler} instead.\n */\n get euler() {\n console.warn(\"VRMLookAt: euler is deprecated. use getEuler() instead.\");\n return this.getEuler(new THREE13.Euler());\n }\n /**\n * Get its yaw-pitch angles as an `Euler`.\n * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n *\n * @param target The target euler\n */\n getEuler(target) {\n return target.set(THREE13.MathUtils.DEG2RAD * this._pitch, THREE13.MathUtils.DEG2RAD * this._yaw, 0, \"YXZ\");\n }\n /**\n * Copy the given {@link VRMLookAt} into this one.\n * {@link humanoid} must be same as the source one.\n * {@link applier} will reference the same instance as the source one.\n * @param source The {@link VRMLookAt} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error(\"VRMLookAt: humanoid must be same in order to copy\");\n }\n this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n this.applier = source.applier;\n this.autoUpdate = source.autoUpdate;\n this.target = source.target;\n this.faceFront.copy(source.faceFront);\n return this;\n }\n /**\n * Returns a clone of this {@link VRMLookAt}.\n * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n * @returns Copied {@link VRMLookAt}\n */\n clone() {\n return new _VRMLookAt2(this.humanoid, this.applier).copy(this);\n }\n /**\n * Reset the lookAt direction (yaw and pitch) to the initial direction.\n */\n reset() {\n this._yaw = 0;\n this._pitch = 0;\n this._needsUpdate = true;\n }\n /**\n * Get its lookAt position in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldPosition(target) {\n const head = this.humanoid.getRawBoneNode(\"head\");\n return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n }\n /**\n * Get its lookAt rotation in world coordinate.\n * Does NOT consider {@link faceFront}.\n *\n * @param target A target `THREE.Quaternion`\n */\n getLookAtWorldQuaternion(target) {\n const head = this.humanoid.getRawBoneNode(\"head\");\n return getWorldQuaternionLite(head, target);\n }\n /**\n * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n getFaceFrontQuaternion(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n return target.copy(this._restHeadWorldQuaternion).invert();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA.set(0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, \"YZX\");\n return target.setFromEuler(_eulerA).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n }\n /**\n * Get its LookAt direction in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldDirection(target) {\n this.getLookAtWorldQuaternion(_quatB2);\n this.getFaceFrontQuaternion(_quatC);\n return target.copy(VEC3_POSITIVE_Z).applyQuaternion(_quatB2).applyQuaternion(_quatC).applyEuler(this.getEuler(_eulerA));\n }\n /**\n * Set its lookAt target position.\n *\n * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n *\n * If you want to track an object continuously, you might want to use {@link target} instead.\n *\n * @param position A target position, in world space\n */\n lookAt(position) {\n const headRotDiffInv = _quatA5.copy(this._restHeadWorldQuaternion).multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB2)));\n const headPos = this.getLookAtWorldPosition(_v3B3);\n const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n const pitch = sanitizeAngle(altitudeFrom - altitudeTo);\n this._yaw = THREE13.MathUtils.RAD2DEG * yaw;\n this._pitch = THREE13.MathUtils.RAD2DEG * pitch;\n this._needsUpdate = true;\n }\n /**\n * Update the VRMLookAtHead.\n * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n *\n * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n */\n update(delta) {\n if (this.target != null && this.autoUpdate) {\n this.lookAt(this.target.getWorldPosition(_v3A5));\n }\n if (this._needsUpdate) {\n this._needsUpdate = false;\n this.applier.applyYawPitch(this._yaw, this._pitch);\n }\n }\n};\n_VRMLookAt.EULER_ORDER = \"YXZ\";\nvar VRMLookAt = _VRMLookAt;\nvar VEC3_POSITIVE_Z2 = new THREE14.Vector3(0, 0, 1);\nvar _quatA6 = new THREE14.Quaternion();\nvar _quatB3 = new THREE14.Quaternion();\nvar _eulerA2 = new THREE14.Euler(0, 0, 0, \"YXZ\");\nvar VRMLookAtBoneApplier = class {\n /**\n * Create a new {@link VRMLookAtBoneApplier}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n */\n constructor(humanoid, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n this.humanoid = humanoid;\n this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n this.rangeMapVerticalDown = rangeMapVerticalDown;\n this.rangeMapVerticalUp = rangeMapVerticalUp;\n this.faceFront = new THREE14.Vector3(0, 0, 1);\n this._restQuatLeftEye = new THREE14.Quaternion();\n this._restQuatRightEye = new THREE14.Quaternion();\n this._restLeftEyeParentWorldQuat = new THREE14.Quaternion();\n this._restRightEyeParentWorldQuat = new THREE14.Quaternion();\n const leftEye = this.humanoid.getRawBoneNode(\"leftEye\");\n const rightEye = this.humanoid.getRawBoneNode(\"rightEye\");\n if (leftEye) {\n this._restQuatLeftEye.copy(leftEye.quaternion);\n getWorldQuaternionLite(leftEye.parent, this._restLeftEyeParentWorldQuat);\n }\n if (rightEye) {\n this._restQuatRightEye.copy(rightEye.quaternion);\n getWorldQuaternionLite(rightEye.parent, this._restRightEyeParentWorldQuat);\n }\n }\n /**\n * Apply the input angle to its associated VRM model.\n *\n * @param yaw Rotation around Y axis, in degree\n * @param pitch Rotation around X axis, in degree\n */\n applyYawPitch(yaw, pitch) {\n const leftEye = this.humanoid.getRawBoneNode(\"leftEye\");\n const rightEye = this.humanoid.getRawBoneNode(\"rightEye\");\n const leftEyeNormalized = this.humanoid.getNormalizedBoneNode(\"leftEye\");\n const rightEyeNormalized = this.humanoid.getNormalizedBoneNode(\"rightEye\");\n if (leftEye) {\n if (pitch < 0) {\n _eulerA2.x = -THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n } else {\n _eulerA2.x = THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n }\n if (yaw < 0) {\n _eulerA2.y = -THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n } else {\n _eulerA2.y = THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n }\n _quatA6.setFromEuler(_eulerA2);\n this._getWorldFaceFrontQuat(_quatB3);\n leftEyeNormalized.quaternion.copy(_quatB3).multiply(_quatA6).multiply(_quatB3.invert());\n _quatA6.copy(this._restLeftEyeParentWorldQuat);\n leftEye.quaternion.copy(leftEyeNormalized.quaternion).multiply(_quatA6).premultiply(_quatA6.invert()).multiply(this._restQuatLeftEye);\n }\n if (rightEye) {\n if (pitch < 0) {\n _eulerA2.x = -THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n } else {\n _eulerA2.x = THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n }\n if (yaw < 0) {\n _eulerA2.y = -THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n } else {\n _eulerA2.y = THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n }\n _quatA6.setFromEuler(_eulerA2);\n this._getWorldFaceFrontQuat(_quatB3);\n rightEyeNormalized.quaternion.copy(_quatB3).multiply(_quatA6).multiply(_quatB3.invert());\n _quatA6.copy(this._restRightEyeParentWorldQuat);\n rightEye.quaternion.copy(rightEyeNormalized.quaternion).multiply(_quatA6).premultiply(_quatA6.invert()).multiply(this._restQuatRightEye);\n }\n }\n /**\n * @deprecated Use {@link applyYawPitch} instead.\n */\n lookAt(euler) {\n console.warn(\"VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.\");\n const yaw = THREE14.MathUtils.RAD2DEG * euler.y;\n const pitch = THREE14.MathUtils.RAD2DEG * euler.x;\n this.applyYawPitch(yaw, pitch);\n }\n /**\n * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n _getWorldFaceFrontQuat(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z2) < 0.01) {\n return target.identity();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA2.set(0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, \"YZX\");\n return target.setFromEuler(_eulerA2);\n }\n};\nVRMLookAtBoneApplier.type = \"bone\";\nvar VRMLookAtExpressionApplier = class {\n /**\n * Create a new {@link VRMLookAtExpressionApplier}.\n *\n * @param expressions A {@link VRMExpressionManager}\n * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n */\n constructor(expressions, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n this.expressions = expressions;\n this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n this.rangeMapVerticalDown = rangeMapVerticalDown;\n this.rangeMapVerticalUp = rangeMapVerticalUp;\n }\n /**\n * Apply the input angle to its associated VRM model.\n *\n * @param yaw Rotation around Y axis, in degree\n * @param pitch Rotation around X axis, in degree\n */\n applyYawPitch(yaw, pitch) {\n if (pitch < 0) {\n this.expressions.setValue(\"lookDown\", 0);\n this.expressions.setValue(\"lookUp\", this.rangeMapVerticalUp.map(-pitch));\n } else {\n this.expressions.setValue(\"lookUp\", 0);\n this.expressions.setValue(\"lookDown\", this.rangeMapVerticalDown.map(pitch));\n }\n if (yaw < 0) {\n this.expressions.setValue(\"lookLeft\", 0);\n this.expressions.setValue(\"lookRight\", this.rangeMapHorizontalOuter.map(-yaw));\n } else {\n this.expressions.setValue(\"lookRight\", 0);\n this.expressions.setValue(\"lookLeft\", this.rangeMapHorizontalOuter.map(yaw));\n }\n }\n /**\n * @deprecated Use {@link applyYawPitch} instead.\n */\n lookAt(euler) {\n console.warn(\"VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.\");\n const yaw = THREE15.MathUtils.RAD2DEG * euler.y;\n const pitch = THREE15.MathUtils.RAD2DEG * euler.x;\n this.applyYawPitch(yaw, pitch);\n }\n};\nVRMLookAtExpressionApplier.type = \"expression\";\n\n// src/VRMLookAtQuaternionProxy.ts\nvar THREE17 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar RAD2DEG = 180 / Math.PI;\nvar _eulerA3 = /* @__PURE__ */ new THREE17.Euler();\nvar VRMLookAtQuaternionProxy = class extends THREE17.Object3D {\n constructor(lookAt) {\n super();\n this.vrmLookAt = lookAt;\n this.type = \"VRMLookAtQuaternionProxy\";\n const prevRotationOnChangeCallback = this.rotation._onChangeCallback;\n this.rotation._onChange(() => {\n prevRotationOnChangeCallback();\n this._applyToLookAt();\n });\n const prevQuaternionOnChangeCallback = this.quaternion._onChangeCallback;\n this.quaternion._onChange(() => {\n prevQuaternionOnChangeCallback();\n this._applyToLookAt();\n });\n }\n _applyToLookAt() {\n _eulerA3.setFromQuaternion(this.quaternion, VRMLookAt.EULER_ORDER);\n this.vrmLookAt.yaw = RAD2DEG * _eulerA3.y;\n this.vrmLookAt.pitch = RAD2DEG * _eulerA3.x;\n }\n};\n\n// src/createVRMAnimationClip.ts\nfunction createVRMAnimationHumanoidTracks(vrmAnimation, humanoid, metaVersion) {\n var _a, _b;\n const translation = /* @__PURE__ */ new Map();\n const rotation = /* @__PURE__ */ new Map();\n for (const [name, origTrack] of vrmAnimation.humanoidTracks.rotation.entries()) {\n const nodeName = (_a = humanoid.getNormalizedBoneNode(name)) == null ? void 0 : _a.name;\n if (nodeName != null) {\n const track = new THREE18.QuaternionKeyframeTrack(\n `${nodeName}.quaternion`,\n origTrack.times,\n origTrack.values.map((v, i) => metaVersion === \"0\" && i % 2 === 0 ? -v : v)\n );\n rotation.set(name, track);\n }\n }\n for (const [name, origTrack] of vrmAnimation.humanoidTracks.translation.entries()) {\n const nodeName = (_b = humanoid.getNormalizedBoneNode(name)) == null ? void 0 : _b.name;\n if (nodeName != null) {\n const animationY = vrmAnimation.restHipsPosition.y;\n const humanoidY = humanoid.normalizedRestPose.hips.position[1];\n const scale = humanoidY / animationY;\n const track = origTrack.clone();\n track.values = track.values.map((v, i) => (metaVersion === \"0\" && i % 3 !== 1 ? -v : v) * scale);\n track.name = `${nodeName}.position`;\n translation.set(name, track);\n }\n }\n return { translation, rotation };\n}\nfunction createVRMAnimationExpressionTracks(vrmAnimation, expressionManager) {\n const preset = /* @__PURE__ */ new Map();\n const custom = /* @__PURE__ */ new Map();\n for (const [name, origTrack] of vrmAnimation.expressionTracks.preset.entries()) {\n const trackName = expressionManager.getExpressionTrackName(name);\n if (trackName != null) {\n const track = origTrack.clone();\n track.name = trackName;\n preset.set(name, track);\n }\n }\n for (const [name, origTrack] of vrmAnimation.expressionTracks.custom.entries()) {\n const trackName = expressionManager.getExpressionTrackName(name);\n if (trackName != null) {\n const track = origTrack.clone();\n track.name = trackName;\n custom.set(name, track);\n }\n }\n return { preset, custom };\n}\nfunction createVRMAnimationLookAtTrack(vrmAnimation, trackName) {\n if (vrmAnimation.lookAtTrack == null) {\n return null;\n }\n const track = vrmAnimation.lookAtTrack.clone();\n track.name = trackName;\n return track;\n}\nfunction createVRMAnimationClip(vrmAnimation, vrm) {\n const tracks = [];\n const humanoidTracks = createVRMAnimationHumanoidTracks(vrmAnimation, vrm.humanoid, vrm.meta.metaVersion);\n tracks.push(...humanoidTracks.translation.values());\n tracks.push(...humanoidTracks.rotation.values());\n if (vrm.expressionManager != null) {\n const expressionTracks = createVRMAnimationExpressionTracks(vrmAnimation, vrm.expressionManager);\n tracks.push(...expressionTracks.preset.values());\n tracks.push(...expressionTracks.custom.values());\n }\n if (vrm.lookAt != null) {\n let proxy = vrm.scene.children.find((obj) => obj instanceof VRMLookAtQuaternionProxy);\n if (proxy == null) {\n console.warn(\n \"createVRMAnimationClip: VRMLookAtQuaternionProxy is not found. Creating a new one automatically. To suppress this warning, create a VRMLookAtQuaternionProxy manually\"\n );\n proxy = new VRMLookAtQuaternionProxy(vrm.lookAt);\n proxy.name = \"VRMLookAtQuaternionProxy\";\n vrm.scene.add(proxy);\n } else if (proxy.name == null) {\n console.warn(\n \"createVRMAnimationClip: VRMLookAtQuaternionProxy is found but its name is not set. Setting the name automatically. To suppress this warning, set the name manually\"\n );\n proxy.name = \"VRMLookAtQuaternionProxy\";\n }\n const track = createVRMAnimationLookAtTrack(vrmAnimation, `${proxy.name}.quaternion`);\n if (track != null) {\n tracks.push(track);\n }\n }\n return new THREE18.AnimationClip(\"Clip\", vrmAnimation.duration, tracks);\n}\n\n// src/VRMAnimation.ts\nvar THREE19 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar VRMAnimation = class {\n constructor() {\n this.duration = 0;\n this.restHipsPosition = new THREE19.Vector3();\n this.humanoidTracks = {\n translation: /* @__PURE__ */ new Map(),\n rotation: /* @__PURE__ */ new Map()\n };\n this.expressionTracks = {\n preset: /* @__PURE__ */ new Map(),\n custom: /* @__PURE__ */ new Map()\n };\n this.lookAtTrack = null;\n }\n};\n\n// src/VRMAnimationLoaderPlugin.ts\nvar THREE20 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\n\n// src/utils/arrayChunk.ts\nfunction arrayChunk(array, every) {\n const N = array.length;\n const ret = [];\n let current = [];\n let remaining = 0;\n for (let i = 0; i < N; i++) {\n const el = array[i];\n if (remaining <= 0) {\n remaining = every;\n current = [];\n ret.push(current);\n }\n current.push(el);\n remaining--;\n }\n return ret;\n}\n\n// src/VRMAnimationLoaderPlugin.ts\nvar MAT4_IDENTITY = /* @__PURE__ */ new THREE20.Matrix4();\nvar _v3A6 = /* @__PURE__ */ new THREE20.Vector3();\nvar _quatA7 = /* @__PURE__ */ new THREE20.Quaternion();\nvar _quatB4 = /* @__PURE__ */ new THREE20.Quaternion();\nvar _quatC2 = /* @__PURE__ */ new THREE20.Quaternion();\nvar POSSIBLE_SPEC_VERSIONS2 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-draft\"]);\nvar vrmExpressionPresetNameSet = /* @__PURE__ */ new Set(Object.values(VRMExpressionPresetName));\nvar VRMAnimationLoaderPlugin = class {\n constructor(parser) {\n this.parser = parser;\n }\n get name() {\n return \"VRMC_vrm_animation\";\n }\n afterRoot(gltf) {\n return __async(this, null, function* () {\n var _a, _b, _c;\n const defGltf = gltf.parser.json;\n const defExtensionsUsed = defGltf.extensionsUsed;\n if (defExtensionsUsed == null || defExtensionsUsed.indexOf(this.name) == -1) {\n return;\n }\n const defExtension = (_a = defGltf.extensions) == null ? void 0 : _a[this.name];\n if (defExtension == null) {\n return;\n }\n const specVersion = defExtension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS2.has(specVersion)) {\n console.warn(`VRMAnimationLoaderPlugin: Unknown VRMC_vrm_animation spec version: ${specVersion}`);\n return;\n }\n if (specVersion === \"1.0-draft\") {\n console.warn(\n \"VRMAnimationLoaderPlugin: Using a draft spec version: 1.0-draft. Some behaviors may be different. Consider updating the animation file.\"\n );\n }\n const nodeMap = this._createNodeMap(defExtension);\n const worldMatrixMap = yield this._createBoneWorldMatrixMap(gltf, defExtension);\n const hipsNode = (_c = (_b = defExtension.humanoid) == null ? void 0 : _b.humanBones[\"hips\"]) == null ? void 0 : _c.node;\n const hips = hipsNode != null ? yield gltf.parser.getDependency(\"node\", hipsNode) : null;\n const restHipsPosition = new THREE20.Vector3();\n hips == null ? void 0 : hips.getWorldPosition(restHipsPosition);\n const clips = gltf.animations;\n const animations = clips.map((clip, iAnimation) => {\n const defAnimation = defGltf.animations[iAnimation];\n const animation = this._parseAnimation(clip, defAnimation, nodeMap, worldMatrixMap);\n animation.restHipsPosition = restHipsPosition;\n return animation;\n });\n gltf.userData.vrmAnimations = animations;\n });\n }\n _createNodeMap(defExtension) {\n var _a, _b, _c, _d, _e;\n const humanoidIndexToName = /* @__PURE__ */ new Map();\n const expressionsIndexToName = /* @__PURE__ */ new Map();\n const humanBones = (_a = defExtension.humanoid) == null ? void 0 : _a.humanBones;\n if (humanBones) {\n Object.entries(humanBones).forEach(([name, bone]) => {\n const node = bone == null ? void 0 : bone.node;\n if (node != null) {\n humanoidIndexToName.set(node, name);\n }\n });\n }\n const preset = (_b = defExtension.expressions) == null ? void 0 : _b.preset;\n if (preset) {\n Object.entries(preset).forEach(([name, expression]) => {\n const node = expression == null ? void 0 : expression.node;\n if (node != null) {\n expressionsIndexToName.set(node, name);\n }\n });\n }\n const custom = (_c = defExtension.expressions) == null ? void 0 : _c.custom;\n if (custom) {\n Object.entries(custom).forEach(([name, expression]) => {\n const { node } = expression;\n expressionsIndexToName.set(node, name);\n });\n }\n const lookAtIndex = (_e = (_d = defExtension.lookAt) == null ? void 0 : _d.node) != null ? _e : null;\n return { humanoidIndexToName, expressionsIndexToName, lookAtIndex };\n }\n _createBoneWorldMatrixMap(gltf, defExtension) {\n return __async(this, null, function* () {\n var _a, _b;\n gltf.scene.updateWorldMatrix(false, true);\n const threeNodes = yield gltf.parser.getDependencies(\"node\");\n const worldMatrixMap = /* @__PURE__ */ new Map();\n if (defExtension.humanoid == null) {\n return worldMatrixMap;\n }\n for (const [boneName, humanBone] of Object.entries(defExtension.humanoid.humanBones)) {\n const node = humanBone == null ? void 0 : humanBone.node;\n if (node != null) {\n const threeNode = threeNodes[node];\n worldMatrixMap.set(boneName, threeNode.matrixWorld);\n if (boneName === \"hips\") {\n worldMatrixMap.set(\"hipsParent\", (_b = (_a = threeNode.parent) == null ? void 0 : _a.matrixWorld) != null ? _b : MAT4_IDENTITY);\n }\n }\n }\n return worldMatrixMap;\n });\n }\n _parseAnimation(animationClip, defAnimation, nodeMap, worldMatrixMap) {\n const tracks = animationClip.tracks;\n const defChannels = defAnimation.channels;\n const result = new VRMAnimation();\n result.duration = animationClip.duration;\n defChannels.forEach((channel, iChannel) => {\n const { node, path } = channel.target;\n const origTrack = tracks[iChannel];\n if (node == null) {\n return;\n }\n const boneName = nodeMap.humanoidIndexToName.get(node);\n if (boneName != null) {\n let parentBoneName = VRMHumanBoneParentMap[boneName];\n while (parentBoneName != null && worldMatrixMap.get(parentBoneName) == null) {\n parentBoneName = VRMHumanBoneParentMap[parentBoneName];\n }\n parentBoneName != null ? parentBoneName : parentBoneName = \"hipsParent\";\n if (path === \"translation\") {\n if (boneName !== \"hips\") {\n console.warn(\n `The loading animation contains a translation track for ${boneName}, which is not permitted in the VRMC_vrm_animation spec. ignoring the track`\n );\n } else {\n const hipsParentWorldMatrix = worldMatrixMap.get(\"hipsParent\");\n const trackValues = arrayChunk(origTrack.values, 3).flatMap(\n (v) => _v3A6.fromArray(v).applyMatrix4(hipsParentWorldMatrix).toArray()\n );\n const track = origTrack.clone();\n track.values = new Float32Array(trackValues);\n result.humanoidTracks.translation.set(boneName, track);\n }\n } else if (path === \"rotation\") {\n const worldMatrix = worldMatrixMap.get(boneName);\n const parentWorldMatrix = worldMatrixMap.get(parentBoneName);\n worldMatrix.decompose(_v3A6, _quatA7, _v3A6);\n _quatA7.invert();\n parentWorldMatrix.decompose(_v3A6, _quatB4, _v3A6);\n const trackValues = arrayChunk(origTrack.values, 4).flatMap(\n (q) => _quatC2.fromArray(q).premultiply(_quatB4).multiply(_quatA7).toArray()\n );\n const track = origTrack.clone();\n track.values = new Float32Array(trackValues);\n result.humanoidTracks.rotation.set(boneName, track);\n } else {\n throw new Error(`Invalid path \"${path}\"`);\n }\n return;\n }\n const expressionName = nodeMap.expressionsIndexToName.get(node);\n if (expressionName != null) {\n if (path === \"translation\") {\n const times = origTrack.times;\n const values = new Float32Array(origTrack.values.length / 3);\n for (let i = 0; i < values.length; i++) {\n values[i] = origTrack.values[3 * i];\n }\n const newTrack = new THREE20.NumberKeyframeTrack(`${expressionName}.weight`, times, values);\n if (vrmExpressionPresetNameSet.has(expressionName)) {\n result.expressionTracks.preset.set(expressionName, newTrack);\n } else {\n result.expressionTracks.custom.set(expressionName, newTrack);\n }\n } else {\n throw new Error(`Invalid path \"${path}\"`);\n }\n return;\n }\n if (node === nodeMap.lookAtIndex) {\n if (path === \"rotation\") {\n result.lookAtTrack = origTrack;\n } else {\n throw new Error(`Invalid path \"${path}\"`);\n }\n }\n });\n return result;\n }\n};\n/*!\n * @pixiv/three-vrm-core v3.1.0\n * The implementation of core features of VRM, for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-core is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n//# sourceMappingURL=data:application/json;base64,{
  "version": 3,
  "sources": ["../src/index.ts", "../src/createVRMAnimationClip.ts", "../../three-vrm-core/src/expressions/VRMExpression.ts", "../../three-vrm-core/src/expressions/VRMExpressionLoaderPlugin.ts", "../../three-vrm-core/src/utils/gltfExtractPrimitivesFromNode.ts", "../../three-vrm-core/src/expressions/VRMExpressionPresetName.ts", "../../three-vrm-core/src/utils/saturate.ts", "../../three-vrm-core/src/expressions/VRMExpressionManager.ts", "../../three-vrm-core/src/expressions/VRMExpressionMaterialColorType.ts", "../../three-vrm-core/src/expressions/VRMExpressionMaterialColorBind.ts", "../../three-vrm-core/src/expressions/VRMExpressionMorphTargetBind.ts", "../../three-vrm-core/src/expressions/VRMExpressionTextureTransformBind.ts", "../../three-vrm-core/src/expressions/VRMExpressionOverrideType.ts", "../../three-vrm-core/src/firstPerson/VRMFirstPerson.ts", "../../three-vrm-core/src/firstPerson/VRMFirstPersonLoaderPlugin.ts", "../../three-vrm-core/src/firstPerson/VRMFirstPersonMeshAnnotationType.ts", "../../three-vrm-core/src/humanoid/helpers/VRMHumanoidHelper.ts", "../../three-vrm-core/src/humanoid/VRMHumanBoneList.ts", "../../three-vrm-core/src/humanoid/VRMHumanBoneName.ts", "../../three-vrm-core/src/humanoid/VRMHumanBoneParentMap.ts", "../../three-vrm-core/src/humanoid/VRMRig.ts", "../../three-vrm-core/src/utils/quatInvertCompat.ts", "../../three-vrm-core/src/humanoid/VRMHumanoidRig.ts", "../../three-vrm-core/src/humanoid/VRMHumanoid.ts", "../../three-vrm-core/src/humanoid/VRMRequiredHumanBoneName.ts", "../../three-vrm-core/src/humanoid/VRMHumanoidLoaderPlugin.ts", "../../three-vrm-core/src/lookAt/helpers/VRMLookAtHelper.ts", "../../three-vrm-core/src/lookAt/helpers/utils/FanBufferGeometry.ts", "../../three-vrm-core/src/lookAt/helpers/utils/LineAndSphereBufferGeometry.ts", "../../three-vrm-core/src/lookAt/VRMLookAt.ts", "../../three-vrm-core/src/utils/getWorldQuaternionLite.ts", "../../three-vrm-core/src/lookAt/utils/calcAzimuthAltitude.ts", "../../three-vrm-core/src/lookAt/utils/sanitizeAngle.ts", "../../three-vrm-core/src/lookAt/VRMLookAtBoneApplier.ts", "../../three-vrm-core/src/lookAt/VRMLookAtExpressionApplier.ts", "../../three-vrm-core/src/lookAt/VRMLookAtRangeMap.ts", "../../three-vrm-core/src/lookAt/VRMLookAtLoaderPlugin.ts", "../../three-vrm-core/src/lookAt/VRMLookAtTypeName.ts", "../../three-vrm-core/src/meta/VRMMetaLoaderPlugin.ts", "../../three-vrm-core/src/utils/resolveURL.ts", "../../three-vrm-core/src/VRMCore.ts", "../../three-vrm-core/src/VRMCoreLoaderPlugin.ts", "../src/VRMLookAtQuaternionProxy.ts", "../src/VRMAnimation.ts", "../src/VRMAnimationLoaderPlugin.ts", "../src/utils/arrayChunk.ts"],
  "sourcesContent": ["export {\n  createVRMAnimationHumanoidTracks,\n  createVRMAnimationExpressionTracks,\n  createVRMAnimationLookAtTrack,\n  createVRMAnimationClip,\n} from './createVRMAnimationClip';\nexport { VRMAnimation } from './VRMAnimation';\nexport { VRMAnimationLoaderPlugin } from './VRMAnimationLoaderPlugin';\nexport { VRMLookAtQuaternionProxy } from './VRMLookAtQuaternionProxy';\n", "import * as THREE from 'three';\nimport type {\n  VRMCore,\n  VRMExpressionManager,\n  VRMExpressionPresetName,\n  VRMHumanBoneName,\n  VRMHumanoid,\n} from '@pixiv/three-vrm-core';\nimport type { VRMAnimation } from './VRMAnimation';\nimport { VRMLookAtQuaternionProxy } from './VRMLookAtQuaternionProxy';\n\nexport function createVRMAnimationHumanoidTracks(\n  vrmAnimation: VRMAnimation,\n  humanoid: VRMHumanoid,\n  metaVersion: '0' | '1',\n): {\n  translation: Map<'hips', THREE.VectorKeyframeTrack>;\n  rotation: Map<VRMHumanBoneName, THREE.QuaternionKeyframeTrack>;\n} {\n  const translation = new Map<'hips', THREE.VectorKeyframeTrack>();\n  const rotation = new Map<VRMHumanBoneName, THREE.VectorKeyframeTrack>();\n\n  for (const [name, origTrack] of vrmAnimation.humanoidTracks.rotation.entries()) {\n    const nodeName = humanoid.getNormalizedBoneNode(name)?.name;\n\n    if (nodeName != null) {\n      const track = new THREE.QuaternionKeyframeTrack(\n        `${nodeName}.quaternion`,\n        origTrack.times,\n        origTrack.values.map((v, i) => (metaVersion === '0' && i % 2 === 0 ? -v : v)),\n      );\n      rotation.set(name, track);\n    }\n  }\n\n  for (const [name, origTrack] of vrmAnimation.humanoidTracks.translation.entries()) {\n    const nodeName = humanoid.getNormalizedBoneNode(name)?.name;\n\n    if (nodeName != null) {\n      const animationY = vrmAnimation.restHipsPosition.y;\n      const humanoidY = humanoid.normalizedRestPose.hips!.position![1];\n      const scale = humanoidY / animationY;\n\n      const track = origTrack.clone();\n      track.values = track.values.map((v, i) => (metaVersion === '0' && i % 3 !== 1 ? -v : v) * scale);\n      track.name = `${nodeName}.position`;\n      translation.set(name, track);\n    }\n  }\n\n  return { translation, rotation };\n}\n\nexport function createVRMAnimationExpressionTracks(\n  vrmAnimation: VRMAnimation,\n  expressionManager: VRMExpressionManager,\n): {\n  preset: Map<VRMExpressionPresetName, THREE.NumberKeyframeTrack>;\n  custom: Map<string, THREE.NumberKeyframeTrack>;\n} {\n  const preset = new Map<VRMExpressionPresetName, THREE.NumberKeyframeTrack>();\n  const custom = new Map<string, THREE.NumberKeyframeTrack>();\n\n  for (const [name, origTrack] of vrmAnimation.expressionTracks.preset.entries()) {\n    const trackName = expressionManager.getExpressionTrackName(name);\n\n    if (trackName != null) {\n      const track = origTrack.clone();\n      track.name = trackName;\n      preset.set(name, track);\n    }\n  }\n\n  for (const [name, origTrack] of vrmAnimation.expressionTracks.custom.entries()) {\n    const trackName = expressionManager.getExpressionTrackName(name);\n\n    if (trackName != null) {\n      const track = origTrack.clone();\n      track.name = trackName;\n      custom.set(name, track);\n    }\n  }\n\n  return { preset, custom };\n}\n\nexport function createVRMAnimationLookAtTrack(\n  vrmAnimation: VRMAnimation,\n  trackName: string,\n): THREE.KeyframeTrack | null {\n  if (vrmAnimation.lookAtTrack == null) {\n    return null;\n  }\n\n  const track = vrmAnimation.lookAtTrack.clone();\n  track.name = trackName;\n  return track;\n}\n\n/**\n * Create an AnimationClip out of the given VRMAnimation and the VRM.\n *\n * @param vrmAnimation A {@link VRMAnimation}.\n * @param vrm A {@link VRMCore}.\n * @returns An AnimationClip\n */\nexport function createVRMAnimationClip(vrmAnimation: VRMAnimation, vrm: VRMCore): THREE.AnimationClip {\n  const tracks: THREE.KeyframeTrack[] = [];\n\n  const humanoidTracks = createVRMAnimationHumanoidTracks(vrmAnimation, vrm.humanoid, vrm.meta.metaVersion);\n  tracks.push(...humanoidTracks.translation.values());\n  tracks.push(...humanoidTracks.rotation.values());\n\n  if (vrm.expressionManager != null) {\n    const expressionTracks = createVRMAnimationExpressionTracks(vrmAnimation, vrm.expressionManager);\n    tracks.push(...expressionTracks.preset.values());\n    tracks.push(...expressionTracks.custom.values());\n  }\n\n  if (vrm.lookAt != null) {\n    // search VRMLookAtQuaternionProxy\n    let proxy = vrm.scene.children.find((obj) => obj instanceof VRMLookAtQuaternionProxy);\n\n    if (proxy == null) {\n      // if not found, create a new one\n      console.warn(\n        'createVRMAnimationClip: VRMLookAtQuaternionProxy is not found. Creating a new one automatically. To suppress this warning, create a VRMLookAtQuaternionProxy manually',\n      );\n\n      proxy = new VRMLookAtQuaternionProxy(vrm.lookAt);\n      proxy.name = 'VRMLookAtQuaternionProxy';\n      vrm.scene.add(proxy);\n    } else if (proxy.name == null) {\n      // if found but name is not set, set the name automatically\n      console.warn(\n        'createVRMAnimationClip: VRMLookAtQuaternionProxy is found but its name is not set. Setting the name automatically. To suppress this warning, set the name manually',\n      );\n\n      proxy.name = 'VRMLookAtQuaternionProxy';\n    }\n\n    // create a track\n    const track = createVRMAnimationLookAtTrack(vrmAnimation, `${proxy.name}.quaternion`);\n    if (track != null) {\n      tracks.push(track);\n    }\n  }\n\n  return new THREE.AnimationClip('Clip', vrmAnimation.duration, tracks);\n}\n", "import * as THREE from 'three';\nimport { VRMExpressionBind } from './VRMExpressionBind';\nimport type { VRMExpressionOverrideType } from './VRMExpressionOverrideType';\n\n// animationMixer \u306E\u76E3\u8996\u5BFE\u8C61\u306F\u3001Scene \u306E\u4E2D\u306B\u5165\u3063\u3066\u3044\u308B\u5FC5\u8981\u304C\u3042\u308B\u3002\n// \u305D\u306E\u305F\u3081\u3001\u8868\u793A\u30AA\u30D6\u30B8\u30A7\u30AF\u30C8\u3067\u306F\u306A\u3044\u3051\u308C\u3069\u3001Object3D \u3092\u7D99\u627F\u3057\u3066 Scene \u306B\u6295\u5165\u3067\u304D\u308B\u3088\u3046\u306B\u3059\u308B\u3002\nexport class VRMExpression extends THREE.Object3D {\n  /**\n   * Name of this expression.\n   * Distinguished with `name` since `name` will be conflicted with Object3D.\n   */\n  public expressionName: string;\n\n  /**\n   * The current weight of the expression.\n   */\n  public weight = 0.0;\n\n  /**\n   * Interpret values greater than 0.5 as 1.0, ortherwise 0.0.\n   */\n  public isBinary = false;\n\n  /**\n   * Specify how the expression overrides blink expressions.\n   */\n  public overrideBlink: VRMExpressionOverrideType = 'none';\n\n  /**\n   * Specify how the expression overrides lookAt expressions.\n   */\n  public overrideLookAt: VRMExpressionOverrideType = 'none';\n\n  /**\n   * Specify how the expression overrides mouth expressions.\n   */\n  public overrideMouth: VRMExpressionOverrideType = 'none';\n\n  private _binds: VRMExpressionBind[] = [];\n\n  override readonly type: string | 'VRMExpression';\n\n  /**\n   * A value represents how much it should override blink expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideBlinkAmount(): number {\n    if (this.overrideBlink === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideBlink === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  /**\n   * A value represents how much it should override lookAt expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideLookAtAmount(): number {\n    if (this.overrideLookAt === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideLookAt === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  /**\n   * A value represents how much it should override mouth expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideMouthAmount(): number {\n    if (this.overrideMouth === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideMouth === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  constructor(expressionName: string) {\n    super();\n\n    this.name = `VRMExpression_${expressionName}`;\n    this.expressionName = expressionName;\n\n    // traverse \u6642\u306E\u6551\u6E08\u624B\u6BB5\u3068\u3057\u3066 Object3D \u3067\u306F\u306A\u3044\u3053\u3068\u3092\u660E\u793A\u3057\u3066\u304A\u304F\n    this.type = 'VRMExpression';\n\n    // \u8868\u793A\u76EE\u7684\u306E\u30AA\u30D6\u30B8\u30A7\u30AF\u30C8\u3067\u306F\u306A\u3044\u306E\u3067\u3001\u8CA0\u8377\u8EFD\u6E1B\u306E\u305F\u3081\u306B visible \u3092 false \u306B\u3057\u3066\u304A\u304F\u3002\n    // \u3053\u308C\u306B\u3088\u308A\u3001\u3053\u306E\u30A4\u30F3\u30B9\u30BF\u30F3\u30B9\u306B\u5BFE\u3059\u308B\u6BCE\u30D5\u30EC\u30FC\u30E0\u306E matrix \u81EA\u52D5\u8A08\u7B97\u3092\u7701\u7565\u3067\u304D\u308B\u3002\n    this.visible = false;\n  }\n\n  public addBind(bind: VRMExpressionBind): void {\n    this._binds.push(bind);\n  }\n\n  /**\n   * Apply weight to every assigned blend shapes.\n   * Should be called every frame.\n   */\n  public applyWeight(options?: {\n    /**\n     * Multiplies a value to its weight to apply.\n     * Intended to be used for overriding an expression weight by another expression.\n     * See also: {@link overrideBlink}, {@link overrideLookAt}, {@link overrideMouth}\n     */\n    multiplier?: number;\n  }): void {\n    let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n    actualWeight *= options?.multiplier ?? 1.0;\n\n    this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n  }\n\n  /**\n   * Clear previously assigned blend shapes.\n   */\n  public clearAppliedWeight(): void {\n    this._binds.forEach((bind) => bind.clearAppliedWeight());\n  }\n}\n", "import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { gltfExtractPrimitivesFromNode } from '../utils/gltfExtractPrimitivesFromNode';\nimport { VRMExpression } from './VRMExpression';\nimport { VRMExpressionManager } from './VRMExpressionManager';\nimport { v0ExpressionMaterialColorMap } from './VRMExpressionMaterialColorType';\nimport { VRMExpressionMaterialColorBind } from './VRMExpressionMaterialColorBind';\nimport { VRMExpressionMorphTargetBind } from './VRMExpressionMorphTargetBind';\nimport { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { VRMExpressionTextureTransformBind } from './VRMExpressionTextureTransformBind';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nexport class VRMExpressionLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly v0v1PresetNameMap: { [v0Name in V0VRM.BlendShapePresetName]?: VRMExpressionPresetName } = {\n    a: 'aa',\n    e: 'ee',\n    i: 'ih',\n    o: 'oh',\n    u: 'ou',\n    blink: 'blink',\n    joy: 'happy',\n    angry: 'angry',\n    sorrow: 'sad',\n    fun: 'relaxed',\n    lookup: 'lookUp',\n    lookdown: 'lookDown',\n    lookleft: 'lookLeft',\n    lookright: 'lookRight',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_l: 'blinkLeft',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_r: 'blinkRight',\n    neutral: 'neutral',\n  };\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMExpressionLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmExpressionManager = await this._import(gltf);\n  }\n\n  /**\n   * Import a {@link VRMExpressionManager} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaExpressions = extension.expressions;\n    if (!schemaExpressions) {\n      return null;\n    }\n\n    // list expressions\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n    const nameSchemaExpressionMap = new Map<string, V1VRMSchema.Expression>();\n\n    if (schemaExpressions.preset != null) {\n      Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n        if (schemaExpression == null) {\n          return;\n        } // typescript\n\n        if (!presetNameSet.has(name)) {\n          console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n          return;\n        }\n\n        nameSchemaExpressionMap.set(name, schemaExpression);\n      });\n    }\n\n    if (schemaExpressions.custom != null) {\n      Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n        if (presetNameSet.has(name)) {\n          console.warn(\n            `VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`,\n          );\n          return;\n        }\n\n        nameSchemaExpressionMap.set(name, schemaExpression);\n      });\n    }\n\n    // prepare manager\n    const manager = new VRMExpressionManager();\n\n    // load expressions\n    await Promise.all(\n      Array.from(nameSchemaExpressionMap.entries()).map(async ([name, schemaExpression]) => {\n        const expression = new VRMExpression(name);\n        gltf.scene.add(expression);\n\n        expression.isBinary = schemaExpression.isBinary ?? false;\n        expression.overrideBlink = schemaExpression.overrideBlink ?? 'none';\n        expression.overrideLookAt = schemaExpression.overrideLookAt ?? 'none';\n        expression.overrideMouth = schemaExpression.overrideMouth ?? 'none';\n\n        schemaExpression.morphTargetBinds?.forEach(async (bind) => {\n          if (bind.node === undefined || bind.index === undefined) {\n            return;\n          }\n\n          const primitives = (await gltfExtractPrimitivesFromNode(gltf, bind.node))!;\n          const morphTargetIndex = bind.index;\n\n          // check if the mesh has the target morph target\n          if (\n            !primitives.every(\n              (primitive) =>\n                Array.isArray(primitive.morphTargetInfluences) &&\n                morphTargetIndex < primitive.morphTargetInfluences.length,\n            )\n          ) {\n            console.warn(\n              `VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`,\n            );\n            return;\n          }\n\n          expression.addBind(\n            new VRMExpressionMorphTargetBind({\n              primitives,\n              index: morphTargetIndex,\n              weight: bind.weight ?? 1.0,\n            }),\n          );\n        });\n\n        if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n          // list up every material in `gltf.scene`\n          const gltfMaterials: THREE.Material[] = [];\n          gltf.scene.traverse((object) => {\n            const material = (object as any).material as THREE.Material | undefined;\n            if (material) {\n              gltfMaterials.push(material);\n            }\n          });\n\n          schemaExpression.materialColorBinds?.forEach(async (bind) => {\n            const materials = gltfMaterials.filter((material) => {\n              const materialIndex = this.parser.associations.get(material)?.materials;\n              return bind.material === materialIndex;\n            });\n\n            materials.forEach((material) => {\n              expression.addBind(\n                new VRMExpressionMaterialColorBind({\n                  material,\n                  type: bind.type,\n                  targetValue: new THREE.Color().fromArray(bind.targetValue),\n                  targetAlpha: bind.targetValue[3],\n                }),\n              );\n            });\n          });\n\n          schemaExpression.textureTransformBinds?.forEach(async (bind) => {\n            const materials = gltfMaterials.filter((material) => {\n              const materialIndex = this.parser.associations.get(material)?.materials;\n              return bind.material === materialIndex;\n            });\n\n            materials.forEach((material) => {\n              expression.addBind(\n                new VRMExpressionTextureTransformBind({\n                  material,\n                  offset: new THREE.Vector2().fromArray(bind.offset ?? [0.0, 0.0]),\n                  scale: new THREE.Vector2().fromArray(bind.scale ?? [1.0, 1.0]),\n                }),\n              );\n            });\n          });\n        }\n\n        manager.registerExpression(expression);\n      }),\n    );\n\n    return manager;\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaBlendShape = vrmExt.blendShapeMaster;\n    if (!schemaBlendShape) {\n      return null;\n    }\n\n    const manager = new VRMExpressionManager();\n\n    const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n    if (!schemaBlendShapeGroups) {\n      return manager;\n    }\n\n    const blendShapeNameSet = new Set<string>();\n\n    await Promise.all(\n      schemaBlendShapeGroups.map(async (schemaGroup) => {\n        const v0PresetName = schemaGroup.presetName;\n        const v1PresetName =\n          (v0PresetName != null && VRMExpressionLoaderPlugin.v0v1PresetNameMap[v0PresetName]) || null;\n        const name = v1PresetName ?? schemaGroup.name;\n\n        if (name == null) {\n          console.warn('VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression');\n          return;\n        }\n\n        // duplication check\n        if (blendShapeNameSet.has(name)) {\n          console.warn(\n            `VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`,\n          );\n          return;\n        }\n\n        blendShapeNameSet.add(name);\n\n        const expression = new VRMExpression(name);\n        gltf.scene.add(expression);\n\n        expression.isBinary = schemaGroup.isBinary ?? false;\n        // v0 doesn't have ignore properties\n\n        // Bind morphTarget\n        if (schemaGroup.binds) {\n          schemaGroup.binds.forEach(async (bind) => {\n            if (bind.mesh === undefined || bind.index === undefined) {\n              return;\n            }\n\n            const nodesUsingMesh: number[] = [];\n            json.nodes?.forEach((node, i) => {\n              if (node.mesh === bind.mesh) {\n                nodesUsingMesh.push(i);\n              }\n            });\n\n            const morphTargetIndex = bind.index;\n\n            await Promise.all(\n              nodesUsingMesh.map(async (nodeIndex) => {\n                const primitives = (await gltfExtractPrimitivesFromNode(gltf, nodeIndex))!;\n\n                // check if the mesh has the target morph target\n                if (\n                  !primitives.every(\n                    (primitive) =>\n                      Array.isArray(primitive.morphTargetInfluences) &&\n                      morphTargetIndex < primitive.morphTargetInfluences.length,\n                  )\n                ) {\n                  console.warn(\n                    `VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`,\n                  );\n                  return;\n                }\n\n                expression.addBind(\n                  new VRMExpressionMorphTargetBind({\n                    primitives,\n                    index: morphTargetIndex,\n                    weight: 0.01 * (bind.weight ?? 100), // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n                  }),\n                );\n              }),\n            );\n          });\n        }\n\n        // Bind MaterialColor and TextureTransform\n        const materialValues = schemaGroup.materialValues;\n        if (materialValues && materialValues.length !== 0) {\n          materialValues.forEach((materialValue) => {\n            if (\n              materialValue.materialName === undefined ||\n              materialValue.propertyName === undefined ||\n              materialValue.targetValue === undefined\n            ) {\n              return;\n            }\n\n            /**\n             * \u30A2\u30D0\u30BF\u30FC\u306E\u30AA\u30D6\u30B8\u30A7\u30AF\u30C8\u306B\u8A2D\u5B9A\u3055\u308C\u3066\u3044\u308B\u30DE\u30C6\u30EA\u30A2\u30EB\u306E\u5185\u304B\u3089\n             * materialValue\u3067\u6307\u5B9A\u3055\u308C\u3066\u3044\u308B\u30DE\u30C6\u30EA\u30A2\u30EB\u3092\u96C6\u3081\u308B\u3002\n             *\n             * \u7279\u5B9A\u306B\u306F\u540D\u524D\u3092\u4F7F\u7528\u3059\u308B\u3002\n             * \u30A2\u30A6\u30C8\u30E9\u30A4\u30F3\u63CF\u753B\u7528\u306E\u30DE\u30C6\u30EA\u30A2\u30EB\u3082\u540C\u6642\u306B\u96C6\u3081\u308B\u3002\n             */\n            const materials: THREE.Material[] = [];\n            gltf.scene.traverse((object) => {\n              if ((object as any).material) {\n                const material: THREE.Material[] | THREE.Material = (object as any).material;\n                if (Array.isArray(material)) {\n                  materials.push(\n                    ...material.filter(\n                      (mtl) =>\n                        (mtl.name === materialValue.materialName! ||\n                          mtl.name === materialValue.materialName! + ' (Outline)') &&\n                        materials.indexOf(mtl) === -1,\n                    ),\n                  );\n                } else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n                  materials.push(material);\n                }\n              }\n            });\n\n            const materialPropertyName = materialValue.propertyName;\n            materials.forEach((material) => {\n              // TextureTransformBind\n              if (materialPropertyName === '_MainTex_ST') {\n                const scale = new THREE.Vector2(materialValue.targetValue![0], materialValue.targetValue![1]);\n                const offset = new THREE.Vector2(materialValue.targetValue![2], materialValue.targetValue![3]);\n\n                offset.y = 1.0 - offset.y - scale.y;\n\n                expression.addBind(\n                  new VRMExpressionTextureTransformBind({\n                    material,\n                    scale,\n                    offset,\n                  }),\n                );\n\n                return;\n              }\n\n              // MaterialColorBind\n              const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n              if (materialColorType) {\n                expression.addBind(\n                  new VRMExpressionMaterialColorBind({\n                    material,\n                    type: materialColorType,\n                    targetValue: new THREE.Color().fromArray(materialValue.targetValue!),\n                    targetAlpha: materialValue.targetValue![3],\n                  }),\n                );\n\n                return;\n              }\n\n              console.warn(materialPropertyName + ' is not supported');\n            });\n          });\n        }\n\n        manager.registerExpression(expression);\n      }),\n    );\n\n    return manager;\n  }\n}\n", "import type * as THREE from 'three';\nimport type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nfunction extractPrimitivesInternal(gltf: GLTF, nodeIndex: number, node: THREE.Object3D): THREE.Mesh[] | null {\n  const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n  /**\n   * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n   *\n   * \"*\" indicates that those meshes should be listed up using this function\n   *\n   * ### A node with a (mesh, a signle primitive)\n   *\n   * - `THREE.Mesh`: The only primitive of the mesh *\n   *\n   * ### A node with a (mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n   */\n\n  // Make sure that the node has a mesh\n  const schemaNode = json.nodes?.[nodeIndex];\n  if (schemaNode == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n    return null;\n  }\n\n  const meshIndex = schemaNode.mesh;\n  if (meshIndex == null) {\n    return null;\n  }\n\n  // How many primitives the mesh has?\n  const schemaMesh = json.meshes?.[meshIndex];\n  if (schemaMesh == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n    return null;\n  }\n\n  const primitiveCount = schemaMesh.primitives.length;\n\n  // Traverse the node and take first (primitiveCount) meshes\n  const primitives: THREE.Mesh[] = [];\n  node.traverse((object) => {\n    if (primitives.length < primitiveCount) {\n      if ((object as any).isMesh) {\n        primitives.push(object as THREE.Mesh);\n      }\n    }\n  });\n\n  return primitives;\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nexport async function gltfExtractPrimitivesFromNode(gltf: GLTF, nodeIndex: number): Promise<THREE.Mesh[] | null> {\n  const node: THREE.Object3D = await gltf.parser.getDependency('node', nodeIndex);\n  return extractPrimitivesInternal(gltf, nodeIndex, node);\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nexport async function gltfExtractPrimitivesFromNodes(gltf: GLTF): Promise<Map<number, THREE.Mesh[]>> {\n  const nodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n  const map = new Map<number, THREE.Mesh[]>();\n\n  nodes.forEach((node, index) => {\n    const result = extractPrimitivesInternal(gltf, index, node);\n    if (result != null) {\n      map.set(index, result);\n    }\n  });\n\n  return map;\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionPresetName = {\n  Aa: 'aa',\n  Ih: 'ih',\n  Ou: 'ou',\n  Ee: 'ee',\n  Oh: 'oh',\n  Blink: 'blink',\n  Happy: 'happy',\n  Angry: 'angry',\n  Sad: 'sad',\n  Relaxed: 'relaxed',\n  LookUp: 'lookUp',\n  Surprised: 'surprised',\n  LookDown: 'lookDown',\n  LookLeft: 'lookLeft',\n  LookRight: 'lookRight',\n  BlinkLeft: 'blinkLeft',\n  BlinkRight: 'blinkRight',\n  Neutral: 'neutral',\n} as const;\n\nexport type VRMExpressionPresetName = typeof VRMExpressionPresetName[keyof typeof VRMExpressionPresetName];\n", "/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nexport function saturate(value: number): number {\n  return Math.max(Math.min(value, 1.0), 0.0);\n}\n", "import { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { saturate } from '../utils/saturate';\nimport type { VRMExpression } from './VRMExpression';\n\nexport class VRMExpressionManager {\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n   */\n  public blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n   */\n  public lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n   */\n  public mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n\n  /**\n   * A set of {@link VRMExpression}.\n   * When you want to register expressions, use {@link registerExpression}\n   */\n  private _expressions: VRMExpression[] = [];\n  public get expressions(): VRMExpression[] {\n    return this._expressions.concat();\n  }\n\n  /**\n   * A map from name to expression.\n   */\n  private _expressionMap: { [name: string]: VRMExpression } = {};\n  public get expressionMap(): { [name: string]: VRMExpression } {\n    return Object.assign({}, this._expressionMap);\n  }\n\n  /**\n   * A map from name to expression, but excluding custom expressions.\n   */\n  public get presetExpressionMap(): { [name in VRMExpressionPresetName]?: VRMExpression } {\n    const result: { [name in VRMExpressionPresetName]?: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (presetNameSet.has(name)) {\n        result[name as VRMExpressionPresetName] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * A map from name to expression, but excluding preset expressions.\n   */\n  public get customExpressionMap(): { [name: string]: VRMExpression } {\n    const result: { [name: string]: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (!presetNameSet.has(name)) {\n        result[name] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * Create a new {@link VRMExpressionManager}.\n   */\n  public constructor() {\n    // do nothing\n  }\n\n  /**\n   * Copy the given {@link VRMExpressionManager} into this one.\n   * @param source The {@link VRMExpressionManager} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMExpressionManager): this {\n    // first unregister all the expression it has\n    const expressions = this._expressions.concat();\n    expressions.forEach((expression) => {\n      this.unregisterExpression(expression);\n    });\n\n    // then register all the expression of the source\n    source._expressions.forEach((expression) => {\n      this.registerExpression(expression);\n    });\n\n    // copy remaining members\n    this.blinkExpressionNames = source.blinkExpressionNames.concat();\n    this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n    this.mouthExpressionNames = source.mouthExpressionNames.concat();\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMExpressionManager}.\n   * @returns Copied {@link VRMExpressionManager}\n   */\n  public clone(): VRMExpressionManager {\n    return new VRMExpressionManager().copy(this);\n  }\n\n  /**\n   * Return a registered expression.\n   * If it cannot find an expression, it will return `null` instead.\n   *\n   * @param name Name or preset name of the expression\n   */\n  public getExpression(name: VRMExpressionPresetName | string): VRMExpression | null {\n    return this._expressionMap[name] ?? null;\n  }\n\n  /**\n   * Register an expression.\n   *\n   * @param expression {@link VRMExpression} that describes the expression\n   */\n  public registerExpression(expression: VRMExpression): void {\n    this._expressions.push(expression);\n    this._expressionMap[expression.expressionName] = expression;\n  }\n\n  /**\n   * Unregister an expression.\n   *\n   * @param expression The expression you want to unregister\n   */\n  public unregisterExpression(expression: VRMExpression): void {\n    const index = this._expressions.indexOf(expression);\n    if (index === -1) {\n      console.warn('VRMExpressionManager: The specified expressions is not registered');\n    }\n\n    this._expressions.splice(index, 1);\n    delete this._expressionMap[expression.expressionName];\n  }\n\n  /**\n   * Get the current weight of the specified expression.\n   * If it doesn't have an expression of given name, it will return `null` instead.\n   *\n   * @param name Name of the expression\n   */\n  public getValue(name: VRMExpressionPresetName | string): number | null {\n    const expression = this.getExpression(name);\n    return expression?.weight ?? null;\n  }\n\n  /**\n   * Set a weight to the specified expression.\n   *\n   * @param name Name of the expression\n   * @param weight Weight\n   */\n  public setValue(name: VRMExpressionPresetName | string, weight: number): void {\n    const expression = this.getExpression(name);\n    if (expression) {\n      expression.weight = saturate(weight);\n    }\n  }\n\n  /**\n   * Reset weights of all expressions to `0.0`.\n   */\n  public resetValues(): void {\n    this._expressions.forEach((expression) => {\n      expression.weight = 0.0;\n    });\n  }\n\n  /**\n   * Get a track name of specified expression.\n   * This track name is needed to manipulate its expression via keyframe animations.\n   *\n   * @example Manipulate an expression using keyframe animation\n   * ```js\n   * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n   * const track = new THREE.NumberKeyframeTrack(\n   *   name,\n   *   [ 0.0, 0.5, 1.0 ], // times\n   *   [ 0.0, 1.0, 0.0 ] // values\n   * );\n   *\n   * const clip = new THREE.AnimationClip(\n   *   'blink', // name\n   *   1.0, // duration\n   *   [ track ] // tracks\n   * );\n   *\n   * const mixer = new THREE.AnimationMixer( vrm.scene );\n   * const action = mixer.clipAction( clip );\n   * action.play();\n   * ```\n   *\n   * @param name Name of the expression\n   */\n  public getExpressionTrackName(name: VRMExpressionPresetName | string): string | null {\n    const expression = this.getExpression(name);\n    return expression ? `${expression.name}.weight` : null;\n  }\n\n  /**\n   * Update every expressions.\n   */\n  public update(): void {\n    // see how much we should override certain expressions\n    const weightMultipliers = this._calculateWeightMultipliers();\n\n    // reset expression binds first\n    this._expressions.forEach((expression) => {\n      expression.clearAppliedWeight();\n    });\n\n    // then apply binds\n    this._expressions.forEach((expression) => {\n      let multiplier = 1.0;\n      const name = expression.expressionName;\n\n      if (this.blinkExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.blink;\n      }\n\n      if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.lookAt;\n      }\n\n      if (this.mouthExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.mouth;\n      }\n\n      expression.applyWeight({ multiplier });\n    });\n  }\n\n  /**\n   * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n   */\n  private _calculateWeightMultipliers(): {\n    blink: number;\n    lookAt: number;\n    mouth: number;\n  } {\n    let blink = 1.0;\n    let lookAt = 1.0;\n    let mouth = 1.0;\n\n    this._expressions.forEach((expression) => {\n      blink -= expression.overrideBlinkAmount;\n      lookAt -= expression.overrideLookAtAmount;\n      mouth -= expression.overrideMouthAmount;\n    });\n\n    blink = Math.max(0.0, blink);\n    lookAt = Math.max(0.0, lookAt);\n    mouth = Math.max(0.0, mouth);\n\n    return { blink, lookAt, mouth };\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionMaterialColorType = {\n  Color: 'color',\n  EmissionColor: 'emissionColor',\n  ShadeColor: 'shadeColor',\n  MatcapColor: 'matcapColor',\n  RimColor: 'rimColor',\n  OutlineColor: 'outlineColor',\n} as const;\n\nexport type VRMExpressionMaterialColorType =\n  typeof VRMExpressionMaterialColorType[keyof typeof VRMExpressionMaterialColorType];\n\nexport const v0ExpressionMaterialColorMap: { [key: string]: VRMExpressionMaterialColorType | undefined } = {\n  _Color: VRMExpressionMaterialColorType.Color,\n  _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n  _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n  _RimColor: VRMExpressionMaterialColorType.RimColor,\n  _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n", "import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\nimport type { VRMExpressionMaterialColorType } from './VRMExpressionMaterialColorType';\n\nconst _color = new THREE.Color();\n\ninterface ColorBindState {\n  propertyName: string;\n  initialValue: THREE.Color;\n  deltaValue: THREE.Color;\n}\n\ninterface AlphaBindState {\n  propertyName: string;\n  initialValue: number;\n  deltaValue: number;\n}\n\ninterface BindState {\n  color: ColorBindState | null;\n  alpha: AlphaBindState | null;\n}\n\n/**\n * A bind of expression influences to a material color.\n */\nexport class VRMExpressionMaterialColorBind implements VRMExpressionBind {\n  /**\n   * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n   * The first element stands for color channels, the second element stands for the alpha channel.\n   * The second element can be null if the target property doesn't exist.\n   */\n  // TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n  // See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\n  private static _propertyNameMapMap: {\n    [distinguisher: string]: { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] };\n  } = {\n    isMeshStandardMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n    },\n    isMeshBasicMaterial: {\n      color: ['color', 'opacity'],\n    },\n    isMToonMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n      outlineColor: ['outlineColorFactor', null],\n      matcapColor: ['matcapFactor', null],\n      rimColor: ['parametricRimColorFactor', null],\n      shadeColor: ['shadeColorFactor', null],\n    },\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The type of the target property of the material.\n   */\n  public readonly type: VRMExpressionMaterialColorType;\n\n  /**\n   * The target color.\n   */\n  public readonly targetValue: THREE.Color;\n\n  /**\n   * The target alpha.\n   */\n  public readonly targetAlpha: number;\n\n  /**\n   * Its binding state.\n   * If it cannot find the target property in the constructor, each property will be null instead.\n   */\n  private _state: BindState;\n\n  public constructor({\n    material,\n    type,\n    targetValue,\n    targetAlpha,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The type of the target property of the material.\n     */\n    type: VRMExpressionMaterialColorType;\n\n    /**\n     * The target color.\n     */\n    targetValue: THREE.Color;\n\n    /**\n     * The target alpha.\n     */\n    targetAlpha?: number;\n  }) {\n    this.material = material;\n    this.type = type;\n    this.targetValue = targetValue;\n    this.targetAlpha = targetAlpha ?? 1.0;\n\n    // init bind state\n    const color = this._initColorBindState();\n    const alpha = this._initAlphaBindState();\n    this._state = { color, alpha };\n  }\n\n  public applyWeight(weight: number): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, deltaValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.add(_color.copy(deltaValue).multiplyScalar(weight));\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, deltaValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) += deltaValue * weight;\n      }\n    }\n  }\n\n  public clearAppliedWeight(): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, initialValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.copy(initialValue);\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, initialValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) = initialValue;\n      }\n    }\n  }\n\n  private _initColorBindState(): ColorBindState | null {\n    const { material, type, targetValue } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[0] ?? null;\n\n    if (propertyName == null) {\n      console.warn(\n        `Tried to add a material color bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type is not supported.`,\n      );\n\n      return null;\n    }\n\n    const target = (material as any)[propertyName] as THREE.Color;\n\n    const initialValue = target.clone();\n\n    // \u8CA0\u306E\u5024\u3092\u4FDD\u6301\u3059\u308B\u305F\u3081\u306BColor.sub\u3092\u4F7F\u308F\u305A\u306B\u5DEE\u5206\u3092\u8A08\u7B97\u3059\u308B\n    const deltaValue = new THREE.Color(\n      targetValue.r - initialValue.r,\n      targetValue.g - initialValue.g,\n      targetValue.b - initialValue.b,\n    );\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _initAlphaBindState(): AlphaBindState | null {\n    const { material, type, targetAlpha } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[1] ?? null;\n\n    if (propertyName == null && targetAlpha !== 1.0) {\n      console.warn(\n        `Tried to add a material alpha bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type does not support alpha.`,\n      );\n\n      return null;\n    }\n\n    if (propertyName == null) {\n      return null;\n    }\n\n    const initialValue = (material as any)[propertyName] as number;\n\n    const deltaValue = targetAlpha - initialValue;\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _getPropertyNameMap():\n    | { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] }\n    | null {\n    return (\n      Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n        return (this.material as any)[distinguisher] === true;\n      })?.[1] ?? null\n    );\n  }\n}\n", "import type * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nexport class VRMExpressionMorphTargetBind implements VRMExpressionBind {\n  /**\n   * The mesh primitives that attached to target mesh.\n   */\n  public readonly primitives: THREE.Mesh[];\n\n  /**\n   * The index of the morph target in the mesh.\n   */\n  public readonly index: number;\n\n  /**\n   * The weight value of target morph target. Ranging in [0.0 - 1.0].\n   */\n  public readonly weight: number;\n\n  public constructor({\n    primitives,\n    index,\n    weight,\n  }: {\n    /**\n     * The mesh primitives that attached to target mesh.\n     */\n    primitives: THREE.Mesh[];\n\n    /**\n     * The index of the morph target in the mesh.\n     */\n    index: number;\n\n    /**\n     * The weight value of target morph target. Ranging in [0.0 - 1.0].\n     */\n    weight: number;\n  }) {\n    this.primitives = primitives;\n    this.index = index;\n    this.weight = weight;\n  }\n\n  public applyWeight(weight: number): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] += this.weight * weight;\n      }\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] = 0.0;\n      }\n    });\n  }\n}\n", "import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\nconst _v2 = new THREE.Vector2();\n\n/**\n * A bind of expression influences to texture transforms.\n */\nexport class VRMExpressionTextureTransformBind implements VRMExpressionBind {\n  private static _propertyNamesMap: { [distinguisher: string]: string[] } = {\n    isMeshStandardMaterial: [\n      'map',\n      'emissiveMap',\n      'bumpMap',\n      'normalMap',\n      'displacementMap',\n      'roughnessMap',\n      'metalnessMap',\n      'alphaMap',\n    ],\n    isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n    isMToonMaterial: [\n      'map',\n      'normalMap',\n      'emissiveMap',\n      'shadeMultiplyTexture',\n      'rimMultiplyTexture',\n      'outlineWidthMultiplyTexture',\n      'uvAnimationMaskTexture',\n    ],\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The uv scale of the texture.\n   */\n  public readonly scale: THREE.Vector2;\n\n  /**\n   * The uv offset of the texture.\n   */\n  public readonly offset: THREE.Vector2;\n\n  /**\n   * The list of texture names and its state that should be transformed by this bind.\n   */\n  private _properties: {\n    name: string;\n    initialOffset: THREE.Vector2;\n    initialScale: THREE.Vector2;\n    deltaOffset: THREE.Vector2;\n    deltaScale: THREE.Vector2;\n  }[];\n\n  public constructor({\n    material,\n    scale,\n    offset,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The uv scale of the texture.\n     */\n    scale: THREE.Vector2;\n\n    /**\n     * The uv offset of the texture.\n     */\n    offset: THREE.Vector2;\n  }) {\n    this.material = material;\n    this.scale = scale;\n    this.offset = offset;\n\n    const propertyNames = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(\n      ([distinguisher]) => {\n        return (material as any)[distinguisher] === true;\n      },\n    )?.[1];\n\n    if (propertyNames == null) {\n      console.warn(\n        `Tried to add a texture transform bind to the material ${\n          material.name ?? '(no name)'\n        } but the material is not supported.`,\n      );\n\n      this._properties = [];\n    } else {\n      this._properties = [];\n\n      propertyNames.forEach((propertyName) => {\n        const texture = ((material as any)[propertyName] as THREE.Texture | undefined)?.clone();\n        if (!texture) {\n          return null;\n        }\n\n        (material as any)[propertyName] = texture; // because the texture is cloned\n\n        const initialOffset = texture.offset.clone();\n        const initialScale = texture.repeat.clone();\n        const deltaOffset = offset.clone().sub(initialOffset);\n        const deltaScale = scale.clone().sub(initialScale);\n\n        this._properties.push({\n          name: propertyName,\n          initialOffset,\n          deltaOffset,\n          initialScale,\n          deltaScale,\n        });\n      });\n    }\n  }\n\n  public applyWeight(weight: number): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n      target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.copy(property.initialOffset);\n      target.repeat.copy(property.initialScale);\n    });\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionOverrideType = {\n  None: 'none',\n  Block: 'block',\n  Blend: 'blend',\n} as const;\n\nexport type VRMExpressionOverrideType = typeof VRMExpressionOverrideType[keyof typeof VRMExpressionOverrideType];\n", "import type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport * as THREE from 'three';\nimport type { VRMHumanoid } from '../humanoid';\n\nexport class VRMFirstPerson {\n  /**\n   * A default camera layer for `FirstPersonOnly` layer.\n   *\n   * @see [[getFirstPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n\n  /**\n   * A default camera layer for `ThirdPersonOnly` layer.\n   *\n   * @see [[getThirdPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n  public meshAnnotations: VRMFirstPersonMeshAnnotation[];\n\n  private _firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n  private _thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n\n  private _initializedLayers = false;\n\n  /**\n   * Create a new VRMFirstPerson object.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n   */\n  public constructor(humanoid: VRMHumanoid, meshAnnotations: VRMFirstPersonMeshAnnotation[]) {\n    this.humanoid = humanoid;\n    this.meshAnnotations = meshAnnotations;\n  }\n\n  /**\n   * Copy the given {@link VRMFirstPerson} into this one.\n   * {@link humanoid} must be same as the source one.\n   * @param source The {@link VRMFirstPerson} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMFirstPerson): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n    }\n\n    this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n      meshes: annotation.meshes.concat(),\n      type: annotation.type,\n    }));\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMFirstPerson}.\n   * @returns Copied {@link VRMFirstPerson}\n   */\n  public clone(): VRMFirstPerson {\n    return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n  }\n\n  /**\n   * A camera layer represents `FirstPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get firstPersonOnlyLayer(): number {\n    return this._firstPersonOnlyLayer;\n  }\n\n  /**\n   * A camera layer represents `ThirdPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get thirdPersonOnlyLayer(): number {\n    return this._thirdPersonOnlyLayer;\n  }\n\n  /**\n   * In this method, it assigns layers for every meshes based on mesh annotations.\n   * You must call this method first before you use the layer feature.\n   *\n   * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n   *\n   * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n   * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n   * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n   *\n   * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n   */\n  public setup({\n    firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER,\n    thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER,\n  } = {}): void {\n    if (this._initializedLayers) {\n      return;\n    }\n    this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n    this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n\n    this.meshAnnotations.forEach((item) => {\n      item.meshes.forEach((mesh) => {\n        if (item.type === 'firstPersonOnly') {\n          mesh.layers.set(this._firstPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n        } else if (item.type === 'thirdPersonOnly') {\n          mesh.layers.set(this._thirdPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n        } else if (item.type === 'auto') {\n          this._createHeadlessModel(mesh);\n        }\n      });\n    });\n\n    this._initializedLayers = true;\n  }\n\n  private _excludeTriangles(triangles: number[], bws: number[][], skinIndex: number[][], exclude: number[]): number {\n    let count = 0;\n    if (bws != null && bws.length > 0) {\n      for (let i = 0; i < triangles.length; i += 3) {\n        const a = triangles[i];\n        const b = triangles[i + 1];\n        const c = triangles[i + 2];\n        const bw0 = bws[a];\n        const skin0 = skinIndex[a];\n\n        if (bw0[0] > 0 && exclude.includes(skin0[0])) continue;\n        if (bw0[1] > 0 && exclude.includes(skin0[1])) continue;\n        if (bw0[2] > 0 && exclude.includes(skin0[2])) continue;\n        if (bw0[3] > 0 && exclude.includes(skin0[3])) continue;\n\n        const bw1 = bws[b];\n        const skin1 = skinIndex[b];\n        if (bw1[0] > 0 && exclude.includes(skin1[0])) continue;\n        if (bw1[1] > 0 && exclude.includes(skin1[1])) continue;\n        if (bw1[2] > 0 && exclude.includes(skin1[2])) continue;\n        if (bw1[3] > 0 && exclude.includes(skin1[3])) continue;\n\n        const bw2 = bws[c];\n        const skin2 = skinIndex[c];\n        if (bw2[0] > 0 && exclude.includes(skin2[0])) continue;\n        if (bw2[1] > 0 && exclude.includes(skin2[1])) continue;\n        if (bw2[2] > 0 && exclude.includes(skin2[2])) continue;\n        if (bw2[3] > 0 && exclude.includes(skin2[3])) continue;\n\n        triangles[count++] = a;\n        triangles[count++] = b;\n        triangles[count++] = c;\n      }\n    }\n    return count;\n  }\n\n  private _createErasedMesh(src: THREE.SkinnedMesh, erasingBonesIndex: number[]): THREE.SkinnedMesh {\n    const dst = new THREE.SkinnedMesh(src.geometry.clone(), src.material);\n    dst.name = `${src.name}(erase)`;\n    dst.frustumCulled = src.frustumCulled;\n    dst.layers.set(this._firstPersonOnlyLayer);\n\n    const geometry = dst.geometry;\n\n    const skinIndexAttr = geometry.getAttribute('skinIndex');\n    const skinIndexAttrArray = skinIndexAttr instanceof THREE.GLBufferAttribute ? [] : skinIndexAttr.array;\n    const skinIndex = [];\n    for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n      skinIndex.push([\n        skinIndexAttrArray[i],\n        skinIndexAttrArray[i + 1],\n        skinIndexAttrArray[i + 2],\n        skinIndexAttrArray[i + 3],\n      ]);\n    }\n\n    const skinWeightAttr = geometry.getAttribute('skinWeight');\n    const skinWeightAttrArray = skinWeightAttr instanceof THREE.GLBufferAttribute ? [] : skinWeightAttr.array;\n    const skinWeight = [];\n    for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n      skinWeight.push([\n        skinWeightAttrArray[i],\n        skinWeightAttrArray[i + 1],\n        skinWeightAttrArray[i + 2],\n        skinWeightAttrArray[i + 3],\n      ]);\n    }\n\n    const index = geometry.getIndex();\n    if (!index) {\n      throw new Error(\"The geometry doesn't have an index buffer\");\n    }\n    const oldTriangles = Array.from(index.array);\n\n    const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n    const newTriangle: number[] = [];\n    for (let i = 0; i < count; i++) {\n      newTriangle[i] = oldTriangles[i];\n    }\n    geometry.setIndex(newTriangle);\n\n    // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n    if (src.onBeforeRender) {\n      dst.onBeforeRender = src.onBeforeRender;\n    }\n    dst.bind(new THREE.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE.Matrix4());\n    return dst;\n  }\n\n  private _createHeadlessModelForSkinnedMesh(parent: THREE.Object3D, mesh: THREE.SkinnedMesh): void {\n    const eraseBoneIndexes: number[] = [];\n    mesh.skeleton.bones.forEach((bone, index) => {\n      if (this._isEraseTarget(bone)) eraseBoneIndexes.push(index);\n    });\n\n    // Unlike UniVRM we don't copy mesh if no invisible bone was found\n    if (!eraseBoneIndexes.length) {\n      mesh.layers.enable(this._thirdPersonOnlyLayer);\n      mesh.layers.enable(this._firstPersonOnlyLayer);\n      return;\n    }\n    mesh.layers.set(this._thirdPersonOnlyLayer);\n    const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n    parent.add(newMesh);\n  }\n\n  private _createHeadlessModel(node: THREE.Object3D): void {\n    if (node.type === 'Group') {\n      node.layers.set(this._thirdPersonOnlyLayer);\n      if (this._isEraseTarget(node)) {\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      } else {\n        const parent = new THREE.Group();\n        parent.name = `_headless_${node.name}`;\n        parent.layers.set(this._firstPersonOnlyLayer);\n        node.parent!.add(parent);\n        node.children\n          .filter((child) => child.type === 'SkinnedMesh')\n          .forEach((child) => {\n            const skinnedMesh = child as THREE.SkinnedMesh;\n            this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n          });\n      }\n    } else if (node.type === 'SkinnedMesh') {\n      const skinnedMesh = node as THREE.SkinnedMesh;\n      this._createHeadlessModelForSkinnedMesh(node.parent!, skinnedMesh);\n    } else {\n      if (this._isEraseTarget(node)) {\n        node.layers.set(this._thirdPersonOnlyLayer);\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      }\n    }\n  }\n\n  private _isEraseTarget(bone: THREE.Object3D): boolean {\n    if (bone === this.humanoid.getRawBoneNode('head')) {\n      return true;\n    } else if (!bone.parent) {\n      return false;\n    } else {\n      return this._isEraseTarget(bone.parent);\n    }\n  }\n}\n", "import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { gltfExtractPrimitivesFromNodes } from '../utils/gltfExtractPrimitivesFromNode';\nimport { VRMFirstPerson } from './VRMFirstPerson';\nimport type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport type { VRMFirstPersonMeshAnnotationType } from './VRMFirstPersonMeshAnnotationType';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nexport class VRMFirstPersonLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMFirstPersonLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error(\n        'VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmFirstPerson = await this._import(gltf, vrmHumanoid);\n  }\n\n  /**\n   * Import a {@link VRMFirstPerson} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   */\n\n  private async _import(gltf: GLTF, humanoid: VRMHumanoid | null): Promise<VRMFirstPerson | null> {\n    if (humanoid == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaFirstPerson = extension.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const annotation = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: annotation?.type ?? 'both',\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private async _v0Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson: V0VRM.FirstPerson | undefined = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const schemaNode = json.nodes![nodeIndex];\n\n      const flag = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: this._convertV0FlagToV1Type(flag?.firstPersonFlag),\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private _convertV0FlagToV1Type(flag: string | undefined): VRMFirstPersonMeshAnnotationType {\n    if (flag === 'FirstPersonOnly') {\n      return 'firstPersonOnly';\n    } else if (flag === 'ThirdPersonOnly') {\n      return 'thirdPersonOnly';\n    } else if (flag === 'Auto') {\n      return 'auto';\n    } else {\n      return 'both';\n    }\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMFirstPersonMeshAnnotationType = {\n  Auto: 'auto',\n  Both: 'both',\n  ThirdPersonOnly: 'thirdPersonOnly',\n  FirstPersonOnly: 'firstPersonOnly',\n} as const;\n\nexport type VRMFirstPersonMeshAnnotationType =\n  typeof VRMFirstPersonMeshAnnotationType[keyof typeof VRMFirstPersonMeshAnnotationType];\n", "import * as THREE from 'three';\nimport { VRMHumanBone } from '../VRMHumanBone';\nimport { VRMHumanoid } from '../VRMHumanoid';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\nexport class VRMHumanoidHelper extends THREE.Group {\n  public readonly vrmHumanoid: VRMHumanoid;\n  private _boneAxesMap: Map<VRMHumanBone, THREE.AxesHelper>;\n\n  public constructor(humanoid: VRMHumanoid) {\n    super();\n\n    this.vrmHumanoid = humanoid;\n\n    this._boneAxesMap = new Map();\n\n    Object.values(humanoid.humanBones).forEach((bone) => {\n      const helper = new THREE.AxesHelper(1.0);\n\n      helper.matrixAutoUpdate = false;\n\n      (helper.material as THREE.Material).depthTest = false;\n      (helper.material as THREE.Material).depthWrite = false;\n\n      this.add(helper);\n\n      this._boneAxesMap.set(bone, helper);\n    });\n  }\n\n  public dispose(): void {\n    Array.from(this._boneAxesMap.values()).forEach((axes) => {\n      axes.geometry.dispose();\n      (axes.material as THREE.Material).dispose();\n    });\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n      bone.node.updateWorldMatrix(true, false);\n\n      bone.node.matrixWorld.decompose(_v3A, _quatA, _v3B);\n\n      const scale = _v3A.set(0.1, 0.1, 0.1).divide(_v3B);\n      axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n    });\n\n    super.updateMatrixWorld(force);\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nexport const VRMHumanBoneList: VRMHumanBoneName[] = [\n  'hips',\n  'spine',\n  'chest',\n  'upperChest',\n  'neck',\n\n  'head',\n  'leftEye',\n  'rightEye',\n  'jaw',\n\n  'leftUpperLeg',\n  'leftLowerLeg',\n  'leftFoot',\n  'leftToes',\n\n  'rightUpperLeg',\n  'rightLowerLeg',\n  'rightFoot',\n  'rightToes',\n\n  'leftShoulder',\n  'leftUpperArm',\n  'leftLowerArm',\n  'leftHand',\n\n  'rightShoulder',\n  'rightUpperArm',\n  'rightLowerArm',\n  'rightHand',\n\n  'leftThumbMetacarpal',\n  'leftThumbProximal',\n  'leftThumbDistal',\n  'leftIndexProximal',\n  'leftIndexIntermediate',\n  'leftIndexDistal',\n  'leftMiddleProximal',\n  'leftMiddleIntermediate',\n  'leftMiddleDistal',\n  'leftRingProximal',\n  'leftRingIntermediate',\n  'leftRingDistal',\n  'leftLittleProximal',\n  'leftLittleIntermediate',\n  'leftLittleDistal',\n\n  'rightThumbMetacarpal',\n  'rightThumbProximal',\n  'rightThumbDistal',\n  'rightIndexProximal',\n  'rightIndexIntermediate',\n  'rightIndexDistal',\n  'rightMiddleProximal',\n  'rightMiddleIntermediate',\n  'rightMiddleDistal',\n  'rightRingProximal',\n  'rightRingIntermediate',\n  'rightRingDistal',\n  'rightLittleProximal',\n  'rightLittleIntermediate',\n  'rightLittleDistal',\n];\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Chest: 'chest',\n  UpperChest: 'upperChest',\n  Neck: 'neck',\n\n  Head: 'head',\n  LeftEye: 'leftEye',\n  RightEye: 'rightEye',\n  Jaw: 'jaw',\n\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  LeftToes: 'leftToes',\n\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  RightToes: 'rightToes',\n\n  LeftShoulder: 'leftShoulder',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n\n  RightShoulder: 'rightShoulder',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n\n  LeftThumbMetacarpal: 'leftThumbMetacarpal',\n  LeftThumbProximal: 'leftThumbProximal',\n  LeftThumbDistal: 'leftThumbDistal',\n  LeftIndexProximal: 'leftIndexProximal',\n  LeftIndexIntermediate: 'leftIndexIntermediate',\n  LeftIndexDistal: 'leftIndexDistal',\n  LeftMiddleProximal: 'leftMiddleProximal',\n  LeftMiddleIntermediate: 'leftMiddleIntermediate',\n  LeftMiddleDistal: 'leftMiddleDistal',\n  LeftRingProximal: 'leftRingProximal',\n  LeftRingIntermediate: 'leftRingIntermediate',\n  LeftRingDistal: 'leftRingDistal',\n  LeftLittleProximal: 'leftLittleProximal',\n  LeftLittleIntermediate: 'leftLittleIntermediate',\n  LeftLittleDistal: 'leftLittleDistal',\n\n  RightThumbMetacarpal: 'rightThumbMetacarpal',\n  RightThumbProximal: 'rightThumbProximal',\n  RightThumbDistal: 'rightThumbDistal',\n  RightIndexProximal: 'rightIndexProximal',\n  RightIndexIntermediate: 'rightIndexIntermediate',\n  RightIndexDistal: 'rightIndexDistal',\n  RightMiddleProximal: 'rightMiddleProximal',\n  RightMiddleIntermediate: 'rightMiddleIntermediate',\n  RightMiddleDistal: 'rightMiddleDistal',\n  RightRingProximal: 'rightRingProximal',\n  RightRingIntermediate: 'rightRingIntermediate',\n  RightRingDistal: 'rightRingDistal',\n  RightLittleProximal: 'rightLittleProximal',\n  RightLittleIntermediate: 'rightLittleIntermediate',\n  RightLittleDistal: 'rightLittleDistal',\n} as const;\n\nexport type VRMHumanBoneName = typeof VRMHumanBoneName[keyof typeof VRMHumanBoneName];\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneParentMap: { [bone in VRMHumanBoneName]: VRMHumanBoneName | null } = {\n  hips: null,\n  spine: 'hips',\n  chest: 'spine',\n  upperChest: 'chest',\n  neck: 'upperChest',\n\n  head: 'neck',\n  leftEye: 'head',\n  rightEye: 'head',\n  jaw: 'head',\n\n  leftUpperLeg: 'hips',\n  leftLowerLeg: 'leftUpperLeg',\n  leftFoot: 'leftLowerLeg',\n  leftToes: 'leftFoot',\n\n  rightUpperLeg: 'hips',\n  rightLowerLeg: 'rightUpperLeg',\n  rightFoot: 'rightLowerLeg',\n  rightToes: 'rightFoot',\n\n  leftShoulder: 'upperChest',\n  leftUpperArm: 'leftShoulder',\n  leftLowerArm: 'leftUpperArm',\n  leftHand: 'leftLowerArm',\n\n  rightShoulder: 'upperChest',\n  rightUpperArm: 'rightShoulder',\n  rightLowerArm: 'rightUpperArm',\n  rightHand: 'rightLowerArm',\n\n  leftThumbMetacarpal: 'leftHand',\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbDistal: 'leftThumbProximal',\n  leftIndexProximal: 'leftHand',\n  leftIndexIntermediate: 'leftIndexProximal',\n  leftIndexDistal: 'leftIndexIntermediate',\n  leftMiddleProximal: 'leftHand',\n  leftMiddleIntermediate: 'leftMiddleProximal',\n  leftMiddleDistal: 'leftMiddleIntermediate',\n  leftRingProximal: 'leftHand',\n  leftRingIntermediate: 'leftRingProximal',\n  leftRingDistal: 'leftRingIntermediate',\n  leftLittleProximal: 'leftHand',\n  leftLittleIntermediate: 'leftLittleProximal',\n  leftLittleDistal: 'leftLittleIntermediate',\n\n  rightThumbMetacarpal: 'rightHand',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbDistal: 'rightThumbProximal',\n  rightIndexProximal: 'rightHand',\n  rightIndexIntermediate: 'rightIndexProximal',\n  rightIndexDistal: 'rightIndexIntermediate',\n  rightMiddleProximal: 'rightHand',\n  rightMiddleIntermediate: 'rightMiddleProximal',\n  rightMiddleDistal: 'rightMiddleIntermediate',\n  rightRingProximal: 'rightHand',\n  rightRingIntermediate: 'rightRingProximal',\n  rightRingDistal: 'rightRingIntermediate',\n  rightLittleProximal: 'rightHand',\n  rightLittleIntermediate: 'rightLittleProximal',\n  rightLittleDistal: 'rightLittleIntermediate',\n};\n", "import * as THREE from 'three';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\n/**\n * A class represents the Rig of a VRM.\n */\nexport class VRMRig {\n  /**\n   * A {@link VRMHumanBones} that contains all the human bones of the VRM.\n   * You might want to get these bones using {@link VRMHumanoid.getBone}.\n   */\n  public humanBones: VRMHumanBones;\n\n  /**\n   * A {@link VRMPose} that is its default state.\n   * Note that it's not compatible with {@link setPose} and {@link getPose}, since it contains non-relative values of each local transforms.\n   */\n  public restPose: VRMPose;\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   */\n  public constructor(humanBones: VRMHumanBones) {\n    this.humanBones = humanBones;\n\n    this.restPose = this.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getPose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n      const vrmBoneName = vrmBoneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(vrmBoneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Get the position / rotation from the node\n      _v3A.copy(node.position);\n      _quatA.copy(node.quaternion);\n\n      // Convert to raw arrays\n      pose[vrmBoneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Return the current pose of this humanoid as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getPose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((boneNameString) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Take a diff from restPose\n      _v3A.set(0, 0, 0);\n      _quatA.identity();\n\n      const restState = this.restPose[boneName];\n      if (restState?.position) {\n        _v3A.fromArray(restState.position).negate();\n      }\n      if (restState?.rotation) {\n        quatInvertCompat(_quatA.fromArray(restState.rotation));\n      }\n\n      // Get the position / rotation from the node\n      _v3A.add(node.position);\n      _quatA.premultiply(node.quaternion);\n\n      // Convert to raw arrays\n      pose[boneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Let the humanoid do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getPose}.\n   *\n   * @param poseObject A [[VRMPose]] that represents a single pose\n   */\n  public setPose(poseObject: VRMPose): void {\n    Object.entries(poseObject).forEach(([boneNameString, state]) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      const restState = this.restPose[boneName];\n      if (!restState) {\n        // It's very unlikely. Possibly a bug\n        return;\n      }\n\n      // Apply the state to the actual bone\n      if (state?.position) {\n        node.position.fromArray(state.position);\n\n        if (restState.position) {\n          node.position.add(_v3A.fromArray(restState.position));\n        }\n      }\n\n      if (state?.rotation) {\n        node.quaternion.fromArray(state.rotation);\n\n        if (restState.rotation) {\n          node.quaternion.multiply(_quatA.fromArray(restState.rotation));\n        }\n      }\n    });\n  }\n\n  /**\n   * Reset the humanoid to its rest pose.\n   */\n  public resetPose(): void {\n    Object.entries(this.restPose).forEach(([boneName, rest]) => {\n      const node = this.getBoneNode(boneName as VRMHumanBoneName);\n\n      if (!node) {\n        return;\n      }\n\n      if (rest?.position) {\n        node.position.fromArray(rest.position);\n      }\n\n      if (rest?.rotation) {\n        node.quaternion.fromArray(rest.rotation);\n      }\n    });\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this.humanBones[name] ?? undefined;\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this.humanBones[name]?.node ?? null;\n  }\n}\n", "import * as THREE from 'three';\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nexport function quatInvertCompat<T extends THREE.Quaternion>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).inverse();\n  }\n\n  return target;\n}\n", "import * as THREE from 'three';\nimport { VRMHumanBoneName, VRMHumanBones } from '.';\nimport { VRMHumanBoneList } from './VRMHumanBoneList';\nimport { VRMHumanBoneParentMap } from './VRMHumanBoneParentMap';\nimport { VRMRig } from './VRMRig';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _boneWorldPos = new THREE.Vector3();\n\n/**\n * A class represents the normalized Rig of a VRM.\n */\nexport class VRMHumanoidRig extends VRMRig {\n  protected static _setupTransforms(modelRig: VRMRig): {\n    rigBones: VRMHumanBones;\n    root: THREE.Object3D;\n    parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n    boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  } {\n    const root = new THREE.Object3D();\n    root.name = 'VRMHumanoidRig';\n\n    // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n    const boneWorldPositions: { [boneName in VRMHumanBoneName]?: THREE.Vector3 } = {};\n    const boneWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = new THREE.Vector3();\n        const boneWorldRotation = new THREE.Quaternion();\n\n        boneNode.updateWorldMatrix(true, false);\n        boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A);\n\n        boneWorldPositions[boneName] = boneWorldPosition;\n        boneWorldRotations[boneName] = boneWorldRotation;\n        boneRotations[boneName] = boneNode.quaternion.clone();\n\n        const parentWorldRotation = new THREE.Quaternion();\n        boneNode.parent?.matrixWorld.decompose(_v3A, parentWorldRotation, _v3A);\n        parentWorldRotations[boneName] = parentWorldRotation;\n      }\n    });\n\n    // build rig hierarchy + store parentWorldRotations\n    const rigBones: Partial<VRMHumanBones> = {};\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = boneWorldPositions[boneName] as THREE.Vector3;\n\n        // see the nearest parent position\n        let currentBoneName: VRMHumanBoneName | null = boneName;\n        let parentBoneWorldPosition: THREE.Vector3 | undefined;\n        while (parentBoneWorldPosition == null) {\n          currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n          if (currentBoneName == null) {\n            break;\n          }\n          parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n        }\n\n        // add to hierarchy\n        const rigBoneNode = new THREE.Object3D();\n        rigBoneNode.name = 'Normalized_' + boneNode.name;\n\n        const parentRigBoneNode = (currentBoneName ? rigBones[currentBoneName]?.node : root) as THREE.Object3D;\n\n        parentRigBoneNode.add(rigBoneNode);\n        rigBoneNode.position.copy(boneWorldPosition);\n        if (parentBoneWorldPosition) {\n          rigBoneNode.position.sub(parentBoneWorldPosition);\n        }\n\n        rigBones[boneName] = { node: rigBoneNode };\n      }\n    });\n\n    return {\n      rigBones: rigBones as VRMHumanBones,\n      root,\n      parentWorldRotations,\n      boneRotations,\n    };\n  }\n\n  public readonly original: VRMRig;\n  public readonly root: THREE.Object3D;\n  protected readonly _parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  protected readonly _boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n\n  public constructor(humanoid: VRMRig) {\n    const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n\n    super(rigBones);\n\n    this.original = humanoid;\n    this.root = root;\n    this._parentWorldRotations = parentWorldRotations;\n    this._boneRotations = boneRotations;\n  }\n\n  /**\n   * Update this humanoid rig.\n   */\n  public update(): void {\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = this.original.getBoneNode(boneName);\n\n      if (boneNode != null) {\n        const rigBoneNode = this.getBoneNode(boneName)!;\n        const parentWorldRotation = this._parentWorldRotations[boneName]!;\n        const invParentWorldRotation = _quatA.copy(parentWorldRotation).invert();\n        const boneRotation = this._boneRotations[boneName]!;\n\n        boneNode.quaternion\n          .copy(rigBoneNode.quaternion)\n          .multiply(parentWorldRotation)\n          .premultiply(invParentWorldRotation)\n          .multiply(boneRotation);\n\n        // Move the mass center of the VRM\n        if (boneName === 'hips') {\n          const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n          boneNode.parent!.updateWorldMatrix(true, false);\n          const parentWorldMatrix = boneNode.parent!.matrixWorld;\n          const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n          boneNode.position.copy(localPosition);\n        }\n      }\n    });\n  }\n}\n", "import * as THREE from 'three';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\nimport { VRMRig } from './VRMRig';\nimport { VRMHumanoidRig } from './VRMHumanoidRig';\n\n/**\n * A class represents a humanoid of a VRM.\n */\nexport class VRMHumanoid {\n  /**\n   * Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}.\n   * `true` by default.\n   *\n   * @default true\n   */\n  public autoUpdateHumanBones: boolean;\n\n  /**\n   * A raw rig of the VRM.\n   */\n  private _rawHumanBones: VRMRig; // TODO: Rename\n\n  /**\n   * A normalized rig of the VRM.\n   */\n  private _normalizedHumanBones: VRMHumanoidRig; // TODO: Rename\n\n  /**\n   * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n   */\n  public get restPose(): VRMPose {\n    console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n\n    return this.rawRestPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its raw human bones that is its default state.\n   * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n   */\n  public get rawRestPose(): VRMPose {\n    return this._rawHumanBones.restPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its normalized human bones that is its default state.\n   * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n   */\n  public get normalizedRestPose(): VRMPose {\n    return this._normalizedHumanBones.restPose;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get humanBones(): VRMHumanBones {\n    // an alias of `rawHumanBones`\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get rawHumanBones(): VRMHumanBones {\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBones(): VRMHumanBones {\n    return this._normalizedHumanBones.humanBones;\n  }\n\n  /**\n   * The root of normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBonesRoot(): THREE.Object3D {\n    return this._normalizedHumanBones.root;\n  }\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n   */\n  public constructor(humanBones: VRMHumanBones, options?: { autoUpdateHumanBones?: boolean }) {\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones ?? true;\n    this._rawHumanBones = new VRMRig(humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n  }\n\n  /**\n   * Copy the given {@link VRMHumanoid} into this one.\n   * @param source The {@link VRMHumanoid} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMHumanoid): this {\n    this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n    this._rawHumanBones = new VRMRig(source.humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMHumanoid}.\n   * @returns Copied {@link VRMHumanoid}\n   */\n  public clone(): VRMHumanoid {\n    return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    console.warn(\n      'VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.',\n    );\n\n    return this.getRawAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getRawPose} instead.\n   */\n  public getRawAbsolutePose(): VRMPose {\n    return this._rawHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getNormalizedPose} instead.\n   */\n  public getNormalizedAbsolutePose(): VRMPose {\n    return this._normalizedHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n   */\n  public getPose(): VRMPose {\n    console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n\n    return this.getRawPose();\n  }\n\n  /**\n   * Return the current pose of raw human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getRawPose(): VRMPose {\n    return this._rawHumanBones.getPose();\n  }\n\n  /**\n   * Return the current pose of normalized human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getNormalizedPose(): VRMPose {\n    return this._normalizedHumanBones.getPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n   */\n  public setPose(poseObject: VRMPose): void {\n    console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n\n    return this.setRawPose(poseObject);\n  }\n\n  /**\n   * Let the raw human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getRawPose}.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setRawPose(poseObject: VRMPose): void {\n    return this._rawHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * Let the normalized human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getNormalizedPose}.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setNormalizedPose(poseObject: VRMPose): void {\n    return this._normalizedHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n   */\n  public resetPose(): void {\n    console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n\n    return this.resetRawPose();\n  }\n\n  /**\n   * Reset the raw humanoid to its rest pose.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n   */\n  public resetRawPose(): void {\n    return this._rawHumanBones.resetPose();\n  }\n\n  /**\n   * Reset the normalized humanoid to its rest pose.\n   */\n  public resetNormalizedPose(): void {\n    return this._normalizedHumanBones.resetPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n\n    return this.getRawBone(name);\n  }\n\n  /**\n   * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._rawHumanBones.getBone(name);\n  }\n\n  /**\n   * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._normalizedHumanBones.getBone(name);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    console.warn(\n      'VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.',\n    );\n\n    return this.getRawBoneNode(name);\n  }\n\n  /**\n   * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._rawHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._normalizedHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Update the humanoid component.\n   *\n   * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n   */\n  public update(): void {\n    if (this.autoUpdateHumanBones) {\n      this._normalizedHumanBones.update();\n    }\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMRequiredHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Head: 'head',\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n} as const;\n\nexport type VRMRequiredHumanBoneName = typeof VRMRequiredHumanBoneName[keyof typeof VRMRequiredHumanBoneName];\n", "import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMHumanoid } from './VRMHumanoid';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport { VRMRequiredHumanBoneName } from './VRMRequiredHumanBoneName';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMHumanoidHelper } from './helpers/VRMHumanoidHelper';\nimport { VRMHumanoidLoaderPluginOptions } from './VRMHumanoidLoaderPluginOptions';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap: { [key: string]: V1VRMSchema.HumanoidHumanBoneName | undefined } = {\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbIntermediate: 'leftThumbProximal',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbIntermediate: 'rightThumbProximal',\n};\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nexport class VRMHumanoidLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMHumanoidHelper}.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, the helper will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public autoUpdateHumanBones?: boolean;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMHumanoidLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMHumanoidLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmHumanoid = await this._import(gltf);\n  }\n\n  /**\n   * Import a {@link VRMHumanoid} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMHumanoid | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMHumanoid | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaHumanoid = extension.humanoid;\n    if (!schemaHumanoid) {\n      return null;\n    }\n\n    /**\n     * compat: 1.0-beta thumb bone names\n     *\n     * `true` if `leftThumbIntermediate` or `rightThumbIntermediate` exists\n     */\n    const existsPreviousThumbName =\n      (schemaHumanoid.humanBones as any).leftThumbIntermediate != null ||\n      (schemaHumanoid.humanBones as any).rightThumbIntermediate != null;\n\n    const humanBones: Partial<VRMHumanBones> = {};\n    if (schemaHumanoid.humanBones != null) {\n      await Promise.all(\n        Object.entries(schemaHumanoid.humanBones).map(async ([boneNameString, schemaHumanBone]) => {\n          let boneName = boneNameString as V1VRMSchema.HumanoidHumanBoneName;\n          const index = schemaHumanBone.node;\n\n          // compat: 1.0-beta previous thumb bone names\n          if (existsPreviousThumbName) {\n            const thumbBoneName = thumbBoneNameMap[boneName];\n            if (thumbBoneName != null) {\n              boneName = thumbBoneName;\n            }\n          }\n\n          const node = await this.parser.getDependency('node', index);\n\n          // if the specified node does not exist, emit a warning\n          if (node == null) {\n            console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n            return;\n          }\n\n          // set to the `humanBones`\n          humanBones[boneName] = { node };\n        }),\n      );\n    }\n\n    const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n      autoUpdateHumanBones: this.autoUpdateHumanBones,\n    });\n    gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n\n    if (this.helperRoot) {\n      const helper = new VRMHumanoidHelper(humanoid);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return humanoid;\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRMHumanoid | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaHumanoid: V0VRM.Humanoid | undefined = vrmExt.humanoid;\n    if (!schemaHumanoid) {\n      return null;\n    }\n\n    const humanBones: Partial<VRMHumanBones> = {};\n    if (schemaHumanoid.humanBones != null) {\n      await Promise.all(\n        schemaHumanoid.humanBones.map(async (bone) => {\n          const boneName = bone.bone;\n          const index = bone.node;\n\n          if (boneName == null || index == null) {\n            return;\n          }\n\n          const node = await this.parser.getDependency('node', index);\n\n          // if the specified node does not exist, emit a warning\n          if (node == null) {\n            console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n            return;\n          }\n\n          // map to new bone name\n          const thumbBoneName = thumbBoneNameMap[boneName];\n          const newBoneName = (thumbBoneName ?? boneName) as V1VRMSchema.HumanoidHumanBoneName;\n\n          // v0 VRMs might have a multiple nodes attached to a single bone...\n          // so if there already is an entry in the `humanBones`, show a warning and ignore it\n          if (humanBones[newBoneName] != null) {\n            console.warn(\n              `Multiple bone entries for ${newBoneName} detected (index = ${index}), ignoring duplicated entries.`,\n            );\n            return;\n          }\n\n          // set to the `humanBones`\n          humanBones[newBoneName] = { node };\n        }),\n      );\n    }\n\n    const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n      autoUpdateHumanBones: this.autoUpdateHumanBones,\n    });\n    gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n\n    if (this.helperRoot) {\n      const helper = new VRMHumanoidHelper(humanoid);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return humanoid;\n  }\n\n  /**\n   * Ensure required bones exist in given human bones.\n   * @param humanBones Human bones\n   * @returns Human bones, no longer partial!\n   */\n  private _ensureRequiredBonesExist(humanBones: Partial<VRMHumanBones>): VRMHumanBones {\n    // ensure required bones exist\n    const missingRequiredBones = Object.values(VRMRequiredHumanBoneName).filter(\n      (requiredBoneName) => humanBones[requiredBoneName] == null,\n    );\n\n    // throw an error if there are missing bones\n    if (missingRequiredBones.length > 0) {\n      throw new Error(\n        `VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${missingRequiredBones.join(', ')}`,\n      );\n    }\n\n    return humanBones as VRMHumanBones;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMLookAt } from '../VRMLookAt';\nimport { FanBufferGeometry } from './utils/FanBufferGeometry';\nimport { LineAndSphereBufferGeometry } from './utils/LineAndSphereBufferGeometry';\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\n\nconst SQRT_2_OVER_2 = Math.sqrt(2.0) / 2.0;\nconst QUAT_XY_CW90 = new THREE.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nconst VEC3_POSITIVE_Y = new THREE.Vector3(0.0, 1.0, 0.0);\n\nexport class VRMLookAtHelper extends THREE.Group {\n  public readonly vrmLookAt: VRMLookAt;\n  private readonly _meshYaw: THREE.Mesh<FanBufferGeometry, THREE.MeshBasicMaterial>;\n  private readonly _meshPitch: THREE.Mesh<FanBufferGeometry, THREE.MeshBasicMaterial>;\n  private readonly _lineTarget: THREE.LineSegments<LineAndSphereBufferGeometry, THREE.LineBasicMaterial>;\n\n  public constructor(lookAt: VRMLookAt) {\n    super();\n    this.matrixAutoUpdate = false;\n\n    this.vrmLookAt = lookAt;\n\n    {\n      const geometry = new FanBufferGeometry();\n      geometry.radius = 0.5;\n\n      const material = new THREE.MeshBasicMaterial({\n        color: 0x00ff00,\n        transparent: true,\n        opacity: 0.5,\n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshPitch = new THREE.Mesh(geometry, material);\n      this.add(this._meshPitch);\n    }\n\n    {\n      const geometry = new FanBufferGeometry();\n      geometry.radius = 0.5;\n\n      const material = new THREE.MeshBasicMaterial({\n        color: 0xff0000,\n        transparent: true,\n        opacity: 0.5,\n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshYaw = new THREE.Mesh(geometry, material);\n      this.add(this._meshYaw);\n    }\n\n    {\n      const geometry = new LineAndSphereBufferGeometry();\n      geometry.radius = 0.1;\n\n      const material = new THREE.LineBasicMaterial({\n        color: 0xffffff,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._lineTarget = new THREE.LineSegments(geometry, material);\n      this._lineTarget.frustumCulled = false;\n      this.add(this._lineTarget);\n    }\n  }\n\n  public dispose(): void {\n    this._meshYaw.geometry.dispose();\n    this._meshYaw.material.dispose();\n\n    this._meshPitch.geometry.dispose();\n    this._meshPitch.material.dispose();\n\n    this._lineTarget.geometry.dispose();\n    this._lineTarget.material.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    // update geometries\n    const yaw = THREE.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n    this._meshYaw.geometry.theta = yaw;\n    this._meshYaw.geometry.update();\n\n    const pitch = THREE.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n    this._meshPitch.geometry.theta = pitch;\n    this._meshPitch.geometry.update();\n\n    // get world position and quaternion\n    this.vrmLookAt.getLookAtWorldPosition(_v3A);\n    this.vrmLookAt.getLookAtWorldQuaternion(_quatA);\n\n    // calculate rotation using faceFront\n    _quatA.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB));\n\n    // set transform to meshes\n    this._meshYaw.position.copy(_v3A);\n    this._meshYaw.quaternion.copy(_quatA);\n\n    this._meshPitch.position.copy(_v3A);\n    this._meshPitch.quaternion.copy(_quatA);\n    this._meshPitch.quaternion.multiply(_quatB.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n    this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n\n    // update target line and sphere\n    const { target, autoUpdate } = this.vrmLookAt;\n    if (target != null && autoUpdate) {\n      target.getWorldPosition(_v3B).sub(_v3A);\n      this._lineTarget.geometry.tail.copy(_v3B);\n      this._lineTarget.geometry.update();\n      this._lineTarget.position.copy(_v3A);\n    }\n\n    // apply transform to meshes\n    super.updateMatrixWorld(force);\n  }\n}\n", "import * as THREE from 'three';\n\nexport class FanBufferGeometry extends THREE.BufferGeometry {\n  public theta: number;\n  public radius: number;\n  private _currentTheta = 0;\n  private _currentRadius = 0;\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n\n  public constructor() {\n    super();\n\n    this.theta = 0.0;\n    this.radius = 0.0;\n    this._currentTheta = 0.0;\n    this._currentRadius = 0.0;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(65 * 3), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(3 * 63), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    if (this._currentTheta !== this.theta) {\n      this._currentTheta = this.theta;\n      shouldUpdateGeometry = true;\n    }\n\n    if (this._currentRadius !== this.radius) {\n      this._currentRadius = this.radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    this._attrPos.setXYZ(0, 0.0, 0.0, 0.0);\n\n    for (let i = 0; i < 64; i++) {\n      const t = (i / 63.0) * this._currentTheta;\n\n      this._attrPos.setXYZ(i + 1, this._currentRadius * Math.sin(t), 0.0, this._currentRadius * Math.cos(t));\n    }\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 63; i++) {\n      this._attrIndex.setXYZ(i * 3, 0, i + 1, i + 2);\n    }\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\n\nexport class LineAndSphereBufferGeometry extends THREE.BufferGeometry {\n  public radius: number;\n  public tail: THREE.Vector3;\n  private _currentRadius: number;\n  private _currentTail: THREE.Vector3;\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n\n  public constructor() {\n    super();\n\n    this.radius = 0.0;\n    this._currentRadius = 0.0;\n\n    this.tail = new THREE.Vector3();\n    this._currentTail = new THREE.Vector3();\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    if (this._currentRadius !== this.radius) {\n      this._currentRadius = this.radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentTail.equals(this.tail)) {\n      this._currentTail.copy(this.tail);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n      this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n      this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.setXYZ(96, 0, 0, 0);\n    this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n      this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n    }\n    this._attrIndex.setXY(192, 96, 97);\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMHumanoid } from '../humanoid';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { sanitizeAngle } from './utils/sanitizeAngle';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\nconst _quatD = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler();\n\n/**\n * A class controls eye gaze movements of a VRM.\n */\nexport class VRMLookAt {\n  public static readonly EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\n  /**\n   * The origin of LookAt. Position offset from the head bone.\n   */\n  public offsetFromHeadBone = new THREE.Vector3();\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * The {@link VRMLookAtApplier} of the LookAt.\n   */\n  public applier: VRMLookAtApplier;\n\n  /**\n   * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n   * `true` by default.\n   *\n   * See also: {@link target}\n   */\n  public autoUpdate = true;\n\n  /**\n   * The target object of the LookAt.\n   * Note that it does not make any sense if {@link autoUpdate} is disabled.\n   *\n   * See also: {@link autoUpdate}\n   */\n  public target?: THREE.Object3D | null;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  protected _yaw: number;\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public get yaw(): number {\n    return this._yaw;\n  }\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public set yaw(value: number) {\n    this._yaw = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  protected _pitch: number;\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public get pitch(): number {\n    return this._pitch;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public set pitch(value: number) {\n    this._pitch = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Specifies that angles need to be applied to its [@link applier].\n   */\n  protected _needsUpdate: boolean;\n\n  /**\n   * World rotation of the head in its rest pose.\n   */\n  private _restHeadWorldQuaternion: THREE.Quaternion;\n\n  /**\n   * @deprecated Use {@link getEuler} instead.\n   */\n  public get euler(): THREE.Euler {\n    console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n\n    return this.getEuler(new THREE.Euler());\n  }\n\n  /**\n   * Create a new {@link VRMLookAt}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param applier A {@link VRMLookAtApplier}\n   */\n  public constructor(humanoid: VRMHumanoid, applier: VRMLookAtApplier) {\n    this.humanoid = humanoid;\n    this.applier = applier;\n\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n\n    this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE.Quaternion());\n  }\n\n  /**\n   * Get its yaw-pitch angles as an `Euler`.\n   * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n   *\n   * @param target The target euler\n   */\n  public getEuler(target: THREE.Euler): THREE.Euler {\n    return target.set(THREE.MathUtils.DEG2RAD * this._pitch, THREE.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n  }\n\n  /**\n   * Copy the given {@link VRMLookAt} into this one.\n   * {@link humanoid} must be same as the source one.\n   * {@link applier} will reference the same instance as the source one.\n   * @param source The {@link VRMLookAt} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMLookAt): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMLookAt: humanoid must be same in order to copy');\n    }\n\n    this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n    this.applier = source.applier;\n    this.autoUpdate = source.autoUpdate;\n    this.target = source.target;\n    this.faceFront.copy(source.faceFront);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMLookAt}.\n   * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n   * @returns Copied {@link VRMLookAt}\n   */\n  public clone(): VRMLookAt {\n    return new VRMLookAt(this.humanoid, this.applier).copy(this);\n  }\n\n  /**\n   * Reset the lookAt direction (yaw and pitch) to the initial direction.\n   */\n  public reset(): void {\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Get its lookAt position in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldPosition(target: THREE.Vector3): THREE.Vector3 {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n  }\n\n  /**\n   * Get its lookAt rotation in world coordinate.\n   * Does NOT consider {@link faceFront}.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getLookAtWorldQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return getWorldQuaternionLite(head, target);\n  }\n\n  /**\n   * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getFaceFrontQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.copy(this._restHeadWorldQuaternion).invert();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n  }\n\n  /**\n   * Get its LookAt direction in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldDirection(target: THREE.Vector3): THREE.Vector3 {\n    this.getLookAtWorldQuaternion(_quatB);\n    this.getFaceFrontQuaternion(_quatC);\n\n    return target\n      .copy(VEC3_POSITIVE_Z)\n      .applyQuaternion(_quatB)\n      .applyQuaternion(_quatC)\n      .applyEuler(this.getEuler(_eulerA));\n  }\n\n  /**\n   * Set its lookAt target position.\n   *\n   * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n   *\n   * If you want to track an object continuously, you might want to use {@link target} instead.\n   *\n   * @param position A target position, in world space\n   */\n  public lookAt(position: THREE.Vector3): void {\n    // Look at direction in local coordinate\n    const headRotDiffInv = _quatA\n      .copy(this._restHeadWorldQuaternion)\n      .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB)));\n    const headPos = this.getLookAtWorldPosition(_v3B);\n    const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n\n    // calculate angles\n    const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n    const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n    const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n    const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n\n    // apply angles\n    this._yaw = THREE.MathUtils.RAD2DEG * yaw;\n    this._pitch = THREE.MathUtils.RAD2DEG * pitch;\n\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Update the VRMLookAtHead.\n   * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n   *\n   * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n   */\n  public update(delta: number): void {\n    if (this.target != null && this.autoUpdate) {\n      this.lookAt(this.target.getWorldPosition(_v3A));\n    }\n\n    if (this._needsUpdate) {\n      this._needsUpdate = false;\n\n      this.applier.applyYawPitch(this._yaw, this._pitch);\n    }\n  }\n}\n", "import * as THREE from 'three';\n\nconst _position = new THREE.Vector3();\nconst _scale = new THREE.Vector3();\n\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nexport function getWorldQuaternionLite(object: THREE.Object3D, out: THREE.Quaternion): THREE.Quaternion {\n  object.matrixWorld.decompose(_position, out, _scale);\n  return out;\n}\n", "import * as THREE from 'three';\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nexport function calcAzimuthAltitude(vector: THREE.Vector3): [azimuth: number, altitude: number] {\n  return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n", "/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nexport function sanitizeAngle(angle: number): number {\n  const roundTurn = Math.round(angle / 2.0 / Math.PI);\n  return angle - 2.0 * Math.PI * roundTurn;\n}\n", "import { VRMHumanoid } from '../humanoid';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler(0.0, 0.0, 0.0, 'YXZ');\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtBoneApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'bone';\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal inward movement. The left eye moves right. The right eye moves left.\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal outward movement. The left eye moves left. The right eye moves right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront: THREE.Vector3;\n\n  /**\n   * The rest quaternion of LeftEye bone.\n   */\n  private _restQuatLeftEye: THREE.Quaternion;\n\n  /**\n   * The rest quaternion of RightEye bone.\n   */\n  private _restQuatRightEye: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid LeftEye.\n   */\n  private _restLeftEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid RightEye.\n   */\n  private _restRightEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * Create a new {@link VRMLookAtBoneApplier}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    humanoid: VRMHumanoid,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.humanoid = humanoid;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n\n    this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n    // set rest quaternions\n    this._restQuatLeftEye = new THREE.Quaternion();\n    this._restQuatRightEye = new THREE.Quaternion();\n    this._restLeftEyeParentWorldQuat = new THREE.Quaternion();\n    this._restRightEyeParentWorldQuat = new THREE.Quaternion();\n\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n\n    if (leftEye) {\n      this._restQuatLeftEye.copy(leftEye.quaternion);\n      getWorldQuaternionLite(leftEye.parent!, this._restLeftEyeParentWorldQuat);\n    }\n\n    if (rightEye) {\n      this._restQuatRightEye.copy(rightEye.quaternion);\n      getWorldQuaternionLite(rightEye.parent!, this._restRightEyeParentWorldQuat);\n    }\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n    const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n    const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n    // left\n    if (leftEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      leftEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restLeftEyeParentWorldQuat);\n\n      // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n      // where _quatA is restLeftEyeParentWorldQuat\n      leftEye.quaternion\n        .copy(leftEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatLeftEye);\n    }\n\n    // right\n    if (rightEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      rightEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restRightEyeParentWorldQuat);\n\n      // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n      // where _quatA is restRightEyeParentWorldQuat\n      rightEye.quaternion\n        .copy(rightEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatRightEye);\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n\n  /**\n   * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  private _getWorldFaceFrontQuat(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.identity();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA);\n  }\n}\n", "import { VRMExpressionManager } from '../expressions';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtExpressionApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'expression';\n\n  /**\n   * Its associated {@link VRMExpressionManager}.\n   */\n  public readonly expressions: VRMExpressionManager;\n\n  /**\n   * It won't be used in expression applier.\n   * See also: {@link rangeMapHorizontalOuter}\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal movement. Both eyes move left or right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * Create a new {@link VRMLookAtExpressionApplier}.\n   *\n   * @param expressions A {@link VRMExpressionManager}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    expressions: VRMExpressionManager,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.expressions = expressions;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    if (pitch < 0.0) {\n      this.expressions.setValue('lookDown', 0.0);\n      this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n    } else {\n      this.expressions.setValue('lookUp', 0.0);\n      this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n    }\n\n    if (yaw < 0.0) {\n      this.expressions.setValue('lookLeft', 0.0);\n      this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n    } else {\n      this.expressions.setValue('lookRight', 0.0);\n      this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n}\n", "import { saturate } from '../utils/saturate';\n\nexport class VRMLookAtRangeMap {\n  /**\n   * Limits the maximum angle of the input angle of the LookAt vector from the front of the head (the positive z axis).\n   */\n  public inputMaxValue: number;\n\n  /**\n   * Represents an angle (in degrees) for bone type of LookAt appliers, or a weight for expression type of LookAt appliers.\n   * The input value will take `1.0` when the input angle equals (or greater) to {@link inputMaxValue}.\n   */\n  public outputScale: number;\n\n  /**\n   * Create a new {@link VRMLookAtRangeMap}.\n   *\n   * @param inputMaxValue The {@link inputMaxValue} of the map\n   * @param outputScale The {@link outputScale} of the map\n   */\n  public constructor(inputMaxValue: number, outputScale: number) {\n    this.inputMaxValue = inputMaxValue;\n    this.outputScale = outputScale;\n  }\n\n  /**\n   * Evaluate an input value and output a mapped value.\n   * @param src The input value\n   */\n  public map(src: number): number {\n    return this.outputScale * saturate(src / this.inputMaxValue);\n  }\n}\n", "import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMExpressionManager } from '../expressions/VRMExpressionManager';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { VRMLookAtHelper } from './helpers/VRMLookAtHelper';\nimport { VRMLookAt } from './VRMLookAt';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtBoneApplier } from './VRMLookAtBoneApplier';\nimport { VRMLookAtExpressionApplier } from './VRMLookAtExpressionApplier';\nimport type { VRMLookAtLoaderPluginOptions } from './VRMLookAtLoaderPluginOptions';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nexport class VRMLookAtLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMLookAtHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMLookAtLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMLookAtLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n    }\n\n    const vrmExpressionManager = gltf.userData.vrmExpressionManager as VRMExpressionManager | undefined;\n\n    if (vrmExpressionManager === null) {\n      return;\n    } else if (vrmExpressionManager === undefined) {\n      throw new Error(\n        'VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmLookAt = await this._import(gltf, vrmHumanoid, vrmExpressionManager);\n  }\n\n  /**\n   * Import a {@link VRMLookAt} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n   */\n  private async _import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid | null,\n    expressions: VRMExpressionManager | null,\n  ): Promise<VRMLookAt | null> {\n    if (humanoid == null || expressions == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid, expressions);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid, expressions);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaLookAt = extension.lookAt;\n    if (!schemaLookAt) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n\n    const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n    const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n    const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaLookAt.type === 'expression') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    lookAt.offsetFromHeadBone.fromArray(schemaLookAt.offsetFromHeadBone ?? [0.0, 0.06, 0.0]);\n\n    return lookAt;\n  }\n\n  private _v1ImportRangeMap(\n    schemaRangeMap: V1VRMSchema.LookAtRangeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    let inputMaxValue = schemaRangeMap?.inputMaxValue ?? 90.0;\n    const outputScale = schemaRangeMap?.outputScale ?? defaultOutputScale;\n\n    // It might cause NaN when `inputMaxValue` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn(\n        'VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!',\n      );\n      inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n  }\n\n  private async _v0Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n\n    const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n    const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n    const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    if (schemaFirstPerson.firstPersonBoneOffset) {\n      lookAt.offsetFromHeadBone.set(\n        schemaFirstPerson.firstPersonBoneOffset.x ?? 0.0,\n        schemaFirstPerson.firstPersonBoneOffset.y ?? 0.06,\n        -(schemaFirstPerson.firstPersonBoneOffset.z ?? 0.0),\n      );\n    } else {\n      lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n    }\n\n    // VRM 0.0 are facing Z- instead of Z+\n    lookAt.faceFront.set(0.0, 0.0, -1.0);\n\n    if (applier instanceof VRMLookAtBoneApplier) {\n      applier.faceFront.set(0.0, 0.0, -1.0);\n    }\n\n    return lookAt;\n  }\n\n  private _v0ImportDegreeMap(\n    schemaDegreeMap: V0VRM.FirstPersonDegreeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    const curve = schemaDegreeMap?.curve;\n    if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n      console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n    }\n\n    let xRange = schemaDegreeMap?.xRange ?? 90.0;\n    const yRange = schemaDegreeMap?.yRange ?? defaultOutputScale;\n\n    // It might cause NaN when `xRange` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n      xRange = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(xRange, yRange);\n  }\n\n  private _importLookAt(humanoid: VRMHumanoid, applier: VRMLookAtApplier): VRMLookAt {\n    const lookAt = new VRMLookAt(humanoid, applier);\n\n    if (this.helperRoot) {\n      const helper = new VRMLookAtHelper(lookAt);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return lookAt;\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Represents a type of applier.\n */\nexport const VRMLookAtTypeName = {\n  Bone: 'bone',\n  Expression: 'expression',\n};\n\nexport type VRMLookAtTypeName = typeof VRMLookAtTypeName[keyof typeof VRMLookAtTypeName];\n", "import type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRM0Meta } from './VRM0Meta';\nimport type { VRM1Meta } from './VRM1Meta';\nimport type { VRMMeta } from './VRMMeta';\nimport type { VRMMetaLoaderPluginOptions } from './VRMMetaLoaderPluginOptions';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { resolveURL } from '../utils/resolveURL';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nexport class VRMMetaLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  /**\n   * If `false`, it won't load its thumbnail image ({@link VRM1Meta.thumbnailImage}).\n   * `false` by default.\n   */\n  public needThumbnailImage: boolean;\n\n  /**\n   * A list of license urls.\n   * This meta loader will accept these `licenseUrl`s.\n   * Otherwise it won't be loaded.\n   */\n  public acceptLicenseUrls: string[];\n\n  /**\n   * Whether it should accept VRM0.0 meta or not.\n   * Note that it might load {@link VRM0Meta} instead of {@link VRM1Meta} when this is `true`.\n   * `true` by default.\n   */\n  public acceptV0Meta: boolean;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMMetaLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMMetaLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.needThumbnailImage = options?.needThumbnailImage ?? false;\n    this.acceptLicenseUrls = options?.acceptLicenseUrls ?? ['https://vrm.dev/licenses/1.0/'];\n    this.acceptV0Meta = options?.acceptV0Meta ?? true;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmMeta = await this._import(gltf);\n  }\n\n  private async _import(gltf: GLTF): Promise<VRMMeta | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result != null) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result != null) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRM1Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (extension == null) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaMeta = extension.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    const licenseUrl = schemaMeta.licenseUrl;\n    const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n    if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n      throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n    }\n\n    let thumbnailImage: HTMLImageElement | undefined = undefined;\n    if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n      thumbnailImage = (await this._extractGLTFImage(schemaMeta.thumbnailImage)) ?? undefined;\n    }\n\n    return {\n      metaVersion: '1',\n      name: schemaMeta.name,\n      version: schemaMeta.version,\n      authors: schemaMeta.authors,\n      copyrightInformation: schemaMeta.copyrightInformation,\n      contactInformation: schemaMeta.contactInformation,\n      references: schemaMeta.references,\n      thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n      thumbnailImage,\n      licenseUrl: schemaMeta.licenseUrl,\n      avatarPermission: schemaMeta.avatarPermission,\n      allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n      allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n      commercialUsage: schemaMeta.commercialUsage,\n      allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n      allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n      creditNotation: schemaMeta.creditNotation,\n      allowRedistribution: schemaMeta.allowRedistribution,\n      modification: schemaMeta.modification,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n    };\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRM0Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaMeta = vrmExt.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    if (!this.acceptV0Meta) {\n      throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n    }\n\n    // load thumbnail texture\n    let texture: THREE.Texture | null | undefined;\n    if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n      texture = await this.parser.getDependency('texture', schemaMeta.texture);\n    }\n\n    return {\n      metaVersion: '0',\n      allowedUserName: schemaMeta.allowedUserName,\n      author: schemaMeta.author,\n      commercialUssageName: schemaMeta.commercialUssageName,\n      contactInformation: schemaMeta.contactInformation,\n      licenseName: schemaMeta.licenseName,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n      otherPermissionUrl: schemaMeta.otherPermissionUrl,\n      reference: schemaMeta.reference,\n      sexualUssageName: schemaMeta.sexualUssageName,\n      texture: texture ?? undefined,\n      title: schemaMeta.title,\n      version: schemaMeta.version,\n      violentUssageName: schemaMeta.violentUssageName,\n    };\n  }\n\n  private async _extractGLTFImage(index: number): Promise<HTMLImageElement | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const source = json.images?.[index];\n\n    if (source == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`,\n      );\n      return null;\n    }\n\n    // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n\n    // `source.uri` might be a reference to a file\n    let sourceURI: string | undefined = source.uri;\n\n    // Load the binary as a blob\n    if (source.bufferView != null) {\n      const bufferView = await this.parser.getDependency('bufferView', source.bufferView);\n      const blob = new Blob([bufferView], { type: source.mimeType });\n      sourceURI = URL.createObjectURL(blob);\n    }\n\n    if (sourceURI == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`,\n      );\n      return null;\n    }\n\n    const loader = new THREE.ImageLoader();\n    return await loader.loadAsync(resolveURL(sourceURI, (this.parser as any).options.path)).catch((error) => {\n      console.error(error);\n      console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n      return null;\n    });\n  }\n}\n", "/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nexport function resolveURL(url: string, path: string): string {\n  // Invalid URL\n  if (typeof url !== 'string' || url === '') return '';\n\n  // Host Relative URL\n  if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n    path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n  }\n\n  // Absolute URL http://,https://,//\n  if (/^(https?:)?\\/\\//i.test(url)) return url;\n\n  // Data URI\n  if (/^data:.*,.*$/i.test(url)) return url;\n\n  // Blob URL\n  if (/^blob:.*$/i.test(url)) return url;\n\n  // Relative URL\n  return path + url;\n}\n", "import * as THREE from 'three';\nimport { VRMExpressionManager } from './expressions/VRMExpressionManager';\nimport { VRMFirstPerson } from './firstPerson/VRMFirstPerson';\nimport { VRMHumanoid } from './humanoid/VRMHumanoid';\nimport { VRMLookAt } from './lookAt/VRMLookAt';\nimport { VRMMeta } from './meta/VRMMeta';\nimport { VRMCoreParameters } from './VRMCoreParameters';\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nexport class VRMCore {\n  /**\n   * `THREE.Group` that contains the entire VRM.\n   */\n  public readonly scene: THREE.Group;\n\n  /**\n   * Contains meta fields of the VRM.\n   * You might want to refer these license fields before use your VRMs.\n   */\n  public readonly meta: VRMMeta;\n\n  /**\n   * Contains {@link VRMHumanoid} of the VRM.\n   * You can control each bones using {@link VRMHumanoid.getNormalizedBoneNode} or {@link VRMHumanoid.getRawBoneNode}.\n   *\n   * @TODO Add a link to VRM spec\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * Contains {@link VRMExpressionManager} of the VRM.\n   * You might want to control these facial expressions via {@link VRMExpressionManager.setValue}.\n   */\n  public readonly expressionManager?: VRMExpressionManager;\n\n  /**\n   * Contains {@link VRMFirstPerson} of the VRM.\n   * VRMFirstPerson is mostly used for mesh culling for first person view.\n   */\n  public readonly firstPerson?: VRMFirstPerson;\n\n  /**\n   * Contains {@link VRMLookAt} of the VRM.\n   * You might want to use {@link VRMLookAt.target} to control the eye direction of your VRMs.\n   */\n  public readonly lookAt?: VRMLookAt;\n\n  /**\n   * Create a new VRM instance.\n   *\n   * @param params [[VRMParameters]] that represents components of the VRM\n   */\n  public constructor(params: VRMCoreParameters) {\n    this.scene = params.scene;\n    this.meta = params.meta;\n    this.humanoid = params.humanoid;\n    this.expressionManager = params.expressionManager;\n    this.firstPerson = params.firstPerson;\n    this.lookAt = params.lookAt;\n  }\n\n  /**\n   * **You need to call this on your update loop.**\n   *\n   * This function updates every VRM components.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    this.humanoid.update();\n\n    if (this.lookAt) {\n      this.lookAt.update(delta);\n    }\n\n    if (this.expressionManager) {\n      this.expressionManager.update();\n    }\n  }\n}\n", "import { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMCoreLoaderPluginOptions } from './VRMCoreLoaderPluginOptions';\nimport { VRMCore } from './VRMCore';\nimport { VRMExpressionLoaderPlugin } from './expressions/VRMExpressionLoaderPlugin';\nimport { VRMFirstPersonLoaderPlugin } from './firstPerson/VRMFirstPersonLoaderPlugin';\nimport { VRMHumanoidLoaderPlugin } from './humanoid/VRMHumanoidLoaderPlugin';\nimport { VRMMetaLoaderPlugin } from './meta/VRMMetaLoaderPlugin';\nimport { VRMLookAtLoaderPlugin } from './lookAt/VRMLookAtLoaderPlugin';\nimport type { VRMHumanoid } from './humanoid';\nimport type { VRMMeta } from './meta';\n\nexport class VRMCoreLoaderPlugin implements GLTFLoaderPlugin {\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMC_vrm';\n  }\n\n  public readonly parser: GLTFParser;\n\n  public readonly expressionPlugin: VRMExpressionLoaderPlugin;\n  public readonly firstPersonPlugin: VRMFirstPersonLoaderPlugin;\n  public readonly humanoidPlugin: VRMHumanoidLoaderPlugin;\n  public readonly lookAtPlugin: VRMLookAtLoaderPlugin;\n  public readonly metaPlugin: VRMMetaLoaderPlugin;\n\n  public constructor(parser: GLTFParser, options?: VRMCoreLoaderPluginOptions) {\n    this.parser = parser;\n\n    const helperRoot = options?.helperRoot;\n    const autoUpdateHumanBones = options?.autoUpdateHumanBones;\n\n    this.expressionPlugin = options?.expressionPlugin ?? new VRMExpressionLoaderPlugin(parser);\n    this.firstPersonPlugin = options?.firstPersonPlugin ?? new VRMFirstPersonLoaderPlugin(parser);\n    this.humanoidPlugin =\n      options?.humanoidPlugin ?? new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n    this.lookAtPlugin = options?.lookAtPlugin ?? new VRMLookAtLoaderPlugin(parser, { helperRoot });\n    this.metaPlugin = options?.metaPlugin ?? new VRMMetaLoaderPlugin(parser);\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    await this.metaPlugin.afterRoot(gltf);\n    await this.humanoidPlugin.afterRoot(gltf);\n    await this.expressionPlugin.afterRoot(gltf);\n    await this.lookAtPlugin.afterRoot(gltf);\n    await this.firstPersonPlugin.afterRoot(gltf);\n\n    const meta = gltf.userData.vrmMeta as VRMMeta | null;\n    const humanoid = gltf.userData.vrmHumanoid as VRMHumanoid | null;\n\n    // meta and humanoid are required to be a VRM.\n    // Don't create VRM if they are null\n    if (meta && humanoid) {\n      const vrmCore = new VRMCore({\n        scene: gltf.scene,\n        expressionManager: gltf.userData.vrmExpressionManager,\n        firstPerson: gltf.userData.vrmFirstPerson,\n        humanoid,\n        lookAt: gltf.userData.vrmLookAt,\n        meta,\n      });\n\n      gltf.userData.vrmCore = vrmCore;\n    }\n  }\n}\n", "import { VRMLookAt } from '@pixiv/three-vrm-core';\nimport * as THREE from 'three';\n\nconst RAD2DEG = 180 / Math.PI;\n\nconst _eulerA = /*@__PURE__*/ new THREE.Euler();\n\nexport class VRMLookAtQuaternionProxy extends THREE.Object3D {\n  public readonly vrmLookAt: VRMLookAt;\n  public override readonly type: string | 'VRMLookAtQuaternionProxy';\n\n  public constructor(lookAt: VRMLookAt) {\n    super();\n\n    this.vrmLookAt = lookAt;\n\n    this.type = 'VRMLookAtQuaternionProxy';\n\n    // See: https://github.com/mrdoob/three.js/blob/r158/src/core/Object3D.js#L65\n    const prevRotationOnChangeCallback = this.rotation._onChangeCallback;\n    this.rotation._onChange(() => {\n      prevRotationOnChangeCallback();\n      this._applyToLookAt();\n    });\n\n    const prevQuaternionOnChangeCallback = this.quaternion._onChangeCallback;\n    this.quaternion._onChange(() => {\n      prevQuaternionOnChangeCallback();\n      this._applyToLookAt();\n    });\n  }\n\n  private _applyToLookAt(): void {\n    _eulerA.setFromQuaternion(this.quaternion, VRMLookAt.EULER_ORDER);\n\n    this.vrmLookAt.yaw = RAD2DEG * _eulerA.y;\n    this.vrmLookAt.pitch = RAD2DEG * _eulerA.x;\n  }\n}\n", "import * as THREE from 'three';\nimport type { VRMExpressionPresetName, VRMHumanBoneName } from '@pixiv/three-vrm-core';\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\nimport type { createVRMAnimationClip } from './createVRMAnimationClip';\n\n/**\n * Represents a single VRM Animation.\n * You probably want to create an AnimationClip using {@link createVRMAnimationClip}.\n */\nexport class VRMAnimation {\n  public duration: number;\n  public restHipsPosition: THREE.Vector3;\n\n  public humanoidTracks: {\n    translation: Map<'hips', THREE.VectorKeyframeTrack>;\n    rotation: Map<VRMHumanBoneName, THREE.QuaternionKeyframeTrack>;\n  };\n  public expressionTracks: {\n    preset: Map<VRMExpressionPresetName, THREE.NumberKeyframeTrack>;\n    custom: Map<string, THREE.NumberKeyframeTrack>;\n  };\n  public lookAtTrack: THREE.QuaternionKeyframeTrack | null;\n\n  public constructor() {\n    this.duration = 0.0;\n    this.restHipsPosition = new THREE.Vector3();\n\n    this.humanoidTracks = {\n      translation: new Map(),\n      rotation: new Map(),\n    };\n\n    this.expressionTracks = {\n      preset: new Map(),\n      custom: new Map(),\n    };\n\n    this.lookAtTrack = null;\n  }\n}\n", "import * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMCVRMAnimation } from '@pixiv/types-vrmc-vrm-animation-1.0';\nimport type { VRMHumanBoneName } from '@pixiv/three-vrm-core';\nimport { VRMExpressionPresetName, VRMHumanBoneParentMap } from '@pixiv/three-vrm-core';\nimport { VRMAnimation } from './VRMAnimation';\nimport { arrayChunk } from './utils/arrayChunk';\n\nconst MAT4_IDENTITY = /*@__PURE__*/ new THREE.Matrix4();\n\nconst _v3A = /*@__PURE__*/ new THREE.Vector3();\nconst _quatA = /*@__PURE__*/ new THREE.Quaternion();\nconst _quatB = /*@__PURE__*/ new THREE.Quaternion();\nconst _quatC = /*@__PURE__*/ new THREE.Quaternion();\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = /*@__PURE__*/ new Set(['1.0', '1.0-draft']);\n\nconst vrmExpressionPresetNameSet: Set<string> = /*@__PURE__*/ new Set(Object.values(VRMExpressionPresetName));\n\ninterface VRMAnimationLoaderPluginNodeMap {\n  humanoidIndexToName: Map<number, VRMHumanBoneName>;\n  expressionsIndexToName: Map<number, string>;\n  lookAtIndex: number | null;\n}\n\ntype VRMAnimationLoaderPluginWorldMatrixMap = Map<VRMHumanBoneName | 'hipsParent', THREE.Matrix4>;\n\n/**\n * A plugin of GLTFLoader that imports {@link VRMAnimation}s from a `VRMC_vrm_animation` extension and gltf animations.\n */\nexport class VRMAnimationLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public get name(): string {\n    return 'VRMC_vrm_animation';\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const defGltf = gltf.parser.json as GLTFSchema.IGLTF;\n    const defExtensionsUsed = defGltf.extensionsUsed;\n\n    if (defExtensionsUsed == null || defExtensionsUsed.indexOf(this.name) == -1) {\n      return;\n    }\n\n    const defExtension = defGltf.extensions?.[this.name] as VRMCVRMAnimation | undefined;\n\n    if (defExtension == null) {\n      return;\n    }\n\n    const specVersion = defExtension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMAnimationLoaderPlugin: Unknown VRMC_vrm_animation spec version: ${specVersion}`);\n      return;\n    }\n    if (specVersion === '1.0-draft') {\n      console.warn(\n        'VRMAnimationLoaderPlugin: Using a draft spec version: 1.0-draft. Some behaviors may be different. Consider updating the animation file.',\n      );\n    }\n\n    const nodeMap = this._createNodeMap(defExtension);\n    const worldMatrixMap = await this._createBoneWorldMatrixMap(gltf, defExtension);\n\n    const hipsNode = defExtension.humanoid?.humanBones['hips']?.node;\n    const hips = hipsNode != null ? ((await gltf.parser.getDependency('node', hipsNode)) as THREE.Object3D) : null;\n\n    const restHipsPosition = new THREE.Vector3();\n    hips?.getWorldPosition(restHipsPosition);\n\n    const clips = gltf.animations;\n    const animations: VRMAnimation[] = clips.map((clip, iAnimation) => {\n      const defAnimation = defGltf.animations![iAnimation];\n\n      const animation = this._parseAnimation(clip, defAnimation, nodeMap, worldMatrixMap);\n      animation.restHipsPosition = restHipsPosition;\n\n      return animation;\n    });\n\n    gltf.userData.vrmAnimations = animations;\n  }\n\n  private _createNodeMap(defExtension: VRMCVRMAnimation): VRMAnimationLoaderPluginNodeMap {\n    const humanoidIndexToName: Map<number, VRMHumanBoneName> = new Map();\n    const expressionsIndexToName: Map<number, string> = new Map();\n\n    // humanoid\n    const humanBones = defExtension.humanoid?.humanBones;\n\n    if (humanBones) {\n      Object.entries(humanBones).forEach(([name, bone]) => {\n        const node = bone?.node;\n        if (node != null) {\n          humanoidIndexToName.set(node, name as VRMHumanBoneName);\n        }\n      });\n    }\n\n    // expressions\n    const preset = defExtension.expressions?.preset;\n\n    if (preset) {\n      Object.entries(preset).forEach(([name, expression]) => {\n        const node = expression?.node;\n        if (node != null) {\n          expressionsIndexToName.set(node, name);\n        }\n      });\n    }\n\n    const custom = defExtension.expressions?.custom;\n\n    if (custom) {\n      Object.entries(custom).forEach(([name, expression]) => {\n        const { node } = expression;\n        expressionsIndexToName.set(node, name);\n      });\n    }\n\n    // lookAt\n    const lookAtIndex = defExtension.lookAt?.node ?? null;\n\n    return { humanoidIndexToName, expressionsIndexToName, lookAtIndex };\n  }\n\n  private async _createBoneWorldMatrixMap(\n    gltf: GLTF,\n    defExtension: VRMCVRMAnimation,\n  ): Promise<VRMAnimationLoaderPluginWorldMatrixMap> {\n    // update the entire hierarchy first\n    gltf.scene.updateWorldMatrix(false, true);\n\n    const threeNodes = (await gltf.parser.getDependencies('node')) as THREE.Object3D[];\n\n    const worldMatrixMap: VRMAnimationLoaderPluginWorldMatrixMap = new Map();\n\n    if (defExtension.humanoid == null) {\n      return worldMatrixMap;\n    }\n\n    for (const [boneName, humanBone] of Object.entries(defExtension.humanoid.humanBones)) {\n      const node = humanBone?.node;\n      if (node != null) {\n        const threeNode = threeNodes[node];\n        worldMatrixMap.set(boneName as VRMHumanBoneName, threeNode.matrixWorld);\n\n        if (boneName === 'hips') {\n          worldMatrixMap.set('hipsParent', threeNode.parent?.matrixWorld ?? MAT4_IDENTITY);\n        }\n      }\n    }\n\n    return worldMatrixMap;\n  }\n\n  private _parseAnimation(\n    animationClip: THREE.AnimationClip,\n    defAnimation: GLTFSchema.IAnimation,\n    nodeMap: VRMAnimationLoaderPluginNodeMap,\n    worldMatrixMap: VRMAnimationLoaderPluginWorldMatrixMap,\n  ): VRMAnimation {\n    const tracks = animationClip.tracks;\n    const defChannels = defAnimation.channels;\n\n    const result = new VRMAnimation();\n\n    result.duration = animationClip.duration;\n\n    defChannels.forEach((channel, iChannel) => {\n      const { node, path } = channel.target;\n      const origTrack = tracks[iChannel];\n\n      if (node == null) {\n        return;\n      }\n\n      // humanoid\n      const boneName = nodeMap.humanoidIndexToName.get(node);\n      if (boneName != null) {\n        let parentBoneName: VRMHumanBoneName | 'hipsParent' | null = VRMHumanBoneParentMap[boneName];\n        while (parentBoneName != null && worldMatrixMap.get(parentBoneName) == null) {\n          parentBoneName = VRMHumanBoneParentMap[parentBoneName];\n        }\n        parentBoneName ?? (parentBoneName = 'hipsParent');\n\n        if (path === 'translation') {\n          if (boneName !== 'hips') {\n            console.warn(\n              `The loading animation contains a translation track for ${boneName}, which is not permitted in the VRMC_vrm_animation spec. ignoring the track`,\n            );\n          } else {\n            const hipsParentWorldMatrix = worldMatrixMap.get('hipsParent')!;\n\n            const trackValues = arrayChunk(origTrack.values, 3).flatMap((v) =>\n              _v3A.fromArray(v).applyMatrix4(hipsParentWorldMatrix).toArray(),\n            );\n\n            const track = origTrack.clone();\n            track.values = new Float32Array(trackValues);\n\n            result.humanoidTracks.translation.set(boneName, track);\n          }\n        } else if (path === 'rotation') {\n          // a  = p^-1 * a' * p * c\n          // a' = p * p^-1 * a' * p * c * c^-1 * p^-1\n          //    = p * a * c^-1 * p^-1\n\n          const worldMatrix = worldMatrixMap.get(boneName)!;\n          const parentWorldMatrix = worldMatrixMap.get(parentBoneName)!;\n\n          worldMatrix.decompose(_v3A, _quatA, _v3A);\n          _quatA.invert();\n\n          parentWorldMatrix.decompose(_v3A, _quatB, _v3A);\n\n          const trackValues = arrayChunk(origTrack.values, 4).flatMap((q) =>\n            _quatC\n              .fromArray(q as THREE.QuaternionTuple)\n              .premultiply(_quatB)\n              .multiply(_quatA)\n              .toArray(),\n          );\n\n          const track = origTrack.clone();\n          track.values = new Float32Array(trackValues);\n\n          result.humanoidTracks.rotation.set(boneName, track);\n        } else {\n          throw new Error(`Invalid path \"${path}\"`);\n        }\n        return;\n      }\n\n      // expressions\n      const expressionName = nodeMap.expressionsIndexToName.get(node);\n      if (expressionName != null) {\n        if (path === 'translation') {\n          const times = origTrack.times;\n          const values = new Float32Array(origTrack.values.length / 3);\n          for (let i = 0; i < values.length; i++) {\n            values[i] = origTrack.values[3 * i];\n          }\n\n          const newTrack = new THREE.NumberKeyframeTrack(`${expressionName}.weight`, times as any, values as any);\n\n          if (vrmExpressionPresetNameSet.has(expressionName)) {\n            result.expressionTracks.preset.set(expressionName as VRMExpressionPresetName, newTrack);\n          } else {\n            result.expressionTracks.custom.set(expressionName, newTrack);\n          }\n        } else {\n          throw new Error(`Invalid path \"${path}\"`);\n        }\n        return;\n      }\n\n      // lookAt\n      if (node === nodeMap.lookAtIndex) {\n        if (path === 'rotation') {\n          result.lookAtTrack = origTrack;\n        } else {\n          throw new Error(`Invalid path \"${path}\"`);\n        }\n      }\n    });\n\n    return result;\n  }\n}\n", "/**\n * ```js\n * arrayChunk( [ 1, 2, 3, 4, 5, 6 ], 2 )\n * // will be\n * [ [ 1, 2 ], [ 3, 4 ], [ 5, 6 ] ]\n * ```\n */\nexport function arrayChunk<T>(array: ArrayLike<T>, every: number): T[][] {\n  const N = array.length;\n\n  const ret: T[][] = [];\n\n  let current: T[] = [];\n  let remaining = 0;\n\n  for (let i = 0; i < N; i++) {\n    const el = array[i];\n\n    if (remaining <= 0) {\n      remaining = every;\n      current = [];\n      ret.push(current);\n    }\n\n    current.push(el);\n    remaining--;\n  }\n\n  return ret;\n}\n"],
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}
\n\n\n//# sourceURL=webpack://vrm/./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.cjs?"); /***/ }), -/***/ "./src/index.ts": -/*!**********************!*\ - !*** ./src/index.ts ***! - \**********************/ -/***/ ((__unused_webpack_module, exports, __webpack_require__) => { +/***/ "./node_modules/@pixiv/three-vrm/lib/three-vrm.cjs": +/*!*********************************************************!*\ + !*** ./node_modules/@pixiv/three-vrm/lib/three-vrm.cjs ***! + \*********************************************************/ +/***/ ((module, __unused_webpack_exports, __webpack_require__) => { -eval("\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\nconst THREE = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nconst GLTFLoader_1 = __webpack_require__(/*! three/examples/jsm/loaders/GLTFLoader */ \"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\");\nconst OrbitControls_1 = __webpack_require__(/*! three/examples/jsm/controls/OrbitControls */ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\");\nconst three_vrm_1 = __webpack_require__(/*! @pixiv/three-vrm */ \"./node_modules/@pixiv/three-vrm/lib/three-vrm.module.js\");\nconst three_vrm_animation_1 = __webpack_require__(/*! @pixiv/three-vrm-animation */ \"./node_modules/@pixiv/three-vrm-animation/lib/three-vrm-animation.module.js\");\nconst three_1 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nconst RGBELoader_1 = __webpack_require__(/*! three/examples/jsm/loaders/RGBELoader */ \"./node_modules/three/examples/jsm/loaders/RGBELoader.js\");\nconst postprocessing_1 = __webpack_require__(/*! postprocessing */ \"./node_modules/postprocessing/build/index.cjs\");\nwindow.addEventListener(\"DOMContentLoaded\", () => {\n var _a;\n // vrma\n let motion_enable = false;\n let head = null;\n // https://sbcode.net/threejs/progress-indicator\n let manager = new THREE.LoadingManager();\n let progressBar = document.getElementById('progressBar');\n // three\n const canvas = document.getElementById(\"canvas\");\n if (canvas == null)\n return;\n const scene = new THREE.Scene();\n //const camera = new THREE.PerspectiveCamera( 70, canvas.clientWidth/canvas.clientHeight, 0.1, 2000);\n const camera = new THREE.PerspectiveCamera(70, canvas.clientWidth / canvas.clientHeight, 0.1, 2000);\n camera.position.set(0, 1.5, -1.5);\n camera.rotation.set(0.0, Math.PI, 0.0);\n camera.lookAt(new THREE.Vector3(0, 0, 0));\n // https://threejs.org/docs/#api/en/constants/Renderer\n const renderer = new THREE.WebGLRenderer({\n alpha: true,\n powerPreference: \"high-performance\",\n antialias: true,\n stencil: false,\n //depth: false\n });\n renderer.setPixelRatio(window.devicePixelRatio);\n renderer.setSize(canvas.clientWidth, canvas.clientHeight);\n renderer.outputColorSpace = THREE.SRGBColorSpace;\n renderer.toneMapping = THREE.ReinhardToneMapping;\n renderer.toneMapping = THREE.NeutralToneMapping;\n canvas.appendChild(renderer.domElement);\n renderer.toneMappingExposure = 1.5;\n renderer.setClearColor(0xffffff, 1.0);\n const light = new THREE.DirectionalLight(0xffffff, Math.PI);\n light.position.set(1.0, 1.0, 1.0);\n //light.intensity = -0.8;\n //renderer.setClearColor(0x000000, 1.0);\n scene.add(light);\n let currentVrm = undefined;\n let currentVrmAnimation = undefined;\n let currentMixer = undefined;\n let percentComplete = null;\n function load(url) {\n loader.load(url, (gltf) => {\n tryInitVRM(gltf);\n tryInitVRMA(gltf);\n }, (xhr) => {\n percentComplete = (xhr.loaded / xhr.total) * 100;\n //progressBar.value = percentComplete === Infinity ? 100 : percentComplete\n }, (progress) => console.log(\"Loading model...\", 100.0 * (progress.loaded / progress.total), \"%\"), (error) => console.error(error));\n }\n function tryInitVRM(gltf) {\n const vrm = gltf.userData.vrm;\n if (vrm == null) {\n return;\n }\n currentVrm = vrm;\n scene.add(vrm.scene);\n 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{\n light_s();\n });\n }\n let light_enable = 0;\n let light_max = 4;\n function light_s() {\n if (light_enable >= light_max) {\n light_enable = 0;\n }\n console.log(light_enable);\n switch (light_enable) {\n case 0:\n renderer.toneMapping = THREE.ACESFilmicToneMapping;\n light.intensity = -0.8;\n renderer.setClearColor(0x000000);\n scene.background = new THREE.Color(0x000000);\n scene.fog = new three_1.Fog(0x000000, 3, 20);\n break;\n case 1:\n renderer.toneMapping = THREE.NeutralToneMapping;\n light.intensity = 1;\n scene.background = new THREE.Color(0xffffff);\n renderer.setClearColor(0xffffff);\n scene.fog = new three_1.Fog(0xffffff, 3, 20);\n break;\n case 2:\n renderer.toneMapping = THREE.ReinhardToneMapping;\n break;\n case 3:\n renderer.toneMapping = THREE.ReinhardToneMapping;\n renderer.toneMapping = THREE.NeutralToneMapping;\n renderer.physicallyCorrectLights = true;\n light.intensity = 2;\n break;\n }\n light_enable++;\n }\n const el_user = document.querySelector('#btn-user');\n if (el_user != null) {\n el_user.addEventListener('click', function () {\n user_s();\n });\n }\n let user_enable = 0;\n let user_max = 3;\n let anime_id;\n function user_s() {\n if (user_enable >= user_max) {\n user_enable = 0;\n }\n console.log(user_enable);\n switch (user_enable) {\n case 0:\n light.intensity = 1;\n renderer.setClearColor(0x000000);\n scene.remove(grid);\n scene.background = new THREE.Color(0x000000);\n scene.fog = new three_1.Fog(0x000000, 3, 20);\n requestAnimationFrame(function render() {\n anime_id = requestAnimationFrame(render);\n composer.render();\n });\n break;\n case 1:\n cancelAnimationFrame(anime_id);\n scene.add(grid);\n load(\"/vrma/model/ai_normal.vrm\");\n scene.remove(currentVrm.scene);\n renderer.toneMapping = THREE.NeutralToneMapping;\n light.intensity = 1;\n scene.background = new THREE.Color(0xffffff);\n renderer.setClearColor(0xffffff);\n scene.fog = new three_1.Fog(0xffffff, 3, 20);\n break;\n case 2:\n load(\"/vrma/model/ai.vrm\");\n scene.remove(currentVrm.scene);\n break;\n }\n user_enable++;\n }\n const el_hdr = document.querySelector('#btn-sandar');\n if (el_hdr != null) {\n el_hdr.addEventListener('click', function () {\n hdr_s();\n });\n }\n let hdr_r = 0;\n function hdr_s() {\n if (hdr_r >= 2) {\n hdr_r = 0;\n }\n else {\n hdr_r++;\n }\n ;\n let hdr = \"/img/\" + hdr_r + \".hdr\";\n new RGBELoader_1.RGBELoader().load(hdr, function (texture) {\n texture.mapping = THREE.EquirectangularReflectionMapping;\n scene.background = texture;\n scene.environment = texture;\n });\n }\n function cool_time() {\n setTimeout(() => {\n motion_enable = false;\n }, 5000);\n }\n const el_sword = document.querySelector('#btn-sword');\n if (el_sword != null) {\n el_sword.addEventListener('click', function () {\n sword_s();\n });\n }\n function sword_s() {\n scene.remove(currentVrm.scene);\n load(\"/vrma/model/ai_sword.vrm\");\n load(\"/vrma/anime/sword.vrma\");\n setTimeout(() => {\n load(\"/vrma/anime/idle.vrma\");\n }, 1000);\n setTimeout(() => {\n load(\"/vrma/model/ai.vrm\");\n scene.remove(currentVrm.scene);\n }, 5000);\n }\n const el_cloud = document.querySelector('#btn-cloud');\n if (el_cloud != null) {\n el_cloud.addEventListener('click', function () {\n cloud_s();\n });\n }\n function cloud_s() {\n load(\"/vrma/anime/sky.vrma\");\n setTimeout(() => {\n load(\"/vrma/anime/jump.vrma\");\n }, 5000);\n setTimeout(() => {\n load(\"/vrma/anime/idle.vrma\");\n }, 5500);\n }\n let mouse_ivent_timer_id;\n const el_run = document.querySelector('#btn-run');\n if (el_run != null) {\n el_run.addEventListener('mousedown', function () {\n mouse_ivent_timer_id = setTimeout(function () {\n motion_enable = true;\n }, 1000);\n load(\"/vrma/anime/run.vrma\");\n });\n }\n document.querySelector('#btn-run').addEventListener('mouseup', (event) => {\n clearTimeout(mouse_ivent_timer_id);\n load(\"/vrma/anime/idle.vrma\");\n cool_time();\n });\n const el_jump = document.querySelector('#btn-jump');\n if (el_jump != null) {\n el_jump.addEventListener('mousedown', function () {\n jump_s();\n });\n }\n function jump_s() {\n motion_enable = true;\n load(\"/vrma/anime/jump.vrma\");\n setTimeout(() => {\n load(\"/vrma/anime/idle.vrma\");\n }, 500);\n cool_time();\n }\n setInterval(() => {\n const r = Math.floor(Math.random() * 4 + 1);\n if (motion_enable == false) {\n load(\"/vrma/random/\" + r + \".vrma\");\n }\n setTimeout(() => {\n if (motion_enable == false) {\n load(\"/vrma/anime/fly_c.vrma\");\n }\n }, 10000);\n }, 15000);\n animate();\n function animate() {\n controls.update();\n const delta = clock.getDelta();\n if (currentMixer) {\n currentMixer.update(delta);\n }\n if (currentVrm) {\n currentVrm.update(delta);\n }\n requestAnimationFrame(animate);\n scene.rotation.y += 0.0005;\n renderer.render(scene, camera);\n }\n // https://threejs.org/docs/#api/en/loaders/managers/LoadingManager\n manager.onStart = function (url, itemsLoaded, itemsTotal) {\n //console.log( 'Started loading file: ' + url + '.\\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );\n progressBar.style.display = 'block';\n let percentComplete = (itemsLoaded / itemsTotal) * 100;\n progressBar.value = percentComplete === Infinity ? 100 : percentComplete;\n };\n manager.onLoad = function () {\n //console.log( 'Loading complete!');\n progressBar.style.display = 'none';\n };\n manager.onProgress = function (url, itemsLoaded, itemsTotal) {\n let percentComplete = (itemsLoaded / itemsTotal) * 100;\n progressBar.value = percentComplete === Infinity ? 100 : percentComplete;\n //console.log( 'Loading file: ' + url + '.\\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );\n };\n manager.onError = function (url) {\n //console.log( 'There was an error loading ' + url );\n progressBar.style.display = 'block';\n };\n let nav_enable = true;\n let nav_mobile = document.getElementById('nav-mobile');\n const el_nav = document.querySelector('#nav');\n if (el_nav != null) {\n el_nav.addEventListener('click', function () {\n if (nav_enable == true) {\n nav_mobile.style.display = 'block';\n nav_enable = false;\n }\n else {\n nav_mobile.style.display = 'none';\n nav_enable = true;\n }\n });\n }\n let grid_enable = true;\n const el_grid = document.querySelector('#btn-grid');\n if (el_grid != null) {\n el_grid.addEventListener('click', function () {\n if (grid_enable == true) {\n scene.remove(grid);\n grid_enable = false;\n }\n else {\n scene.add(grid);\n grid_enable = true;\n }\n });\n }\n let tera_enable = true;\n const el_tera = document.querySelector('#btn-tera');\n if (el_tera != null) {\n el_tera.addEventListener('click', function () {\n if (tera_enable == true) {\n item.rotation.set(0, 0, 5);\n item.position.set(0, -15, 0);\n item.scale.set(8, 8, 8);\n scene.add(item);\n tera_enable = false;\n }\n else {\n scene.remove(item);\n tera_enable = true;\n }\n });\n }\n});\n\n\n//# sourceURL=webpack://vrm/./src/index.ts?"); +eval("/*!\n * @pixiv/three-vrm v3.1.0\n * VRM file loader for three.js.\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n\nvar __create = Object.create;\nvar __defProp = Object.defineProperty;\nvar __getOwnPropDesc = Object.getOwnPropertyDescriptor;\nvar __getOwnPropNames = Object.getOwnPropertyNames;\nvar __getProtoOf = Object.getPrototypeOf;\nvar __hasOwnProp = Object.prototype.hasOwnProperty;\nvar __export = (target, all) => {\n for (var name in all)\n __defProp(target, name, { get: all[name], enumerable: true });\n};\nvar __copyProps = (to, from, except, desc) => {\n if (from && typeof from === \"object\" || typeof from === \"function\") {\n for (let key of __getOwnPropNames(from))\n if (!__hasOwnProp.call(to, key) && key !== except)\n __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });\n }\n return to;\n};\nvar __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(\n // If the importer is in node compatibility mode or this is not an ESM\n // file that has been converted to a CommonJS file using a Babel-\n // compatible transform (i.e. \"__esModule\" has not been set), then set\n // \"default\" to the CommonJS \"module.exports\" for node compatibility.\n isNodeMode || !mod || !mod.__esModule ? __defProp(target, \"default\", { value: mod, enumerable: true }) : target,\n mod\n));\nvar __toCommonJS = (mod) => __copyProps(__defProp({}, \"__esModule\", { value: true }), mod);\nvar __async = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\n\n// src/index.ts\nvar src_exports = {};\n__export(src_exports, {\n MToonMaterial: () => MToonMaterial,\n MToonMaterialDebugMode: () => MToonMaterialDebugMode,\n MToonMaterialLoaderPlugin: () => MToonMaterialLoaderPlugin,\n MToonMaterialOutlineWidthMode: () => MToonMaterialOutlineWidthMode,\n VRM: () => VRM,\n VRMAimConstraint: () => VRMAimConstraint,\n VRMCore: () => VRMCore,\n VRMCoreLoaderPlugin: () => VRMCoreLoaderPlugin,\n VRMExpression: () => VRMExpression,\n VRMExpressionLoaderPlugin: () => VRMExpressionLoaderPlugin,\n VRMExpressionManager: () => VRMExpressionManager,\n VRMExpressionMaterialColorBind: () => VRMExpressionMaterialColorBind,\n VRMExpressionMaterialColorType: () => VRMExpressionMaterialColorType,\n VRMExpressionMorphTargetBind: () => VRMExpressionMorphTargetBind,\n VRMExpressionOverrideType: () => VRMExpressionOverrideType,\n VRMExpressionPresetName: () => VRMExpressionPresetName,\n VRMExpressionTextureTransformBind: () => VRMExpressionTextureTransformBind,\n VRMFirstPerson: () => VRMFirstPerson,\n VRMFirstPersonLoaderPlugin: () => VRMFirstPersonLoaderPlugin,\n VRMFirstPersonMeshAnnotationType: () => VRMFirstPersonMeshAnnotationType,\n VRMHumanBoneList: () => VRMHumanBoneList,\n VRMHumanBoneName: () => VRMHumanBoneName,\n VRMHumanBoneParentMap: () => VRMHumanBoneParentMap,\n VRMHumanoid: () => VRMHumanoid,\n VRMHumanoidHelper: () => VRMHumanoidHelper,\n VRMHumanoidLoaderPlugin: () => VRMHumanoidLoaderPlugin,\n VRMLoaderPlugin: () => VRMLoaderPlugin,\n VRMLookAt: () => VRMLookAt,\n VRMLookAtBoneApplier: () => VRMLookAtBoneApplier,\n VRMLookAtExpressionApplier: () => VRMLookAtExpressionApplier,\n VRMLookAtHelper: () => VRMLookAtHelper,\n VRMLookAtLoaderPlugin: () => VRMLookAtLoaderPlugin,\n VRMLookAtRangeMap: () => VRMLookAtRangeMap,\n VRMLookAtTypeName: () => VRMLookAtTypeName,\n VRMMetaLoaderPlugin: () => VRMMetaLoaderPlugin,\n VRMNodeConstraint: () => VRMNodeConstraint,\n VRMNodeConstraintHelper: () => VRMNodeConstraintHelper,\n VRMNodeConstraintLoaderPlugin: () => VRMNodeConstraintLoaderPlugin,\n VRMNodeConstraintManager: () => VRMNodeConstraintManager,\n VRMRequiredHumanBoneName: () => VRMRequiredHumanBoneName,\n VRMRollConstraint: () => VRMRollConstraint,\n VRMRotationConstraint: () => VRMRotationConstraint,\n VRMSpringBoneCollider: () => VRMSpringBoneCollider,\n VRMSpringBoneColliderHelper: () => VRMSpringBoneColliderHelper,\n VRMSpringBoneColliderShape: () => VRMSpringBoneColliderShape,\n VRMSpringBoneColliderShapeCapsule: () => VRMSpringBoneColliderShapeCapsule,\n VRMSpringBoneColliderShapePlane: () => VRMSpringBoneColliderShapePlane,\n VRMSpringBoneColliderShapeSphere: () => VRMSpringBoneColliderShapeSphere,\n VRMSpringBoneJoint: () => VRMSpringBoneJoint,\n VRMSpringBoneJointHelper: () => VRMSpringBoneJointHelper,\n VRMSpringBoneLoaderPlugin: () => VRMSpringBoneLoaderPlugin,\n VRMSpringBoneManager: () => VRMSpringBoneManager,\n VRMUtils: () => VRMUtils\n});\nmodule.exports = __toCommonJS(src_exports);\n\n// ../three-vrm-core/lib/three-vrm-core.module.js\nvar THREE = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE4 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE2 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE3 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE5 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE6 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE7 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE8 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE11 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE9 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE10 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE13 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE12 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE14 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE15 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE16 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar __async2 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nvar VRMExpression = class extends THREE.Object3D {\n constructor(expressionName) {\n super();\n this.weight = 0;\n this.isBinary = false;\n this.overrideBlink = \"none\";\n this.overrideLookAt = \"none\";\n this.overrideMouth = \"none\";\n this._binds = [];\n this.name = `VRMExpression_${expressionName}`;\n this.expressionName = expressionName;\n this.type = \"VRMExpression\";\n this.visible = false;\n }\n /**\n * A value represents how much it should override blink expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideBlinkAmount() {\n if (this.overrideBlink === \"block\") {\n return 0 < this.weight ? 1 : 0;\n } else if (this.overrideBlink === \"blend\") {\n return this.weight;\n } else {\n return 0;\n }\n }\n /**\n * A value represents how much it should override lookAt expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideLookAtAmount() {\n if (this.overrideLookAt === \"block\") {\n return 0 < this.weight ? 1 : 0;\n } else if (this.overrideLookAt === \"blend\") {\n return this.weight;\n } else {\n return 0;\n }\n }\n /**\n * A value represents how much it should override mouth expressions.\n * `0.0` == no override at all, `1.0` == completely block the expressions.\n */\n get overrideMouthAmount() {\n if (this.overrideMouth === \"block\") {\n return 0 < this.weight ? 1 : 0;\n } else if (this.overrideMouth === \"blend\") {\n return this.weight;\n } else {\n return 0;\n }\n }\n addBind(bind) {\n this._binds.push(bind);\n }\n /**\n * Apply weight to every assigned blend shapes.\n * Should be called every frame.\n */\n applyWeight(options) {\n var _a;\n let actualWeight = this.isBinary ? this.weight <= 0.5 ? 0 : 1 : this.weight;\n actualWeight *= (_a = options == null ? void 0 : options.multiplier) != null ? _a : 1;\n this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n }\n /**\n * Clear previously assigned blend shapes.\n */\n clearAppliedWeight() {\n this._binds.forEach((bind) => bind.clearAppliedWeight());\n }\n};\nfunction extractPrimitivesInternal(gltf, nodeIndex, node) {\n var _a, _b;\n const json = gltf.parser.json;\n const schemaNode = (_a = json.nodes) == null ? void 0 : _a[nodeIndex];\n if (schemaNode == null) {\n console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n return null;\n }\n const meshIndex = schemaNode.mesh;\n if (meshIndex == null) {\n return null;\n }\n const schemaMesh = (_b = json.meshes) == null ? void 0 : _b[meshIndex];\n if (schemaMesh == null) {\n console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n return null;\n }\n const primitiveCount = schemaMesh.primitives.length;\n const primitives = [];\n node.traverse((object) => {\n if (primitives.length < primitiveCount) {\n if (object.isMesh) {\n primitives.push(object);\n }\n }\n });\n return primitives;\n}\nfunction gltfExtractPrimitivesFromNode(gltf, nodeIndex) {\n return __async2(this, null, function* () {\n const node = yield gltf.parser.getDependency(\"node\", nodeIndex);\n return extractPrimitivesInternal(gltf, nodeIndex, node);\n });\n}\nfunction gltfExtractPrimitivesFromNodes(gltf) {\n return __async2(this, null, function* () {\n const nodes = yield gltf.parser.getDependencies(\"node\");\n const map = /* @__PURE__ */ new Map();\n nodes.forEach((node, index) => {\n const result = extractPrimitivesInternal(gltf, index, node);\n if (result != null) {\n map.set(index, result);\n }\n });\n return map;\n });\n}\nvar VRMExpressionPresetName = {\n Aa: \"aa\",\n Ih: \"ih\",\n Ou: \"ou\",\n Ee: \"ee\",\n Oh: \"oh\",\n Blink: \"blink\",\n Happy: \"happy\",\n Angry: \"angry\",\n Sad: \"sad\",\n Relaxed: \"relaxed\",\n LookUp: \"lookUp\",\n Surprised: \"surprised\",\n LookDown: \"lookDown\",\n LookLeft: \"lookLeft\",\n LookRight: \"lookRight\",\n BlinkLeft: \"blinkLeft\",\n BlinkRight: \"blinkRight\",\n Neutral: \"neutral\"\n};\nfunction saturate(value) {\n return Math.max(Math.min(value, 1), 0);\n}\nvar VRMExpressionManager = class _VRMExpressionManager {\n /**\n * Create a new {@link VRMExpressionManager}.\n */\n constructor() {\n this.blinkExpressionNames = [\"blink\", \"blinkLeft\", \"blinkRight\"];\n this.lookAtExpressionNames = [\"lookLeft\", \"lookRight\", \"lookUp\", \"lookDown\"];\n this.mouthExpressionNames = [\"aa\", \"ee\", \"ih\", \"oh\", \"ou\"];\n this._expressions = [];\n this._expressionMap = {};\n }\n get expressions() {\n return this._expressions.concat();\n }\n get expressionMap() {\n return Object.assign({}, this._expressionMap);\n }\n /**\n * A map from name to expression, but excluding custom expressions.\n */\n get presetExpressionMap() {\n const result = {};\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n Object.entries(this._expressionMap).forEach(([name, expression]) => {\n if (presetNameSet.has(name)) {\n result[name] = expression;\n }\n });\n return result;\n }\n /**\n * A map from name to expression, but excluding preset expressions.\n */\n get customExpressionMap() {\n const result = {};\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n Object.entries(this._expressionMap).forEach(([name, expression]) => {\n if (!presetNameSet.has(name)) {\n result[name] = expression;\n }\n });\n return result;\n }\n /**\n * Copy the given {@link VRMExpressionManager} into this one.\n * @param source The {@link VRMExpressionManager} you want to copy\n * @returns this\n */\n copy(source) {\n const expressions = this._expressions.concat();\n expressions.forEach((expression) => {\n this.unregisterExpression(expression);\n });\n source._expressions.forEach((expression) => {\n this.registerExpression(expression);\n });\n this.blinkExpressionNames = source.blinkExpressionNames.concat();\n this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n this.mouthExpressionNames = source.mouthExpressionNames.concat();\n return this;\n }\n /**\n * Returns a clone of this {@link VRMExpressionManager}.\n * @returns Copied {@link VRMExpressionManager}\n */\n clone() {\n return new _VRMExpressionManager().copy(this);\n }\n /**\n * Return a registered expression.\n * If it cannot find an expression, it will return `null` instead.\n *\n * @param name Name or preset name of the expression\n */\n getExpression(name) {\n var _a;\n return (_a = this._expressionMap[name]) != null ? _a : null;\n }\n /**\n * Register an expression.\n *\n * @param expression {@link VRMExpression} that describes the expression\n */\n registerExpression(expression) {\n this._expressions.push(expression);\n this._expressionMap[expression.expressionName] = expression;\n }\n /**\n * Unregister an expression.\n *\n * @param expression The expression you want to unregister\n */\n unregisterExpression(expression) {\n const index = this._expressions.indexOf(expression);\n if (index === -1) {\n console.warn(\"VRMExpressionManager: The specified expressions is not registered\");\n }\n this._expressions.splice(index, 1);\n delete this._expressionMap[expression.expressionName];\n }\n /**\n * Get the current weight of the specified expression.\n * If it doesn't have an expression of given name, it will return `null` instead.\n *\n * @param name Name of the expression\n */\n getValue(name) {\n var _a;\n const expression = this.getExpression(name);\n return (_a = expression == null ? void 0 : expression.weight) != null ? _a : null;\n }\n /**\n * Set a weight to the specified expression.\n *\n * @param name Name of the expression\n * @param weight Weight\n */\n setValue(name, weight) {\n const expression = this.getExpression(name);\n if (expression) {\n expression.weight = saturate(weight);\n }\n }\n /**\n * Reset weights of all expressions to `0.0`.\n */\n resetValues() {\n this._expressions.forEach((expression) => {\n expression.weight = 0;\n });\n }\n /**\n * Get a track name of specified expression.\n * This track name is needed to manipulate its expression via keyframe animations.\n *\n * @example Manipulate an expression using keyframe animation\n * ```js\n * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n * const track = new THREE.NumberKeyframeTrack(\n * name,\n * [ 0.0, 0.5, 1.0 ], // times\n * [ 0.0, 1.0, 0.0 ] // values\n * );\n *\n * const clip = new THREE.AnimationClip(\n * 'blink', // name\n * 1.0, // duration\n * [ track ] // tracks\n * );\n *\n * const mixer = new THREE.AnimationMixer( vrm.scene );\n * const action = mixer.clipAction( clip );\n * action.play();\n * ```\n *\n * @param name Name of the expression\n */\n getExpressionTrackName(name) {\n const expression = this.getExpression(name);\n return expression ? `${expression.name}.weight` : null;\n }\n /**\n * Update every expressions.\n */\n update() {\n const weightMultipliers = this._calculateWeightMultipliers();\n this._expressions.forEach((expression) => {\n expression.clearAppliedWeight();\n });\n this._expressions.forEach((expression) => {\n let multiplier = 1;\n const name = expression.expressionName;\n if (this.blinkExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.blink;\n }\n if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.lookAt;\n }\n if (this.mouthExpressionNames.indexOf(name) !== -1) {\n multiplier *= weightMultipliers.mouth;\n }\n expression.applyWeight({ multiplier });\n });\n }\n /**\n * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n */\n _calculateWeightMultipliers() {\n let blink = 1;\n let lookAt = 1;\n let mouth = 1;\n this._expressions.forEach((expression) => {\n blink -= expression.overrideBlinkAmount;\n lookAt -= expression.overrideLookAtAmount;\n mouth -= expression.overrideMouthAmount;\n });\n blink = Math.max(0, blink);\n lookAt = Math.max(0, lookAt);\n mouth = Math.max(0, mouth);\n return { blink, lookAt, mouth };\n }\n};\nvar VRMExpressionMaterialColorType = {\n Color: \"color\",\n EmissionColor: \"emissionColor\",\n ShadeColor: \"shadeColor\",\n MatcapColor: \"matcapColor\",\n RimColor: \"rimColor\",\n OutlineColor: \"outlineColor\"\n};\nvar v0ExpressionMaterialColorMap = {\n _Color: VRMExpressionMaterialColorType.Color,\n _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n _RimColor: VRMExpressionMaterialColorType.RimColor,\n _OutlineColor: VRMExpressionMaterialColorType.OutlineColor\n};\nvar _color = new THREE2.Color();\nvar _VRMExpressionMaterialColorBind = class _VRMExpressionMaterialColorBind2 {\n constructor({\n material,\n type,\n targetValue,\n targetAlpha\n }) {\n this.material = material;\n this.type = type;\n this.targetValue = targetValue;\n this.targetAlpha = targetAlpha != null ? targetAlpha : 1;\n const color = this._initColorBindState();\n const alpha = this._initAlphaBindState();\n this._state = { color, alpha };\n }\n applyWeight(weight) {\n const { color, alpha } = this._state;\n if (color != null) {\n const { propertyName, deltaValue } = color;\n const target = this.material[propertyName];\n if (target != void 0) {\n target.add(_color.copy(deltaValue).multiplyScalar(weight));\n }\n }\n if (alpha != null) {\n const { propertyName, deltaValue } = alpha;\n const target = this.material[propertyName];\n if (target != void 0) {\n this.material[propertyName] += deltaValue * weight;\n }\n }\n }\n clearAppliedWeight() {\n const { color, alpha } = this._state;\n if (color != null) {\n const { propertyName, initialValue } = color;\n const target = this.material[propertyName];\n if (target != void 0) {\n target.copy(initialValue);\n }\n }\n if (alpha != null) {\n const { propertyName, initialValue } = alpha;\n const target = this.material[propertyName];\n if (target != void 0) {\n this.material[propertyName] = initialValue;\n }\n }\n }\n _initColorBindState() {\n var _a, _b, _c;\n const { material, type, targetValue } = this;\n const propertyNameMap = this._getPropertyNameMap();\n const propertyName = (_b = (_a = propertyNameMap == null ? void 0 : propertyNameMap[type]) == null ? void 0 : _a[0]) != null ? _b : null;\n if (propertyName == null) {\n console.warn(\n `Tried to add a material color bind to the material ${(_c = material.name) != null ? _c : \"(no name)\"}, the type ${type} but the material or the type is not supported.`\n );\n return null;\n }\n const target = material[propertyName];\n const initialValue = target.clone();\n const deltaValue = new THREE2.Color(\n targetValue.r - initialValue.r,\n targetValue.g - initialValue.g,\n targetValue.b - initialValue.b\n );\n return { propertyName, initialValue, deltaValue };\n }\n _initAlphaBindState() {\n var _a, _b, _c;\n const { material, type, targetAlpha } = this;\n const propertyNameMap = this._getPropertyNameMap();\n const propertyName = (_b = (_a = propertyNameMap == null ? void 0 : propertyNameMap[type]) == null ? void 0 : _a[1]) != null ? _b : null;\n if (propertyName == null && targetAlpha !== 1) {\n console.warn(\n `Tried to add a material alpha bind to the material ${(_c = material.name) != null ? _c : \"(no name)\"}, the type ${type} but the material or the type does not support alpha.`\n );\n return null;\n }\n if (propertyName == null) {\n return null;\n }\n const initialValue = material[propertyName];\n const deltaValue = targetAlpha - initialValue;\n return { propertyName, initialValue, deltaValue };\n }\n _getPropertyNameMap() {\n var _a, _b;\n return (_b = (_a = Object.entries(_VRMExpressionMaterialColorBind2._propertyNameMapMap).find(([distinguisher]) => {\n return this.material[distinguisher] === true;\n })) == null ? void 0 : _a[1]) != null ? _b : null;\n }\n};\n_VRMExpressionMaterialColorBind._propertyNameMapMap = {\n isMeshStandardMaterial: {\n color: [\"color\", \"opacity\"],\n emissionColor: [\"emissive\", null]\n },\n isMeshBasicMaterial: {\n color: [\"color\", \"opacity\"]\n },\n isMToonMaterial: {\n color: [\"color\", \"opacity\"],\n emissionColor: [\"emissive\", null],\n outlineColor: [\"outlineColorFactor\", null],\n matcapColor: [\"matcapFactor\", null],\n rimColor: [\"parametricRimColorFactor\", null],\n shadeColor: [\"shadeColorFactor\", null]\n }\n};\nvar VRMExpressionMaterialColorBind = _VRMExpressionMaterialColorBind;\nvar VRMExpressionMorphTargetBind = class {\n constructor({\n primitives,\n index,\n weight\n }) {\n this.primitives = primitives;\n this.index = index;\n this.weight = weight;\n }\n applyWeight(weight) {\n this.primitives.forEach((mesh) => {\n var _a;\n if (((_a = mesh.morphTargetInfluences) == null ? void 0 : _a[this.index]) != null) {\n mesh.morphTargetInfluences[this.index] += this.weight * weight;\n }\n });\n }\n clearAppliedWeight() {\n this.primitives.forEach((mesh) => {\n var _a;\n if (((_a = mesh.morphTargetInfluences) == null ? void 0 : _a[this.index]) != null) {\n mesh.morphTargetInfluences[this.index] = 0;\n }\n });\n }\n};\nvar _v2 = new THREE3.Vector2();\nvar _VRMExpressionTextureTransformBind = class _VRMExpressionTextureTransformBind2 {\n constructor({\n material,\n scale,\n offset\n }) {\n var _a, _b;\n this.material = material;\n this.scale = scale;\n this.offset = offset;\n const propertyNames = (_a = Object.entries(_VRMExpressionTextureTransformBind2._propertyNamesMap).find(\n ([distinguisher]) => {\n return material[distinguisher] === true;\n }\n )) == null ? void 0 : _a[1];\n if (propertyNames == null) {\n console.warn(\n `Tried to add a texture transform bind to the material ${(_b = material.name) != null ? _b : \"(no name)\"} but the material is not supported.`\n );\n this._properties = [];\n } else {\n this._properties = [];\n propertyNames.forEach((propertyName) => {\n var _a2;\n const texture = (_a2 = material[propertyName]) == null ? void 0 : _a2.clone();\n if (!texture) {\n return null;\n }\n material[propertyName] = texture;\n const initialOffset = texture.offset.clone();\n const initialScale = texture.repeat.clone();\n const deltaOffset = offset.clone().sub(initialOffset);\n const deltaScale = scale.clone().sub(initialScale);\n this._properties.push({\n name: propertyName,\n initialOffset,\n deltaOffset,\n initialScale,\n deltaScale\n });\n });\n }\n }\n applyWeight(weight) {\n this._properties.forEach((property) => {\n const target = this.material[property.name];\n if (target === void 0) {\n return;\n }\n target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n });\n }\n clearAppliedWeight() {\n this._properties.forEach((property) => {\n const target = this.material[property.name];\n if (target === void 0) {\n return;\n }\n target.offset.copy(property.initialOffset);\n target.repeat.copy(property.initialScale);\n });\n }\n};\n_VRMExpressionTextureTransformBind._propertyNamesMap = {\n isMeshStandardMaterial: [\n \"map\",\n \"emissiveMap\",\n \"bumpMap\",\n \"normalMap\",\n \"displacementMap\",\n \"roughnessMap\",\n \"metalnessMap\",\n \"alphaMap\"\n ],\n isMeshBasicMaterial: [\"map\", \"specularMap\", \"alphaMap\"],\n isMToonMaterial: [\n \"map\",\n \"normalMap\",\n \"emissiveMap\",\n \"shadeMultiplyTexture\",\n \"rimMultiplyTexture\",\n \"outlineWidthMultiplyTexture\",\n \"uvAnimationMaskTexture\"\n ]\n};\nvar VRMExpressionTextureTransformBind = _VRMExpressionTextureTransformBind;\nvar POSSIBLE_SPEC_VERSIONS = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar _VRMExpressionLoaderPlugin = class _VRMExpressionLoaderPlugin2 {\n get name() {\n return \"VRMExpressionLoaderPlugin\";\n }\n constructor(parser) {\n this.parser = parser;\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n gltf.userData.vrmExpressionManager = yield this._import(gltf);\n });\n }\n /**\n * Import a {@link VRMExpressionManager} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __async2(this, null, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n return __async2(this, null, function* () {\n var _a, _b;\n const json = this.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRMC_vrm\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRMC_vrm\"];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaExpressions = extension.expressions;\n if (!schemaExpressions) {\n return null;\n }\n const presetNameSet = new Set(Object.values(VRMExpressionPresetName));\n const nameSchemaExpressionMap = /* @__PURE__ */ new Map();\n if (schemaExpressions.preset != null) {\n Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n if (schemaExpression == null) {\n return;\n }\n if (!presetNameSet.has(name)) {\n console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n return;\n }\n nameSchemaExpressionMap.set(name, schemaExpression);\n });\n }\n if (schemaExpressions.custom != null) {\n Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n if (presetNameSet.has(name)) {\n console.warn(\n `VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`\n );\n return;\n }\n nameSchemaExpressionMap.set(name, schemaExpression);\n });\n }\n const manager = new VRMExpressionManager();\n yield Promise.all(\n Array.from(nameSchemaExpressionMap.entries()).map((_0) => __async2(this, [_0], function* ([name, schemaExpression]) {\n var _a2, _b2, _c, _d, _e, _f, _g;\n const expression = new VRMExpression(name);\n gltf.scene.add(expression);\n expression.isBinary = (_a2 = schemaExpression.isBinary) != null ? _a2 : false;\n expression.overrideBlink = (_b2 = schemaExpression.overrideBlink) != null ? _b2 : \"none\";\n expression.overrideLookAt = (_c = schemaExpression.overrideLookAt) != null ? _c : \"none\";\n expression.overrideMouth = (_d = schemaExpression.overrideMouth) != null ? _d : \"none\";\n (_e = schemaExpression.morphTargetBinds) == null ? void 0 : _e.forEach((bind) => __async2(this, null, function* () {\n var _a3;\n if (bind.node === void 0 || bind.index === void 0) {\n return;\n }\n const primitives = yield gltfExtractPrimitivesFromNode(gltf, bind.node);\n const morphTargetIndex = bind.index;\n if (!primitives.every(\n (primitive) => Array.isArray(primitive.morphTargetInfluences) && morphTargetIndex < primitive.morphTargetInfluences.length\n )) {\n console.warn(\n `VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`\n );\n return;\n }\n expression.addBind(\n new VRMExpressionMorphTargetBind({\n primitives,\n index: morphTargetIndex,\n weight: (_a3 = bind.weight) != null ? _a3 : 1\n })\n );\n }));\n if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n const gltfMaterials = [];\n gltf.scene.traverse((object) => {\n const material = object.material;\n if (material) {\n gltfMaterials.push(material);\n }\n });\n (_f = schemaExpression.materialColorBinds) == null ? void 0 : _f.forEach((bind) => __async2(this, null, function* () {\n const materials = gltfMaterials.filter((material) => {\n var _a3;\n const materialIndex = (_a3 = this.parser.associations.get(material)) == null ? void 0 : _a3.materials;\n return bind.material === materialIndex;\n });\n materials.forEach((material) => {\n expression.addBind(\n new VRMExpressionMaterialColorBind({\n material,\n type: bind.type,\n targetValue: new THREE4.Color().fromArray(bind.targetValue),\n targetAlpha: bind.targetValue[3]\n })\n );\n });\n }));\n (_g = schemaExpression.textureTransformBinds) == null ? void 0 : _g.forEach((bind) => __async2(this, null, function* () {\n const materials = gltfMaterials.filter((material) => {\n var _a3;\n const materialIndex = (_a3 = this.parser.associations.get(material)) == null ? void 0 : _a3.materials;\n return bind.material === materialIndex;\n });\n materials.forEach((material) => {\n var _a3, _b3;\n expression.addBind(\n new VRMExpressionTextureTransformBind({\n material,\n offset: new THREE4.Vector2().fromArray((_a3 = bind.offset) != null ? _a3 : [0, 0]),\n scale: new THREE4.Vector2().fromArray((_b3 = bind.scale) != null ? _b3 : [1, 1])\n })\n );\n });\n }));\n }\n manager.registerExpression(expression);\n }))\n );\n return manager;\n });\n }\n _v0Import(gltf) {\n return __async2(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) == null ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaBlendShape = vrmExt.blendShapeMaster;\n if (!schemaBlendShape) {\n return null;\n }\n const manager = new VRMExpressionManager();\n const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n if (!schemaBlendShapeGroups) {\n return manager;\n }\n const blendShapeNameSet = /* @__PURE__ */ new Set();\n yield Promise.all(\n schemaBlendShapeGroups.map((schemaGroup) => __async2(this, null, function* () {\n var _a2;\n const v0PresetName = schemaGroup.presetName;\n const v1PresetName = v0PresetName != null && _VRMExpressionLoaderPlugin2.v0v1PresetNameMap[v0PresetName] || null;\n const name = v1PresetName != null ? v1PresetName : schemaGroup.name;\n if (name == null) {\n console.warn(\"VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression\");\n return;\n }\n if (blendShapeNameSet.has(name)) {\n console.warn(\n `VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`\n );\n return;\n }\n blendShapeNameSet.add(name);\n const expression = new VRMExpression(name);\n gltf.scene.add(expression);\n expression.isBinary = (_a2 = schemaGroup.isBinary) != null ? _a2 : false;\n if (schemaGroup.binds) {\n schemaGroup.binds.forEach((bind) => __async2(this, null, function* () {\n var _a3;\n if (bind.mesh === void 0 || bind.index === void 0) {\n return;\n }\n const nodesUsingMesh = [];\n (_a3 = json.nodes) == null ? void 0 : _a3.forEach((node, i) => {\n if (node.mesh === bind.mesh) {\n nodesUsingMesh.push(i);\n }\n });\n const morphTargetIndex = bind.index;\n yield Promise.all(\n nodesUsingMesh.map((nodeIndex) => __async2(this, null, function* () {\n var _a4;\n const primitives = yield gltfExtractPrimitivesFromNode(gltf, nodeIndex);\n if (!primitives.every(\n (primitive) => Array.isArray(primitive.morphTargetInfluences) && morphTargetIndex < primitive.morphTargetInfluences.length\n )) {\n console.warn(\n `VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`\n );\n return;\n }\n expression.addBind(\n new VRMExpressionMorphTargetBind({\n primitives,\n index: morphTargetIndex,\n weight: 0.01 * ((_a4 = bind.weight) != null ? _a4 : 100)\n // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n })\n );\n }))\n );\n }));\n }\n const materialValues = schemaGroup.materialValues;\n if (materialValues && materialValues.length !== 0) {\n materialValues.forEach((materialValue) => {\n if (materialValue.materialName === void 0 || materialValue.propertyName === void 0 || materialValue.targetValue === void 0) {\n return;\n }\n const materials = [];\n gltf.scene.traverse((object) => {\n if (object.material) {\n const material = object.material;\n if (Array.isArray(material)) {\n materials.push(\n ...material.filter(\n (mtl) => (mtl.name === materialValue.materialName || mtl.name === materialValue.materialName + \" (Outline)\") && materials.indexOf(mtl) === -1\n )\n );\n } else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n materials.push(material);\n }\n }\n });\n const materialPropertyName = materialValue.propertyName;\n materials.forEach((material) => {\n if (materialPropertyName === \"_MainTex_ST\") {\n const scale = new THREE4.Vector2(materialValue.targetValue[0], materialValue.targetValue[1]);\n const offset = new THREE4.Vector2(materialValue.targetValue[2], materialValue.targetValue[3]);\n offset.y = 1 - offset.y - scale.y;\n expression.addBind(\n new VRMExpressionTextureTransformBind({\n material,\n scale,\n offset\n })\n );\n return;\n }\n const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n if (materialColorType) {\n expression.addBind(\n new VRMExpressionMaterialColorBind({\n material,\n type: materialColorType,\n targetValue: new THREE4.Color().fromArray(materialValue.targetValue),\n targetAlpha: materialValue.targetValue[3]\n })\n );\n return;\n }\n console.warn(materialPropertyName + \" is not supported\");\n });\n });\n }\n manager.registerExpression(expression);\n }))\n );\n return manager;\n });\n }\n};\n_VRMExpressionLoaderPlugin.v0v1PresetNameMap = {\n a: \"aa\",\n e: \"ee\",\n i: \"ih\",\n o: \"oh\",\n u: \"ou\",\n blink: \"blink\",\n joy: \"happy\",\n angry: \"angry\",\n sorrow: \"sad\",\n fun: \"relaxed\",\n lookup: \"lookUp\",\n lookdown: \"lookDown\",\n lookleft: \"lookLeft\",\n lookright: \"lookRight\",\n // eslint-disable-next-line @typescript-eslint/naming-convention\n blink_l: \"blinkLeft\",\n // eslint-disable-next-line @typescript-eslint/naming-convention\n blink_r: \"blinkRight\",\n neutral: \"neutral\"\n};\nvar VRMExpressionLoaderPlugin = _VRMExpressionLoaderPlugin;\nvar VRMExpressionOverrideType = {\n None: \"none\",\n Block: \"block\",\n Blend: \"blend\"\n};\nvar _VRMFirstPerson = class _VRMFirstPerson2 {\n /**\n * Create a new VRMFirstPerson object.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n */\n constructor(humanoid, meshAnnotations) {\n this._firstPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n this._thirdPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_THIRDPERSON_ONLY_LAYER;\n this._initializedLayers = false;\n this.humanoid = humanoid;\n this.meshAnnotations = meshAnnotations;\n }\n /**\n * Copy the given {@link VRMFirstPerson} into this one.\n * {@link humanoid} must be same as the source one.\n * @param source The {@link VRMFirstPerson} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error(\"VRMFirstPerson: humanoid must be same in order to copy\");\n }\n this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n meshes: annotation.meshes.concat(),\n type: annotation.type\n }));\n return this;\n }\n /**\n * Returns a clone of this {@link VRMFirstPerson}.\n * @returns Copied {@link VRMFirstPerson}\n */\n clone() {\n return new _VRMFirstPerson2(this.humanoid, this.meshAnnotations).copy(this);\n }\n /**\n * A camera layer represents `FirstPersonOnly` layer.\n * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n *\n * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n *\n * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n * @see https://threejs.org/docs/#api/en/core/Layers\n */\n get firstPersonOnlyLayer() {\n return this._firstPersonOnlyLayer;\n }\n /**\n * A camera layer represents `ThirdPersonOnly` layer.\n * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n *\n * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n *\n * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n * @see https://threejs.org/docs/#api/en/core/Layers\n */\n get thirdPersonOnlyLayer() {\n return this._thirdPersonOnlyLayer;\n }\n /**\n * In this method, it assigns layers for every meshes based on mesh annotations.\n * You must call this method first before you use the layer feature.\n *\n * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n *\n * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n *\n * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n */\n setup({\n firstPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_FIRSTPERSON_ONLY_LAYER,\n thirdPersonOnlyLayer = _VRMFirstPerson2.DEFAULT_THIRDPERSON_ONLY_LAYER\n } = {}) {\n if (this._initializedLayers) {\n return;\n }\n this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n this.meshAnnotations.forEach((item) => {\n item.meshes.forEach((mesh) => {\n if (item.type === \"firstPersonOnly\") {\n mesh.layers.set(this._firstPersonOnlyLayer);\n mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n } else if (item.type === \"thirdPersonOnly\") {\n mesh.layers.set(this._thirdPersonOnlyLayer);\n mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n } else if (item.type === \"auto\") {\n this._createHeadlessModel(mesh);\n }\n });\n });\n this._initializedLayers = true;\n }\n _excludeTriangles(triangles, bws, skinIndex, exclude) {\n let count = 0;\n if (bws != null && bws.length > 0) {\n for (let i = 0; i < triangles.length; i += 3) {\n const a = triangles[i];\n const b = triangles[i + 1];\n const c = triangles[i + 2];\n const bw0 = bws[a];\n const skin0 = skinIndex[a];\n if (bw0[0] > 0 && exclude.includes(skin0[0])) continue;\n if (bw0[1] > 0 && exclude.includes(skin0[1])) continue;\n if (bw0[2] > 0 && exclude.includes(skin0[2])) continue;\n if (bw0[3] > 0 && exclude.includes(skin0[3])) continue;\n const bw1 = bws[b];\n const skin1 = skinIndex[b];\n if (bw1[0] > 0 && exclude.includes(skin1[0])) continue;\n if (bw1[1] > 0 && exclude.includes(skin1[1])) continue;\n if (bw1[2] > 0 && exclude.includes(skin1[2])) continue;\n if (bw1[3] > 0 && exclude.includes(skin1[3])) continue;\n const bw2 = bws[c];\n const skin2 = skinIndex[c];\n if (bw2[0] > 0 && exclude.includes(skin2[0])) continue;\n if (bw2[1] > 0 && exclude.includes(skin2[1])) continue;\n if (bw2[2] > 0 && exclude.includes(skin2[2])) continue;\n if (bw2[3] > 0 && exclude.includes(skin2[3])) continue;\n triangles[count++] = a;\n triangles[count++] = b;\n triangles[count++] = c;\n }\n }\n return count;\n }\n _createErasedMesh(src, erasingBonesIndex) {\n const dst = new THREE5.SkinnedMesh(src.geometry.clone(), src.material);\n dst.name = `${src.name}(erase)`;\n dst.frustumCulled = src.frustumCulled;\n dst.layers.set(this._firstPersonOnlyLayer);\n const geometry = dst.geometry;\n const skinIndexAttr = geometry.getAttribute(\"skinIndex\");\n const skinIndexAttrArray = skinIndexAttr instanceof THREE5.GLBufferAttribute ? [] : skinIndexAttr.array;\n const skinIndex = [];\n for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n skinIndex.push([\n skinIndexAttrArray[i],\n skinIndexAttrArray[i + 1],\n skinIndexAttrArray[i + 2],\n skinIndexAttrArray[i + 3]\n ]);\n }\n const skinWeightAttr = geometry.getAttribute(\"skinWeight\");\n const skinWeightAttrArray = skinWeightAttr instanceof THREE5.GLBufferAttribute ? [] : skinWeightAttr.array;\n const skinWeight = [];\n for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n skinWeight.push([\n skinWeightAttrArray[i],\n skinWeightAttrArray[i + 1],\n skinWeightAttrArray[i + 2],\n skinWeightAttrArray[i + 3]\n ]);\n }\n const index = geometry.getIndex();\n if (!index) {\n throw new Error(\"The geometry doesn't have an index buffer\");\n }\n const oldTriangles = Array.from(index.array);\n const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n const newTriangle = [];\n for (let i = 0; i < count; i++) {\n newTriangle[i] = oldTriangles[i];\n }\n geometry.setIndex(newTriangle);\n if (src.onBeforeRender) {\n dst.onBeforeRender = src.onBeforeRender;\n }\n dst.bind(new THREE5.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE5.Matrix4());\n return dst;\n }\n _createHeadlessModelForSkinnedMesh(parent, mesh) {\n const eraseBoneIndexes = [];\n mesh.skeleton.bones.forEach((bone, index) => {\n if (this._isEraseTarget(bone)) eraseBoneIndexes.push(index);\n });\n if (!eraseBoneIndexes.length) {\n mesh.layers.enable(this._thirdPersonOnlyLayer);\n mesh.layers.enable(this._firstPersonOnlyLayer);\n return;\n }\n mesh.layers.set(this._thirdPersonOnlyLayer);\n const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n parent.add(newMesh);\n }\n _createHeadlessModel(node) {\n if (node.type === \"Group\") {\n node.layers.set(this._thirdPersonOnlyLayer);\n if (this._isEraseTarget(node)) {\n node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n } else {\n const parent = new THREE5.Group();\n parent.name = `_headless_${node.name}`;\n parent.layers.set(this._firstPersonOnlyLayer);\n node.parent.add(parent);\n node.children.filter((child) => child.type === \"SkinnedMesh\").forEach((child) => {\n const skinnedMesh = child;\n this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n });\n }\n } else if (node.type === \"SkinnedMesh\") {\n const skinnedMesh = node;\n this._createHeadlessModelForSkinnedMesh(node.parent, skinnedMesh);\n } else {\n if (this._isEraseTarget(node)) {\n node.layers.set(this._thirdPersonOnlyLayer);\n node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n }\n }\n }\n _isEraseTarget(bone) {\n if (bone === this.humanoid.getRawBoneNode(\"head\")) {\n return true;\n } else if (!bone.parent) {\n return false;\n } else {\n return this._isEraseTarget(bone.parent);\n }\n }\n};\n_VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n_VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\nvar VRMFirstPerson = _VRMFirstPerson;\nvar POSSIBLE_SPEC_VERSIONS2 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar VRMFirstPersonLoaderPlugin = class {\n get name() {\n return \"VRMFirstPersonLoaderPlugin\";\n }\n constructor(parser) {\n this.parser = parser;\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n const vrmHumanoid = gltf.userData.vrmHumanoid;\n if (vrmHumanoid === null) {\n return;\n } else if (vrmHumanoid === void 0) {\n throw new Error(\n \"VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first\"\n );\n }\n gltf.userData.vrmFirstPerson = yield this._import(gltf, vrmHumanoid);\n });\n }\n /**\n * Import a {@link VRMFirstPerson} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n */\n _import(gltf, humanoid) {\n return __async2(this, null, function* () {\n if (humanoid == null) {\n return null;\n }\n const v1Result = yield this._v1Import(gltf, humanoid);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf, humanoid);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf, humanoid) {\n return __async2(this, null, function* () {\n var _a, _b;\n const json = this.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRMC_vrm\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRMC_vrm\"];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS2.has(specVersion)) {\n console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaFirstPerson = extension.firstPerson;\n if (!schemaFirstPerson) {\n return null;\n }\n const meshAnnotations = [];\n const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n var _a2;\n const annotation = schemaFirstPerson.meshAnnotations ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex) : void 0;\n meshAnnotations.push({\n meshes: primitives,\n type: (_a2 = annotation == null ? void 0 : annotation.type) != null ? _a2 : \"both\"\n });\n });\n return new VRMFirstPerson(humanoid, meshAnnotations);\n });\n }\n _v0Import(gltf, humanoid) {\n return __async2(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) == null ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaFirstPerson = vrmExt.firstPerson;\n if (!schemaFirstPerson) {\n return null;\n }\n const meshAnnotations = [];\n const nodePrimitivesMap = yield gltfExtractPrimitivesFromNodes(gltf);\n Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n const schemaNode = json.nodes[nodeIndex];\n const flag = schemaFirstPerson.meshAnnotations ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh) : void 0;\n meshAnnotations.push({\n meshes: primitives,\n type: this._convertV0FlagToV1Type(flag == null ? void 0 : flag.firstPersonFlag)\n });\n });\n return new VRMFirstPerson(humanoid, meshAnnotations);\n });\n }\n _convertV0FlagToV1Type(flag) {\n if (flag === \"FirstPersonOnly\") {\n return \"firstPersonOnly\";\n } else if (flag === \"ThirdPersonOnly\") {\n return \"thirdPersonOnly\";\n } else if (flag === \"Auto\") {\n return \"auto\";\n } else {\n return \"both\";\n }\n }\n};\nvar VRMFirstPersonMeshAnnotationType = {\n Auto: \"auto\",\n Both: \"both\",\n ThirdPersonOnly: \"thirdPersonOnly\",\n FirstPersonOnly: \"firstPersonOnly\"\n};\nvar _v3A = new THREE6.Vector3();\nvar _v3B = new THREE6.Vector3();\nvar _quatA = new THREE6.Quaternion();\nvar VRMHumanoidHelper = class extends THREE6.Group {\n constructor(humanoid) {\n super();\n this.vrmHumanoid = humanoid;\n this._boneAxesMap = /* @__PURE__ */ new Map();\n Object.values(humanoid.humanBones).forEach((bone) => {\n const helper = new THREE6.AxesHelper(1);\n helper.matrixAutoUpdate = false;\n helper.material.depthTest = false;\n helper.material.depthWrite = false;\n this.add(helper);\n this._boneAxesMap.set(bone, helper);\n });\n }\n dispose() {\n Array.from(this._boneAxesMap.values()).forEach((axes) => {\n axes.geometry.dispose();\n axes.material.dispose();\n });\n }\n updateMatrixWorld(force) {\n Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n bone.node.updateWorldMatrix(true, false);\n bone.node.matrixWorld.decompose(_v3A, _quatA, _v3B);\n const scale = _v3A.set(0.1, 0.1, 0.1).divide(_v3B);\n axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n });\n super.updateMatrixWorld(force);\n }\n};\nvar VRMHumanBoneList = [\n \"hips\",\n \"spine\",\n \"chest\",\n \"upperChest\",\n \"neck\",\n \"head\",\n \"leftEye\",\n \"rightEye\",\n \"jaw\",\n \"leftUpperLeg\",\n \"leftLowerLeg\",\n \"leftFoot\",\n \"leftToes\",\n \"rightUpperLeg\",\n \"rightLowerLeg\",\n \"rightFoot\",\n \"rightToes\",\n \"leftShoulder\",\n \"leftUpperArm\",\n \"leftLowerArm\",\n \"leftHand\",\n \"rightShoulder\",\n \"rightUpperArm\",\n \"rightLowerArm\",\n \"rightHand\",\n \"leftThumbMetacarpal\",\n \"leftThumbProximal\",\n \"leftThumbDistal\",\n \"leftIndexProximal\",\n \"leftIndexIntermediate\",\n \"leftIndexDistal\",\n \"leftMiddleProximal\",\n \"leftMiddleIntermediate\",\n \"leftMiddleDistal\",\n \"leftRingProximal\",\n \"leftRingIntermediate\",\n \"leftRingDistal\",\n \"leftLittleProximal\",\n \"leftLittleIntermediate\",\n \"leftLittleDistal\",\n \"rightThumbMetacarpal\",\n \"rightThumbProximal\",\n \"rightThumbDistal\",\n \"rightIndexProximal\",\n \"rightIndexIntermediate\",\n \"rightIndexDistal\",\n \"rightMiddleProximal\",\n \"rightMiddleIntermediate\",\n \"rightMiddleDistal\",\n \"rightRingProximal\",\n \"rightRingIntermediate\",\n \"rightRingDistal\",\n \"rightLittleProximal\",\n \"rightLittleIntermediate\",\n \"rightLittleDistal\"\n];\nvar VRMHumanBoneName = {\n Hips: \"hips\",\n Spine: \"spine\",\n Chest: \"chest\",\n UpperChest: \"upperChest\",\n Neck: \"neck\",\n Head: \"head\",\n LeftEye: \"leftEye\",\n RightEye: \"rightEye\",\n Jaw: \"jaw\",\n LeftUpperLeg: \"leftUpperLeg\",\n LeftLowerLeg: \"leftLowerLeg\",\n LeftFoot: \"leftFoot\",\n LeftToes: \"leftToes\",\n RightUpperLeg: \"rightUpperLeg\",\n RightLowerLeg: \"rightLowerLeg\",\n RightFoot: \"rightFoot\",\n RightToes: \"rightToes\",\n LeftShoulder: \"leftShoulder\",\n LeftUpperArm: \"leftUpperArm\",\n LeftLowerArm: \"leftLowerArm\",\n LeftHand: \"leftHand\",\n RightShoulder: \"rightShoulder\",\n RightUpperArm: \"rightUpperArm\",\n RightLowerArm: \"rightLowerArm\",\n RightHand: \"rightHand\",\n LeftThumbMetacarpal: \"leftThumbMetacarpal\",\n LeftThumbProximal: \"leftThumbProximal\",\n LeftThumbDistal: \"leftThumbDistal\",\n LeftIndexProximal: \"leftIndexProximal\",\n LeftIndexIntermediate: \"leftIndexIntermediate\",\n LeftIndexDistal: \"leftIndexDistal\",\n LeftMiddleProximal: \"leftMiddleProximal\",\n LeftMiddleIntermediate: \"leftMiddleIntermediate\",\n LeftMiddleDistal: \"leftMiddleDistal\",\n LeftRingProximal: \"leftRingProximal\",\n LeftRingIntermediate: \"leftRingIntermediate\",\n LeftRingDistal: \"leftRingDistal\",\n LeftLittleProximal: \"leftLittleProximal\",\n LeftLittleIntermediate: \"leftLittleIntermediate\",\n LeftLittleDistal: \"leftLittleDistal\",\n RightThumbMetacarpal: \"rightThumbMetacarpal\",\n RightThumbProximal: \"rightThumbProximal\",\n RightThumbDistal: \"rightThumbDistal\",\n RightIndexProximal: \"rightIndexProximal\",\n RightIndexIntermediate: \"rightIndexIntermediate\",\n RightIndexDistal: \"rightIndexDistal\",\n RightMiddleProximal: \"rightMiddleProximal\",\n RightMiddleIntermediate: \"rightMiddleIntermediate\",\n RightMiddleDistal: \"rightMiddleDistal\",\n RightRingProximal: \"rightRingProximal\",\n RightRingIntermediate: \"rightRingIntermediate\",\n RightRingDistal: \"rightRingDistal\",\n RightLittleProximal: \"rightLittleProximal\",\n RightLittleIntermediate: \"rightLittleIntermediate\",\n RightLittleDistal: \"rightLittleDistal\"\n};\nvar VRMHumanBoneParentMap = {\n hips: null,\n spine: \"hips\",\n chest: \"spine\",\n upperChest: \"chest\",\n neck: \"upperChest\",\n head: \"neck\",\n leftEye: \"head\",\n rightEye: \"head\",\n jaw: \"head\",\n leftUpperLeg: \"hips\",\n leftLowerLeg: \"leftUpperLeg\",\n leftFoot: \"leftLowerLeg\",\n leftToes: \"leftFoot\",\n rightUpperLeg: \"hips\",\n rightLowerLeg: \"rightUpperLeg\",\n rightFoot: \"rightLowerLeg\",\n rightToes: \"rightFoot\",\n leftShoulder: \"upperChest\",\n leftUpperArm: \"leftShoulder\",\n leftLowerArm: \"leftUpperArm\",\n leftHand: \"leftLowerArm\",\n rightShoulder: \"upperChest\",\n rightUpperArm: \"rightShoulder\",\n rightLowerArm: \"rightUpperArm\",\n rightHand: \"rightLowerArm\",\n leftThumbMetacarpal: \"leftHand\",\n leftThumbProximal: \"leftThumbMetacarpal\",\n leftThumbDistal: \"leftThumbProximal\",\n leftIndexProximal: \"leftHand\",\n leftIndexIntermediate: \"leftIndexProximal\",\n leftIndexDistal: \"leftIndexIntermediate\",\n leftMiddleProximal: \"leftHand\",\n leftMiddleIntermediate: \"leftMiddleProximal\",\n leftMiddleDistal: \"leftMiddleIntermediate\",\n leftRingProximal: \"leftHand\",\n leftRingIntermediate: \"leftRingProximal\",\n leftRingDistal: \"leftRingIntermediate\",\n leftLittleProximal: \"leftHand\",\n leftLittleIntermediate: \"leftLittleProximal\",\n leftLittleDistal: \"leftLittleIntermediate\",\n rightThumbMetacarpal: \"rightHand\",\n rightThumbProximal: \"rightThumbMetacarpal\",\n rightThumbDistal: \"rightThumbProximal\",\n rightIndexProximal: \"rightHand\",\n rightIndexIntermediate: \"rightIndexProximal\",\n rightIndexDistal: \"rightIndexIntermediate\",\n rightMiddleProximal: \"rightHand\",\n rightMiddleIntermediate: \"rightMiddleProximal\",\n rightMiddleDistal: \"rightMiddleIntermediate\",\n rightRingProximal: \"rightHand\",\n rightRingIntermediate: \"rightRingProximal\",\n rightRingDistal: \"rightRingIntermediate\",\n rightLittleProximal: \"rightHand\",\n rightLittleIntermediate: \"rightLittleProximal\",\n rightLittleDistal: \"rightLittleIntermediate\"\n};\nfunction quatInvertCompat(target) {\n if (target.invert) {\n target.invert();\n } else {\n target.inverse();\n }\n return target;\n}\nvar _v3A2 = new THREE7.Vector3();\nvar _quatA2 = new THREE7.Quaternion();\nvar VRMRig = class {\n /**\n * Create a new {@link VRMHumanoid}.\n * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n */\n constructor(humanBones) {\n this.humanBones = humanBones;\n this.restPose = this.getAbsolutePose();\n }\n /**\n * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n * Note that the output result will contain initial state of the VRM and not compatible between different models.\n * You might want to use {@link getPose} instead.\n */\n getAbsolutePose() {\n const pose = {};\n Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n const vrmBoneName = vrmBoneNameString;\n const node = this.getBoneNode(vrmBoneName);\n if (!node) {\n return;\n }\n _v3A2.copy(node.position);\n _quatA2.copy(node.quaternion);\n pose[vrmBoneName] = {\n position: _v3A2.toArray(),\n rotation: _quatA2.toArray()\n };\n });\n return pose;\n }\n /**\n * Return the current pose of this humanoid as a {@link VRMPose}.\n *\n * Each transform is a local transform relative from rest pose (T-pose).\n */\n getPose() {\n const pose = {};\n Object.keys(this.humanBones).forEach((boneNameString) => {\n const boneName = boneNameString;\n const node = this.getBoneNode(boneName);\n if (!node) {\n return;\n }\n _v3A2.set(0, 0, 0);\n _quatA2.identity();\n const restState = this.restPose[boneName];\n if (restState == null ? void 0 : restState.position) {\n _v3A2.fromArray(restState.position).negate();\n }\n if (restState == null ? void 0 : restState.rotation) {\n quatInvertCompat(_quatA2.fromArray(restState.rotation));\n }\n _v3A2.add(node.position);\n _quatA2.premultiply(node.quaternion);\n pose[boneName] = {\n position: _v3A2.toArray(),\n rotation: _quatA2.toArray()\n };\n });\n return pose;\n }\n /**\n * Let the humanoid do a specified pose.\n *\n * Each transform have to be a local transform relative from rest pose (T-pose).\n * You can pass what you got from {@link getPose}.\n *\n * @param poseObject A [[VRMPose]] that represents a single pose\n */\n setPose(poseObject) {\n Object.entries(poseObject).forEach(([boneNameString, state]) => {\n const boneName = boneNameString;\n const node = this.getBoneNode(boneName);\n if (!node) {\n return;\n }\n const restState = this.restPose[boneName];\n if (!restState) {\n return;\n }\n if (state == null ? void 0 : state.position) {\n node.position.fromArray(state.position);\n if (restState.position) {\n node.position.add(_v3A2.fromArray(restState.position));\n }\n }\n if (state == null ? void 0 : state.rotation) {\n node.quaternion.fromArray(state.rotation);\n if (restState.rotation) {\n node.quaternion.multiply(_quatA2.fromArray(restState.rotation));\n }\n }\n });\n }\n /**\n * Reset the humanoid to its rest pose.\n */\n resetPose() {\n Object.entries(this.restPose).forEach(([boneName, rest]) => {\n const node = this.getBoneNode(boneName);\n if (!node) {\n return;\n }\n if (rest == null ? void 0 : rest.position) {\n node.position.fromArray(rest.position);\n }\n if (rest == null ? void 0 : rest.rotation) {\n node.quaternion.fromArray(rest.rotation);\n }\n });\n }\n /**\n * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n *\n * @param name Name of the bone you want\n */\n getBone(name) {\n var _a;\n return (_a = this.humanBones[name]) != null ? _a : void 0;\n }\n /**\n * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n *\n * @param name Name of the bone you want\n */\n getBoneNode(name) {\n var _a, _b;\n return (_b = (_a = this.humanBones[name]) == null ? void 0 : _a.node) != null ? _b : null;\n }\n};\nvar _v3A3 = new THREE8.Vector3();\nvar _quatA3 = new THREE8.Quaternion();\nvar _boneWorldPos = new THREE8.Vector3();\nvar VRMHumanoidRig = class _VRMHumanoidRig extends VRMRig {\n static _setupTransforms(modelRig) {\n const root = new THREE8.Object3D();\n root.name = \"VRMHumanoidRig\";\n const boneWorldPositions = {};\n const boneWorldRotations = {};\n const boneRotations = {};\n const parentWorldRotations = {};\n VRMHumanBoneList.forEach((boneName) => {\n var _a;\n const boneNode = modelRig.getBoneNode(boneName);\n if (boneNode) {\n const boneWorldPosition = new THREE8.Vector3();\n const boneWorldRotation = new THREE8.Quaternion();\n boneNode.updateWorldMatrix(true, false);\n boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A3);\n boneWorldPositions[boneName] = boneWorldPosition;\n boneWorldRotations[boneName] = boneWorldRotation;\n boneRotations[boneName] = boneNode.quaternion.clone();\n const parentWorldRotation = new THREE8.Quaternion();\n (_a = boneNode.parent) == null ? void 0 : _a.matrixWorld.decompose(_v3A3, parentWorldRotation, _v3A3);\n parentWorldRotations[boneName] = parentWorldRotation;\n }\n });\n const rigBones = {};\n VRMHumanBoneList.forEach((boneName) => {\n var _a;\n const boneNode = modelRig.getBoneNode(boneName);\n if (boneNode) {\n const boneWorldPosition = boneWorldPositions[boneName];\n let currentBoneName = boneName;\n let parentBoneWorldPosition;\n while (parentBoneWorldPosition == null) {\n currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n if (currentBoneName == null) {\n break;\n }\n parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n }\n const rigBoneNode = new THREE8.Object3D();\n rigBoneNode.name = \"Normalized_\" + boneNode.name;\n const parentRigBoneNode = currentBoneName ? (_a = rigBones[currentBoneName]) == null ? void 0 : _a.node : root;\n parentRigBoneNode.add(rigBoneNode);\n rigBoneNode.position.copy(boneWorldPosition);\n if (parentBoneWorldPosition) {\n rigBoneNode.position.sub(parentBoneWorldPosition);\n }\n rigBones[boneName] = { node: rigBoneNode };\n }\n });\n return {\n rigBones,\n root,\n parentWorldRotations,\n boneRotations\n };\n }\n constructor(humanoid) {\n const { rigBones, root, parentWorldRotations, boneRotations } = _VRMHumanoidRig._setupTransforms(humanoid);\n super(rigBones);\n this.original = humanoid;\n this.root = root;\n this._parentWorldRotations = parentWorldRotations;\n this._boneRotations = boneRotations;\n }\n /**\n * Update this humanoid rig.\n */\n update() {\n VRMHumanBoneList.forEach((boneName) => {\n const boneNode = this.original.getBoneNode(boneName);\n if (boneNode != null) {\n const rigBoneNode = this.getBoneNode(boneName);\n const parentWorldRotation = this._parentWorldRotations[boneName];\n const invParentWorldRotation = _quatA3.copy(parentWorldRotation).invert();\n const boneRotation = this._boneRotations[boneName];\n boneNode.quaternion.copy(rigBoneNode.quaternion).multiply(parentWorldRotation).premultiply(invParentWorldRotation).multiply(boneRotation);\n if (boneName === \"hips\") {\n const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n boneNode.parent.updateWorldMatrix(true, false);\n const parentWorldMatrix = boneNode.parent.matrixWorld;\n const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n boneNode.position.copy(localPosition);\n }\n }\n });\n }\n};\nvar VRMHumanoid = class _VRMHumanoid {\n // TODO: Rename\n /**\n * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n */\n get restPose() {\n console.warn(\"VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.\");\n return this.rawRestPose;\n }\n /**\n * A {@link VRMPose} of its raw human bones that is its default state.\n * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n */\n get rawRestPose() {\n return this._rawHumanBones.restPose;\n }\n /**\n * A {@link VRMPose} of its normalized human bones that is its default state.\n * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n */\n get normalizedRestPose() {\n return this._normalizedHumanBones.restPose;\n }\n /**\n * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n */\n get humanBones() {\n return this._rawHumanBones.humanBones;\n }\n /**\n * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n */\n get rawHumanBones() {\n return this._rawHumanBones.humanBones;\n }\n /**\n * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n */\n get normalizedHumanBones() {\n return this._normalizedHumanBones.humanBones;\n }\n /**\n * The root of normalized {@link VRMHumanBone}s.\n */\n get normalizedHumanBonesRoot() {\n return this._normalizedHumanBones.root;\n }\n /**\n * Create a new {@link VRMHumanoid}.\n * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n */\n constructor(humanBones, options) {\n var _a;\n this.autoUpdateHumanBones = (_a = options == null ? void 0 : options.autoUpdateHumanBones) != null ? _a : true;\n this._rawHumanBones = new VRMRig(humanBones);\n this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n }\n /**\n * Copy the given {@link VRMHumanoid} into this one.\n * @param source The {@link VRMHumanoid} you want to copy\n * @returns this\n */\n copy(source) {\n this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n this._rawHumanBones = new VRMRig(source.humanBones);\n this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n return this;\n }\n /**\n * Returns a clone of this {@link VRMHumanoid}.\n * @returns Copied {@link VRMHumanoid}\n */\n clone() {\n return new _VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n */\n getAbsolutePose() {\n console.warn(\n \"VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.\"\n );\n return this.getRawAbsolutePose();\n }\n /**\n * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n * Note that the output result will contain initial state of the VRM and not compatible between different models.\n * You might want to use {@link getRawPose} instead.\n */\n getRawAbsolutePose() {\n return this._rawHumanBones.getAbsolutePose();\n }\n /**\n * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n * Note that the output result will contain initial state of the VRM and not compatible between different models.\n * You might want to use {@link getNormalizedPose} instead.\n */\n getNormalizedAbsolutePose() {\n return this._normalizedHumanBones.getAbsolutePose();\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n */\n getPose() {\n console.warn(\"VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.\");\n return this.getRawPose();\n }\n /**\n * Return the current pose of raw human bones as a {@link VRMPose}.\n *\n * Each transform is a local transform relative from rest pose (T-pose).\n */\n getRawPose() {\n return this._rawHumanBones.getPose();\n }\n /**\n * Return the current pose of normalized human bones as a {@link VRMPose}.\n *\n * Each transform is a local transform relative from rest pose (T-pose).\n */\n getNormalizedPose() {\n return this._normalizedHumanBones.getPose();\n }\n /**\n * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n */\n setPose(poseObject) {\n console.warn(\"VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.\");\n return this.setRawPose(poseObject);\n }\n /**\n * Let the raw human bones do a specified pose.\n *\n * Each transform have to be a local transform relative from rest pose (T-pose).\n * You can pass what you got from {@link getRawPose}.\n *\n * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n *\n * @param poseObject A {@link VRMPose} that represents a single pose\n */\n setRawPose(poseObject) {\n return this._rawHumanBones.setPose(poseObject);\n }\n /**\n * Let the normalized human bones do a specified pose.\n *\n * Each transform have to be a local transform relative from rest pose (T-pose).\n * You can pass what you got from {@link getNormalizedPose}.\n *\n * @param poseObject A {@link VRMPose} that represents a single pose\n */\n setNormalizedPose(poseObject) {\n return this._normalizedHumanBones.setPose(poseObject);\n }\n /**\n * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n */\n resetPose() {\n console.warn(\"VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.\");\n return this.resetRawPose();\n }\n /**\n * Reset the raw humanoid to its rest pose.\n *\n * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n */\n resetRawPose() {\n return this._rawHumanBones.resetPose();\n }\n /**\n * Reset the normalized humanoid to its rest pose.\n */\n resetNormalizedPose() {\n return this._normalizedHumanBones.resetPose();\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n */\n getBone(name) {\n console.warn(\"VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.\");\n return this.getRawBone(name);\n }\n /**\n * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getRawBone(name) {\n return this._rawHumanBones.getBone(name);\n }\n /**\n * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getNormalizedBone(name) {\n return this._normalizedHumanBones.getBone(name);\n }\n /**\n * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n */\n getBoneNode(name) {\n console.warn(\n \"VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.\"\n );\n return this.getRawBoneNode(name);\n }\n /**\n * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getRawBoneNode(name) {\n return this._rawHumanBones.getBoneNode(name);\n }\n /**\n * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n *\n * @param name Name of the bone you want\n */\n getNormalizedBoneNode(name) {\n return this._normalizedHumanBones.getBoneNode(name);\n }\n /**\n * Update the humanoid component.\n *\n * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n */\n update() {\n if (this.autoUpdateHumanBones) {\n this._normalizedHumanBones.update();\n }\n }\n};\nvar VRMRequiredHumanBoneName = {\n Hips: \"hips\",\n Spine: \"spine\",\n Head: \"head\",\n LeftUpperLeg: \"leftUpperLeg\",\n LeftLowerLeg: \"leftLowerLeg\",\n LeftFoot: \"leftFoot\",\n RightUpperLeg: \"rightUpperLeg\",\n RightLowerLeg: \"rightLowerLeg\",\n RightFoot: \"rightFoot\",\n LeftUpperArm: \"leftUpperArm\",\n LeftLowerArm: \"leftLowerArm\",\n LeftHand: \"leftHand\",\n RightUpperArm: \"rightUpperArm\",\n RightLowerArm: \"rightLowerArm\",\n RightHand: \"rightHand\"\n};\nvar POSSIBLE_SPEC_VERSIONS3 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar thumbBoneNameMap = {\n leftThumbProximal: \"leftThumbMetacarpal\",\n leftThumbIntermediate: \"leftThumbProximal\",\n rightThumbProximal: \"rightThumbMetacarpal\",\n rightThumbIntermediate: \"rightThumbProximal\"\n};\nvar VRMHumanoidLoaderPlugin = class {\n get name() {\n return \"VRMHumanoidLoaderPlugin\";\n }\n constructor(parser, options) {\n this.parser = parser;\n this.helperRoot = options == null ? void 0 : options.helperRoot;\n this.autoUpdateHumanBones = options == null ? void 0 : options.autoUpdateHumanBones;\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n gltf.userData.vrmHumanoid = yield this._import(gltf);\n });\n }\n /**\n * Import a {@link VRMHumanoid} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __async2(this, null, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n return __async2(this, null, function* () {\n var _a, _b;\n const json = this.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRMC_vrm\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRMC_vrm\"];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS3.has(specVersion)) {\n console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaHumanoid = extension.humanoid;\n if (!schemaHumanoid) {\n return null;\n }\n const existsPreviousThumbName = schemaHumanoid.humanBones.leftThumbIntermediate != null || schemaHumanoid.humanBones.rightThumbIntermediate != null;\n const humanBones = {};\n if (schemaHumanoid.humanBones != null) {\n yield Promise.all(\n Object.entries(schemaHumanoid.humanBones).map((_0) => __async2(this, [_0], function* ([boneNameString, schemaHumanBone]) {\n let boneName = boneNameString;\n const index = schemaHumanBone.node;\n if (existsPreviousThumbName) {\n const thumbBoneName = thumbBoneNameMap[boneName];\n if (thumbBoneName != null) {\n boneName = thumbBoneName;\n }\n }\n const node = yield this.parser.getDependency(\"node\", index);\n if (node == null) {\n console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n return;\n }\n humanBones[boneName] = { node };\n }))\n );\n }\n const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n autoUpdateHumanBones: this.autoUpdateHumanBones\n });\n gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n if (this.helperRoot) {\n const helper = new VRMHumanoidHelper(humanoid);\n this.helperRoot.add(helper);\n helper.renderOrder = this.helperRoot.renderOrder;\n }\n return humanoid;\n });\n }\n _v0Import(gltf) {\n return __async2(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) == null ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaHumanoid = vrmExt.humanoid;\n if (!schemaHumanoid) {\n return null;\n }\n const humanBones = {};\n if (schemaHumanoid.humanBones != null) {\n yield Promise.all(\n schemaHumanoid.humanBones.map((bone) => __async2(this, null, function* () {\n const boneName = bone.bone;\n const index = bone.node;\n if (boneName == null || index == null) {\n return;\n }\n const node = yield this.parser.getDependency(\"node\", index);\n if (node == null) {\n console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n return;\n }\n const thumbBoneName = thumbBoneNameMap[boneName];\n const newBoneName = thumbBoneName != null ? thumbBoneName : boneName;\n if (humanBones[newBoneName] != null) {\n console.warn(\n `Multiple bone entries for ${newBoneName} detected (index = ${index}), ignoring duplicated entries.`\n );\n return;\n }\n humanBones[newBoneName] = { node };\n }))\n );\n }\n const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n autoUpdateHumanBones: this.autoUpdateHumanBones\n });\n gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n if (this.helperRoot) {\n const helper = new VRMHumanoidHelper(humanoid);\n this.helperRoot.add(helper);\n helper.renderOrder = this.helperRoot.renderOrder;\n }\n return humanoid;\n });\n }\n /**\n * Ensure required bones exist in given human bones.\n * @param humanBones Human bones\n * @returns Human bones, no longer partial!\n */\n _ensureRequiredBonesExist(humanBones) {\n const missingRequiredBones = Object.values(VRMRequiredHumanBoneName).filter(\n (requiredBoneName) => humanBones[requiredBoneName] == null\n );\n if (missingRequiredBones.length > 0) {\n throw new Error(\n `VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${missingRequiredBones.join(\", \")}`\n );\n }\n return humanBones;\n }\n};\nvar FanBufferGeometry = class extends THREE9.BufferGeometry {\n constructor() {\n super();\n this._currentTheta = 0;\n this._currentRadius = 0;\n this.theta = 0;\n this.radius = 0;\n this._currentTheta = 0;\n this._currentRadius = 0;\n this._attrPos = new THREE9.BufferAttribute(new Float32Array(65 * 3), 3);\n this.setAttribute(\"position\", this._attrPos);\n this._attrIndex = new THREE9.BufferAttribute(new Uint16Array(3 * 63), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n if (this._currentTheta !== this.theta) {\n this._currentTheta = this.theta;\n shouldUpdateGeometry = true;\n }\n if (this._currentRadius !== this.radius) {\n this._currentRadius = this.radius;\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n this._attrPos.setXYZ(0, 0, 0, 0);\n for (let i = 0; i < 64; i++) {\n const t = i / 63 * this._currentTheta;\n this._attrPos.setXYZ(i + 1, this._currentRadius * Math.sin(t), 0, this._currentRadius * Math.cos(t));\n }\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 63; i++) {\n this._attrIndex.setXYZ(i * 3, 0, i + 1, i + 2);\n }\n this._attrIndex.needsUpdate = true;\n }\n};\nvar LineAndSphereBufferGeometry = class extends THREE10.BufferGeometry {\n constructor() {\n super();\n this.radius = 0;\n this._currentRadius = 0;\n this.tail = new THREE10.Vector3();\n this._currentTail = new THREE10.Vector3();\n this._attrPos = new THREE10.BufferAttribute(new Float32Array(294), 3);\n this.setAttribute(\"position\", this._attrPos);\n this._attrIndex = new THREE10.BufferAttribute(new Uint16Array(194), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n if (this._currentRadius !== this.radius) {\n this._currentRadius = this.radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentTail.equals(this.tail)) {\n this._currentTail.copy(this.tail);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n for (let i = 0; i < 32; i++) {\n const t = i / 16 * Math.PI;\n this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0);\n this._attrPos.setXYZ(32 + i, 0, Math.cos(t), Math.sin(t));\n this._attrPos.setXYZ(64 + i, Math.sin(t), 0, Math.cos(t));\n }\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.setXYZ(96, 0, 0, 0);\n this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n }\n this._attrIndex.setXY(192, 96, 97);\n this._attrIndex.needsUpdate = true;\n }\n};\nvar _quatA4 = new THREE11.Quaternion();\nvar _quatB = new THREE11.Quaternion();\nvar _v3A4 = new THREE11.Vector3();\nvar _v3B2 = new THREE11.Vector3();\nvar SQRT_2_OVER_2 = Math.sqrt(2) / 2;\nvar QUAT_XY_CW90 = new THREE11.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nvar VEC3_POSITIVE_Y = new THREE11.Vector3(0, 1, 0);\nvar VRMLookAtHelper = class extends THREE11.Group {\n constructor(lookAt) {\n super();\n this.matrixAutoUpdate = false;\n this.vrmLookAt = lookAt;\n {\n const geometry = new FanBufferGeometry();\n geometry.radius = 0.5;\n const material = new THREE11.MeshBasicMaterial({\n color: 65280,\n transparent: true,\n opacity: 0.5,\n side: THREE11.DoubleSide,\n depthTest: false,\n depthWrite: false\n });\n this._meshPitch = new THREE11.Mesh(geometry, material);\n this.add(this._meshPitch);\n }\n {\n const geometry = new FanBufferGeometry();\n geometry.radius = 0.5;\n const material = new THREE11.MeshBasicMaterial({\n color: 16711680,\n transparent: true,\n opacity: 0.5,\n side: THREE11.DoubleSide,\n depthTest: false,\n depthWrite: false\n });\n this._meshYaw = new THREE11.Mesh(geometry, material);\n this.add(this._meshYaw);\n }\n {\n const geometry = new LineAndSphereBufferGeometry();\n geometry.radius = 0.1;\n const material = new THREE11.LineBasicMaterial({\n color: 16777215,\n depthTest: false,\n depthWrite: false\n });\n this._lineTarget = new THREE11.LineSegments(geometry, material);\n this._lineTarget.frustumCulled = false;\n this.add(this._lineTarget);\n }\n }\n dispose() {\n this._meshYaw.geometry.dispose();\n this._meshYaw.material.dispose();\n this._meshPitch.geometry.dispose();\n this._meshPitch.material.dispose();\n this._lineTarget.geometry.dispose();\n this._lineTarget.material.dispose();\n }\n updateMatrixWorld(force) {\n const yaw = THREE11.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n this._meshYaw.geometry.theta = yaw;\n this._meshYaw.geometry.update();\n const pitch = THREE11.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n this._meshPitch.geometry.theta = pitch;\n this._meshPitch.geometry.update();\n this.vrmLookAt.getLookAtWorldPosition(_v3A4);\n this.vrmLookAt.getLookAtWorldQuaternion(_quatA4);\n _quatA4.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB));\n this._meshYaw.position.copy(_v3A4);\n this._meshYaw.quaternion.copy(_quatA4);\n this._meshPitch.position.copy(_v3A4);\n this._meshPitch.quaternion.copy(_quatA4);\n this._meshPitch.quaternion.multiply(_quatB.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n const { target, autoUpdate } = this.vrmLookAt;\n if (target != null && autoUpdate) {\n target.getWorldPosition(_v3B2).sub(_v3A4);\n this._lineTarget.geometry.tail.copy(_v3B2);\n this._lineTarget.geometry.update();\n this._lineTarget.position.copy(_v3A4);\n }\n super.updateMatrixWorld(force);\n }\n};\nvar _position = new THREE12.Vector3();\nvar _scale = new THREE12.Vector3();\nfunction getWorldQuaternionLite(object, out) {\n object.matrixWorld.decompose(_position, out, _scale);\n return out;\n}\nfunction calcAzimuthAltitude(vector) {\n return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\nfunction sanitizeAngle(angle) {\n const roundTurn = Math.round(angle / 2 / Math.PI);\n return angle - 2 * Math.PI * roundTurn;\n}\nvar VEC3_POSITIVE_Z = new THREE13.Vector3(0, 0, 1);\nvar _v3A5 = new THREE13.Vector3();\nvar _v3B3 = new THREE13.Vector3();\nvar _v3C = new THREE13.Vector3();\nvar _quatA5 = new THREE13.Quaternion();\nvar _quatB2 = new THREE13.Quaternion();\nvar _quatC = new THREE13.Quaternion();\nvar _quatD = new THREE13.Quaternion();\nvar _eulerA = new THREE13.Euler();\nvar _VRMLookAt = class _VRMLookAt2 {\n /**\n * Create a new {@link VRMLookAt}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param applier A {@link VRMLookAtApplier}\n */\n constructor(humanoid, applier) {\n this.offsetFromHeadBone = new THREE13.Vector3();\n this.autoUpdate = true;\n this.faceFront = new THREE13.Vector3(0, 0, 1);\n this.humanoid = humanoid;\n this.applier = applier;\n this._yaw = 0;\n this._pitch = 0;\n this._needsUpdate = true;\n this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE13.Quaternion());\n }\n /**\n * Its current angle around Y axis, in degree.\n */\n get yaw() {\n return this._yaw;\n }\n /**\n * Its current angle around Y axis, in degree.\n */\n set yaw(value) {\n this._yaw = value;\n this._needsUpdate = true;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n get pitch() {\n return this._pitch;\n }\n /**\n * Its current angle around X axis, in degree.\n */\n set pitch(value) {\n this._pitch = value;\n this._needsUpdate = true;\n }\n /**\n * @deprecated Use {@link getEuler} instead.\n */\n get euler() {\n console.warn(\"VRMLookAt: euler is deprecated. use getEuler() instead.\");\n return this.getEuler(new THREE13.Euler());\n }\n /**\n * Get its yaw-pitch angles as an `Euler`.\n * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n *\n * @param target The target euler\n */\n getEuler(target) {\n return target.set(THREE13.MathUtils.DEG2RAD * this._pitch, THREE13.MathUtils.DEG2RAD * this._yaw, 0, \"YXZ\");\n }\n /**\n * Copy the given {@link VRMLookAt} into this one.\n * {@link humanoid} must be same as the source one.\n * {@link applier} will reference the same instance as the source one.\n * @param source The {@link VRMLookAt} you want to copy\n * @returns this\n */\n copy(source) {\n if (this.humanoid !== source.humanoid) {\n throw new Error(\"VRMLookAt: humanoid must be same in order to copy\");\n }\n this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n this.applier = source.applier;\n this.autoUpdate = source.autoUpdate;\n this.target = source.target;\n this.faceFront.copy(source.faceFront);\n return this;\n }\n /**\n * Returns a clone of this {@link VRMLookAt}.\n * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n * @returns Copied {@link VRMLookAt}\n */\n clone() {\n return new _VRMLookAt2(this.humanoid, this.applier).copy(this);\n }\n /**\n * Reset the lookAt direction (yaw and pitch) to the initial direction.\n */\n reset() {\n this._yaw = 0;\n this._pitch = 0;\n this._needsUpdate = true;\n }\n /**\n * Get its lookAt position in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldPosition(target) {\n const head = this.humanoid.getRawBoneNode(\"head\");\n return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n }\n /**\n * Get its lookAt rotation in world coordinate.\n * Does NOT consider {@link faceFront}.\n *\n * @param target A target `THREE.Quaternion`\n */\n getLookAtWorldQuaternion(target) {\n const head = this.humanoid.getRawBoneNode(\"head\");\n return getWorldQuaternionLite(head, target);\n }\n /**\n * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n getFaceFrontQuaternion(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n return target.copy(this._restHeadWorldQuaternion).invert();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA.set(0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, \"YZX\");\n return target.setFromEuler(_eulerA).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n }\n /**\n * Get its LookAt direction in world coordinate.\n *\n * @param target A target `THREE.Vector3`\n */\n getLookAtWorldDirection(target) {\n this.getLookAtWorldQuaternion(_quatB2);\n this.getFaceFrontQuaternion(_quatC);\n return target.copy(VEC3_POSITIVE_Z).applyQuaternion(_quatB2).applyQuaternion(_quatC).applyEuler(this.getEuler(_eulerA));\n }\n /**\n * Set its lookAt target position.\n *\n * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n *\n * If you want to track an object continuously, you might want to use {@link target} instead.\n *\n * @param position A target position, in world space\n */\n lookAt(position) {\n const headRotDiffInv = _quatA5.copy(this._restHeadWorldQuaternion).multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB2)));\n const headPos = this.getLookAtWorldPosition(_v3B3);\n const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n const pitch = sanitizeAngle(altitudeFrom - altitudeTo);\n this._yaw = THREE13.MathUtils.RAD2DEG * yaw;\n this._pitch = THREE13.MathUtils.RAD2DEG * pitch;\n this._needsUpdate = true;\n }\n /**\n * Update the VRMLookAtHead.\n * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n *\n * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n */\n update(delta) {\n if (this.target != null && this.autoUpdate) {\n this.lookAt(this.target.getWorldPosition(_v3A5));\n }\n if (this._needsUpdate) {\n this._needsUpdate = false;\n this.applier.applyYawPitch(this._yaw, this._pitch);\n }\n }\n};\n_VRMLookAt.EULER_ORDER = \"YXZ\";\nvar VRMLookAt = _VRMLookAt;\nvar VEC3_POSITIVE_Z2 = new THREE14.Vector3(0, 0, 1);\nvar _quatA6 = new THREE14.Quaternion();\nvar _quatB3 = new THREE14.Quaternion();\nvar _eulerA2 = new THREE14.Euler(0, 0, 0, \"YXZ\");\nvar VRMLookAtBoneApplier = class {\n /**\n * Create a new {@link VRMLookAtBoneApplier}.\n *\n * @param humanoid A {@link VRMHumanoid}\n * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n */\n constructor(humanoid, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n this.humanoid = humanoid;\n this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n this.rangeMapVerticalDown = rangeMapVerticalDown;\n this.rangeMapVerticalUp = rangeMapVerticalUp;\n this.faceFront = new THREE14.Vector3(0, 0, 1);\n this._restQuatLeftEye = new THREE14.Quaternion();\n this._restQuatRightEye = new THREE14.Quaternion();\n this._restLeftEyeParentWorldQuat = new THREE14.Quaternion();\n this._restRightEyeParentWorldQuat = new THREE14.Quaternion();\n const leftEye = this.humanoid.getRawBoneNode(\"leftEye\");\n const rightEye = this.humanoid.getRawBoneNode(\"rightEye\");\n if (leftEye) {\n this._restQuatLeftEye.copy(leftEye.quaternion);\n getWorldQuaternionLite(leftEye.parent, this._restLeftEyeParentWorldQuat);\n }\n if (rightEye) {\n this._restQuatRightEye.copy(rightEye.quaternion);\n getWorldQuaternionLite(rightEye.parent, this._restRightEyeParentWorldQuat);\n }\n }\n /**\n * Apply the input angle to its associated VRM model.\n *\n * @param yaw Rotation around Y axis, in degree\n * @param pitch Rotation around X axis, in degree\n */\n applyYawPitch(yaw, pitch) {\n const leftEye = this.humanoid.getRawBoneNode(\"leftEye\");\n const rightEye = this.humanoid.getRawBoneNode(\"rightEye\");\n const leftEyeNormalized = this.humanoid.getNormalizedBoneNode(\"leftEye\");\n const rightEyeNormalized = this.humanoid.getNormalizedBoneNode(\"rightEye\");\n if (leftEye) {\n if (pitch < 0) {\n _eulerA2.x = -THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n } else {\n _eulerA2.x = THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n }\n if (yaw < 0) {\n _eulerA2.y = -THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n } else {\n _eulerA2.y = THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n }\n _quatA6.setFromEuler(_eulerA2);\n this._getWorldFaceFrontQuat(_quatB3);\n leftEyeNormalized.quaternion.copy(_quatB3).multiply(_quatA6).multiply(_quatB3.invert());\n _quatA6.copy(this._restLeftEyeParentWorldQuat);\n leftEye.quaternion.copy(leftEyeNormalized.quaternion).multiply(_quatA6).premultiply(_quatA6.invert()).multiply(this._restQuatLeftEye);\n }\n if (rightEye) {\n if (pitch < 0) {\n _eulerA2.x = -THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n } else {\n _eulerA2.x = THREE14.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n }\n if (yaw < 0) {\n _eulerA2.y = -THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n } else {\n _eulerA2.y = THREE14.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n }\n _quatA6.setFromEuler(_eulerA2);\n this._getWorldFaceFrontQuat(_quatB3);\n rightEyeNormalized.quaternion.copy(_quatB3).multiply(_quatA6).multiply(_quatB3.invert());\n _quatA6.copy(this._restRightEyeParentWorldQuat);\n rightEye.quaternion.copy(rightEyeNormalized.quaternion).multiply(_quatA6).premultiply(_quatA6.invert()).multiply(this._restQuatRightEye);\n }\n }\n /**\n * @deprecated Use {@link applyYawPitch} instead.\n */\n lookAt(euler) {\n console.warn(\"VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.\");\n const yaw = THREE14.MathUtils.RAD2DEG * euler.y;\n const pitch = THREE14.MathUtils.RAD2DEG * euler.x;\n this.applyYawPitch(yaw, pitch);\n }\n /**\n * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n *\n * @param target A target `THREE.Quaternion`\n */\n _getWorldFaceFrontQuat(target) {\n if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z2) < 0.01) {\n return target.identity();\n }\n const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n _eulerA2.set(0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, \"YZX\");\n return target.setFromEuler(_eulerA2);\n }\n};\nVRMLookAtBoneApplier.type = \"bone\";\nvar VRMLookAtExpressionApplier = class {\n /**\n * Create a new {@link VRMLookAtExpressionApplier}.\n *\n * @param expressions A {@link VRMExpressionManager}\n * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n */\n constructor(expressions, rangeMapHorizontalInner, rangeMapHorizontalOuter, rangeMapVerticalDown, rangeMapVerticalUp) {\n this.expressions = expressions;\n this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n this.rangeMapVerticalDown = rangeMapVerticalDown;\n this.rangeMapVerticalUp = rangeMapVerticalUp;\n }\n /**\n * Apply the input angle to its associated VRM model.\n *\n * @param yaw Rotation around Y axis, in degree\n * @param pitch Rotation around X axis, in degree\n */\n applyYawPitch(yaw, pitch) {\n if (pitch < 0) {\n this.expressions.setValue(\"lookDown\", 0);\n this.expressions.setValue(\"lookUp\", this.rangeMapVerticalUp.map(-pitch));\n } else {\n this.expressions.setValue(\"lookUp\", 0);\n this.expressions.setValue(\"lookDown\", this.rangeMapVerticalDown.map(pitch));\n }\n if (yaw < 0) {\n this.expressions.setValue(\"lookLeft\", 0);\n this.expressions.setValue(\"lookRight\", this.rangeMapHorizontalOuter.map(-yaw));\n } else {\n this.expressions.setValue(\"lookRight\", 0);\n this.expressions.setValue(\"lookLeft\", this.rangeMapHorizontalOuter.map(yaw));\n }\n }\n /**\n * @deprecated Use {@link applyYawPitch} instead.\n */\n lookAt(euler) {\n console.warn(\"VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.\");\n const yaw = THREE15.MathUtils.RAD2DEG * euler.y;\n const pitch = THREE15.MathUtils.RAD2DEG * euler.x;\n this.applyYawPitch(yaw, pitch);\n }\n};\nVRMLookAtExpressionApplier.type = \"expression\";\nvar VRMLookAtRangeMap = class {\n /**\n * Create a new {@link VRMLookAtRangeMap}.\n *\n * @param inputMaxValue The {@link inputMaxValue} of the map\n * @param outputScale The {@link outputScale} of the map\n */\n constructor(inputMaxValue, outputScale) {\n this.inputMaxValue = inputMaxValue;\n this.outputScale = outputScale;\n }\n /**\n * Evaluate an input value and output a mapped value.\n * @param src The input value\n */\n map(src) {\n return this.outputScale * saturate(src / this.inputMaxValue);\n }\n};\nvar POSSIBLE_SPEC_VERSIONS4 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar INPUT_MAX_VALUE_MINIMUM = 0.01;\nvar VRMLookAtLoaderPlugin = class {\n get name() {\n return \"VRMLookAtLoaderPlugin\";\n }\n constructor(parser, options) {\n this.parser = parser;\n this.helperRoot = options == null ? void 0 : options.helperRoot;\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n const vrmHumanoid = gltf.userData.vrmHumanoid;\n if (vrmHumanoid === null) {\n return;\n } else if (vrmHumanoid === void 0) {\n throw new Error(\"VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first\");\n }\n const vrmExpressionManager = gltf.userData.vrmExpressionManager;\n if (vrmExpressionManager === null) {\n return;\n } else if (vrmExpressionManager === void 0) {\n throw new Error(\n \"VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first\"\n );\n }\n gltf.userData.vrmLookAt = yield this._import(gltf, vrmHumanoid, vrmExpressionManager);\n });\n }\n /**\n * Import a {@link VRMLookAt} from a VRM.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n */\n _import(gltf, humanoid, expressions) {\n return __async2(this, null, function* () {\n if (humanoid == null || expressions == null) {\n return null;\n }\n const v1Result = yield this._v1Import(gltf, humanoid, expressions);\n if (v1Result) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf, humanoid, expressions);\n if (v0Result) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf, humanoid, expressions) {\n return __async2(this, null, function* () {\n var _a, _b, _c;\n const json = this.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRMC_vrm\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRMC_vrm\"];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS4.has(specVersion)) {\n console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaLookAt = extension.lookAt;\n if (!schemaLookAt) {\n return null;\n }\n const defaultOutputScale = schemaLookAt.type === \"expression\" ? 1 : 10;\n const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n let applier;\n if (schemaLookAt.type === \"expression\") {\n applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n } else {\n applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n }\n const lookAt = this._importLookAt(humanoid, applier);\n lookAt.offsetFromHeadBone.fromArray((_c = schemaLookAt.offsetFromHeadBone) != null ? _c : [0, 0.06, 0]);\n return lookAt;\n });\n }\n _v1ImportRangeMap(schemaRangeMap, defaultOutputScale) {\n var _a, _b;\n let inputMaxValue = (_a = schemaRangeMap == null ? void 0 : schemaRangeMap.inputMaxValue) != null ? _a : 90;\n const outputScale = (_b = schemaRangeMap == null ? void 0 : schemaRangeMap.outputScale) != null ? _b : defaultOutputScale;\n if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n console.warn(\n \"VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!\"\n );\n inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n }\n return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n }\n _v0Import(gltf, humanoid, expressions) {\n return __async2(this, null, function* () {\n var _a, _b, _c, _d;\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) == null ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaFirstPerson = vrmExt.firstPerson;\n if (!schemaFirstPerson) {\n return null;\n }\n const defaultOutputScale = schemaFirstPerson.lookAtTypeName === \"BlendShape\" ? 1 : 10;\n const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n let applier;\n if (schemaFirstPerson.lookAtTypeName === \"BlendShape\") {\n applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n } else {\n applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n }\n const lookAt = this._importLookAt(humanoid, applier);\n if (schemaFirstPerson.firstPersonBoneOffset) {\n lookAt.offsetFromHeadBone.set(\n (_b = schemaFirstPerson.firstPersonBoneOffset.x) != null ? _b : 0,\n (_c = schemaFirstPerson.firstPersonBoneOffset.y) != null ? _c : 0.06,\n -((_d = schemaFirstPerson.firstPersonBoneOffset.z) != null ? _d : 0)\n );\n } else {\n lookAt.offsetFromHeadBone.set(0, 0.06, 0);\n }\n lookAt.faceFront.set(0, 0, -1);\n if (applier instanceof VRMLookAtBoneApplier) {\n applier.faceFront.set(0, 0, -1);\n }\n return lookAt;\n });\n }\n _v0ImportDegreeMap(schemaDegreeMap, defaultOutputScale) {\n var _a, _b;\n const curve = schemaDegreeMap == null ? void 0 : schemaDegreeMap.curve;\n if (JSON.stringify(curve) !== \"[0,0,0,1,1,1,1,0]\") {\n console.warn(\"Curves of LookAtDegreeMap defined in VRM 0.0 are not supported\");\n }\n let xRange = (_a = schemaDegreeMap == null ? void 0 : schemaDegreeMap.xRange) != null ? _a : 90;\n const yRange = (_b = schemaDegreeMap == null ? void 0 : schemaDegreeMap.yRange) != null ? _b : defaultOutputScale;\n if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n console.warn(\"VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!\");\n xRange = INPUT_MAX_VALUE_MINIMUM;\n }\n return new VRMLookAtRangeMap(xRange, yRange);\n }\n _importLookAt(humanoid, applier) {\n const lookAt = new VRMLookAt(humanoid, applier);\n if (this.helperRoot) {\n const helper = new VRMLookAtHelper(lookAt);\n this.helperRoot.add(helper);\n helper.renderOrder = this.helperRoot.renderOrder;\n }\n return lookAt;\n }\n};\nvar VRMLookAtTypeName = {\n Bone: \"bone\",\n Expression: \"expression\"\n};\nfunction resolveURL(url, path) {\n if (typeof url !== \"string\" || url === \"\") return \"\";\n if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n path = path.replace(/(^https?:\\/\\/[^/]+).*/i, \"$1\");\n }\n if (/^(https?:)?\\/\\//i.test(url)) return url;\n if (/^data:.*,.*$/i.test(url)) return url;\n if (/^blob:.*$/i.test(url)) return url;\n return path + url;\n}\nvar POSSIBLE_SPEC_VERSIONS5 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar VRMMetaLoaderPlugin = class {\n get name() {\n return \"VRMMetaLoaderPlugin\";\n }\n constructor(parser, options) {\n var _a, _b, _c;\n this.parser = parser;\n this.needThumbnailImage = (_a = options == null ? void 0 : options.needThumbnailImage) != null ? _a : false;\n this.acceptLicenseUrls = (_b = options == null ? void 0 : options.acceptLicenseUrls) != null ? _b : [\"https://vrm.dev/licenses/1.0/\"];\n this.acceptV0Meta = (_c = options == null ? void 0 : options.acceptV0Meta) != null ? _c : true;\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n gltf.userData.vrmMeta = yield this._import(gltf);\n });\n }\n _import(gltf) {\n return __async2(this, null, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result != null) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result != null) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n return __async2(this, null, function* () {\n var _a, _b, _c;\n const json = this.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRMC_vrm\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRMC_vrm\"];\n if (extension == null) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS5.has(specVersion)) {\n console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n return null;\n }\n const schemaMeta = extension.meta;\n if (!schemaMeta) {\n return null;\n }\n const licenseUrl = schemaMeta.licenseUrl;\n const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n }\n let thumbnailImage = void 0;\n if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n thumbnailImage = (_c = yield this._extractGLTFImage(schemaMeta.thumbnailImage)) != null ? _c : void 0;\n }\n return {\n metaVersion: \"1\",\n name: schemaMeta.name,\n version: schemaMeta.version,\n authors: schemaMeta.authors,\n copyrightInformation: schemaMeta.copyrightInformation,\n contactInformation: schemaMeta.contactInformation,\n references: schemaMeta.references,\n thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n thumbnailImage,\n licenseUrl: schemaMeta.licenseUrl,\n avatarPermission: schemaMeta.avatarPermission,\n allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n commercialUsage: schemaMeta.commercialUsage,\n allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n creditNotation: schemaMeta.creditNotation,\n allowRedistribution: schemaMeta.allowRedistribution,\n modification: schemaMeta.modification,\n otherLicenseUrl: schemaMeta.otherLicenseUrl\n };\n });\n }\n _v0Import(gltf) {\n return __async2(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const vrmExt = (_a = json.extensions) == null ? void 0 : _a.VRM;\n if (!vrmExt) {\n return null;\n }\n const schemaMeta = vrmExt.meta;\n if (!schemaMeta) {\n return null;\n }\n if (!this.acceptV0Meta) {\n throw new Error(\"VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false\");\n }\n let texture;\n if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n texture = yield this.parser.getDependency(\"texture\", schemaMeta.texture);\n }\n return {\n metaVersion: \"0\",\n allowedUserName: schemaMeta.allowedUserName,\n author: schemaMeta.author,\n commercialUssageName: schemaMeta.commercialUssageName,\n contactInformation: schemaMeta.contactInformation,\n licenseName: schemaMeta.licenseName,\n otherLicenseUrl: schemaMeta.otherLicenseUrl,\n otherPermissionUrl: schemaMeta.otherPermissionUrl,\n reference: schemaMeta.reference,\n sexualUssageName: schemaMeta.sexualUssageName,\n texture: texture != null ? texture : void 0,\n title: schemaMeta.title,\n version: schemaMeta.version,\n violentUssageName: schemaMeta.violentUssageName\n };\n });\n }\n _extractGLTFImage(index) {\n return __async2(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const source = (_a = json.images) == null ? void 0 : _a[index];\n if (source == null) {\n console.warn(\n `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`\n );\n return null;\n }\n let sourceURI = source.uri;\n if (source.bufferView != null) {\n const bufferView = yield this.parser.getDependency(\"bufferView\", source.bufferView);\n const blob = new Blob([bufferView], { type: source.mimeType });\n sourceURI = URL.createObjectURL(blob);\n }\n if (sourceURI == null) {\n console.warn(\n `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`\n );\n return null;\n }\n const loader = new THREE16.ImageLoader();\n return yield loader.loadAsync(resolveURL(sourceURI, this.parser.options.path)).catch((error) => {\n console.error(error);\n console.warn(\"VRMMetaLoaderPlugin: Failed to load a thumbnail image\");\n return null;\n });\n });\n }\n};\nvar VRMCore = class {\n /**\n * Create a new VRM instance.\n *\n * @param params [[VRMParameters]] that represents components of the VRM\n */\n constructor(params) {\n this.scene = params.scene;\n this.meta = params.meta;\n this.humanoid = params.humanoid;\n this.expressionManager = params.expressionManager;\n this.firstPerson = params.firstPerson;\n this.lookAt = params.lookAt;\n }\n /**\n * **You need to call this on your update loop.**\n *\n * This function updates every VRM components.\n *\n * @param delta deltaTime\n */\n update(delta) {\n this.humanoid.update();\n if (this.lookAt) {\n this.lookAt.update(delta);\n }\n if (this.expressionManager) {\n this.expressionManager.update();\n }\n }\n};\nvar VRMCoreLoaderPlugin = class {\n get name() {\n return \"VRMC_vrm\";\n }\n constructor(parser, options) {\n var _a, _b, _c, _d, _e;\n this.parser = parser;\n const helperRoot = options == null ? void 0 : options.helperRoot;\n const autoUpdateHumanBones = options == null ? void 0 : options.autoUpdateHumanBones;\n this.expressionPlugin = (_a = options == null ? void 0 : options.expressionPlugin) != null ? _a : new VRMExpressionLoaderPlugin(parser);\n this.firstPersonPlugin = (_b = options == null ? void 0 : options.firstPersonPlugin) != null ? _b : new VRMFirstPersonLoaderPlugin(parser);\n this.humanoidPlugin = (_c = options == null ? void 0 : options.humanoidPlugin) != null ? _c : new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n this.lookAtPlugin = (_d = options == null ? void 0 : options.lookAtPlugin) != null ? _d : new VRMLookAtLoaderPlugin(parser, { helperRoot });\n this.metaPlugin = (_e = options == null ? void 0 : options.metaPlugin) != null ? _e : new VRMMetaLoaderPlugin(parser);\n }\n afterRoot(gltf) {\n return __async2(this, null, function* () {\n yield this.metaPlugin.afterRoot(gltf);\n yield this.humanoidPlugin.afterRoot(gltf);\n yield this.expressionPlugin.afterRoot(gltf);\n yield this.lookAtPlugin.afterRoot(gltf);\n yield this.firstPersonPlugin.afterRoot(gltf);\n const meta = gltf.userData.vrmMeta;\n const humanoid = gltf.userData.vrmHumanoid;\n if (meta && humanoid) {\n const vrmCore = new VRMCore({\n scene: gltf.scene,\n expressionManager: gltf.userData.vrmExpressionManager,\n firstPerson: gltf.userData.vrmFirstPerson,\n humanoid,\n lookAt: gltf.userData.vrmLookAt,\n meta\n });\n gltf.userData.vrmCore = vrmCore;\n }\n });\n }\n};\n\n// src/VRM.ts\nvar VRM = class extends VRMCore {\n /**\n * Create a new VRM instance.\n *\n * @param params [[VRMParameters]] that represents components of the VRM\n */\n constructor(params) {\n super(params);\n this.materials = params.materials;\n this.springBoneManager = params.springBoneManager;\n this.nodeConstraintManager = params.nodeConstraintManager;\n }\n /**\n * **You need to call this on your update loop.**\n *\n * This function updates every VRM components.\n *\n * @param delta deltaTime\n */\n update(delta) {\n super.update(delta);\n if (this.nodeConstraintManager) {\n this.nodeConstraintManager.update();\n }\n if (this.springBoneManager) {\n this.springBoneManager.update(delta);\n }\n if (this.materials) {\n this.materials.forEach((material) => {\n if (material.update) {\n material.update(delta);\n }\n });\n }\n }\n};\n\n// ../three-vrm-materials-mtoon/lib/three-vrm-materials-mtoon.module.js\nvar THREE52 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE22 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE17 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE42 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE32 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar __defProp2 = Object.defineProperty;\nvar __getOwnPropSymbols = Object.getOwnPropertySymbols;\nvar __hasOwnProp2 = Object.prototype.hasOwnProperty;\nvar __propIsEnum = Object.prototype.propertyIsEnumerable;\nvar __defNormalProp = (obj, key, value) => key in obj ? __defProp2(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;\nvar __spreadValues = (a, b) => {\n for (var prop in b || (b = {}))\n if (__hasOwnProp2.call(b, prop))\n __defNormalProp(a, prop, b[prop]);\n if (__getOwnPropSymbols)\n for (var prop of __getOwnPropSymbols(b)) {\n if (__propIsEnum.call(b, prop))\n __defNormalProp(a, prop, b[prop]);\n }\n return a;\n};\nvar __async3 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nvar colorSpaceEncodingMap = {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n \"\": 3e3,\n srgb: 3001\n};\nfunction setTextureColorSpace(texture, colorSpace) {\n if (parseInt(THREE17.REVISION, 10) >= 152) {\n texture.colorSpace = colorSpace;\n } else {\n texture.encoding = colorSpaceEncodingMap[colorSpace];\n }\n}\nvar GLTFMToonMaterialParamsAssignHelper = class {\n get pending() {\n return Promise.all(this._pendings);\n }\n constructor(parser, materialParams) {\n this._parser = parser;\n this._materialParams = materialParams;\n this._pendings = [];\n }\n assignPrimitive(key, value) {\n if (value != null) {\n this._materialParams[key] = value;\n }\n }\n assignColor(key, value, convertSRGBToLinear) {\n if (value != null) {\n this._materialParams[key] = new THREE22.Color().fromArray(value);\n if (convertSRGBToLinear) {\n this._materialParams[key].convertSRGBToLinear();\n }\n }\n }\n assignTexture(key, texture, isColorTexture) {\n return __async3(this, null, function* () {\n const promise = (() => __async3(this, null, function* () {\n if (texture != null) {\n yield this._parser.assignTexture(this._materialParams, key, texture);\n if (isColorTexture) {\n setTextureColorSpace(this._materialParams[key], \"srgb\");\n }\n }\n }))();\n this._pendings.push(promise);\n return promise;\n });\n }\n assignTextureByIndex(key, textureIndex, isColorTexture) {\n return __async3(this, null, function* () {\n return this.assignTexture(key, textureIndex != null ? { index: textureIndex } : void 0, isColorTexture);\n });\n }\n};\nvar mtoon_default = \"// #define PHONG\\n\\nvarying vec3 vViewPosition;\\n\\n#ifndef FLAT_SHADED\\n varying vec3 vNormal;\\n#endif\\n\\n#include \\n\\n// #include \\n#ifdef MTOON_USE_UV\\n varying vec2 vUv;\\n\\n // COMPAT: pre-r151 uses a common uvTransform\\n #if THREE_VRM_THREE_REVISION < 151\\n uniform mat3 uvTransform;\\n #endif\\n#endif\\n\\n// #include \\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n#if THREE_VRM_THREE_REVISION < 151\\n #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n attribute vec2 uv2;\\n varying vec2 vUv2;\\n uniform mat3 uv2Transform;\\n #endif\\n#endif\\n\\n// #include \\n// #include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\n#ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\\n uniform sampler2D outlineWidthMultiplyTexture;\\n uniform mat3 outlineWidthMultiplyTextureUvTransform;\\n#endif\\n\\nuniform float outlineWidthFactor;\\n\\nvoid main() {\\n\\n // #include \\n #ifdef MTOON_USE_UV\\n // COMPAT: pre-r151 uses a common uvTransform\\n #if THREE_VRM_THREE_REVISION >= 151\\n vUv = uv;\\n #else\\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n #endif\\n #endif\\n\\n // #include \\n // COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n #if THREE_VRM_THREE_REVISION < 151\\n #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n #endif\\n #endif\\n\\n #include \\n\\n #include \\n #include \\n #include \\n #include \\n\\n // we need this to compute the outline properly\\n objectNormal = normalize( objectNormal );\\n\\n #include \\n\\n #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n vNormal = normalize( transformedNormal );\\n #endif\\n\\n #include \\n\\n #include \\n #include \\n // #include \\n #include \\n #include \\n #include \\n\\n vViewPosition = - mvPosition.xyz;\\n\\n float outlineTex = 1.0;\\n\\n #ifdef OUTLINE\\n #ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\\n vec2 outlineWidthMultiplyTextureUv = ( outlineWidthMultiplyTextureUvTransform * vec3( vUv, 1 ) ).xy;\\n outlineTex = texture2D( outlineWidthMultiplyTexture, outlineWidthMultiplyTextureUv ).g;\\n #endif\\n\\n #ifdef OUTLINE_WIDTH_WORLD\\n float worldNormalLength = length( transformedNormal );\\n vec3 outlineOffset = outlineWidthFactor * outlineTex * worldNormalLength * objectNormal;\\n gl_Position = projectionMatrix * modelViewMatrix * vec4( outlineOffset + transformed, 1.0 );\\n #endif\\n\\n #ifdef OUTLINE_WIDTH_SCREEN\\n vec3 clipNormal = ( projectionMatrix * modelViewMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n vec2 projectedNormal = normalize( clipNormal.xy );\\n projectedNormal.x *= projectionMatrix[ 0 ].x / projectionMatrix[ 1 ].y;\\n gl_Position.xy += 2.0 * outlineWidthFactor * outlineTex * projectedNormal.xy;\\n #endif\\n\\n gl_Position.z += 1E-6 * gl_Position.w; // anti-artifact magic\\n #endif\\n\\n #include \\n // #include \\n #include \\n #include \\n\\n}\";\nvar mtoon_default2 = \"// #define PHONG\\n\\nuniform vec3 litFactor;\\n\\nuniform float opacity;\\n\\nuniform vec3 shadeColorFactor;\\n#ifdef USE_SHADEMULTIPLYTEXTURE\\n uniform sampler2D shadeMultiplyTexture;\\n uniform mat3 shadeMultiplyTextureUvTransform;\\n#endif\\n\\nuniform float shadingShiftFactor;\\nuniform float shadingToonyFactor;\\n\\n#ifdef USE_SHADINGSHIFTTEXTURE\\n uniform sampler2D shadingShiftTexture;\\n uniform mat3 shadingShiftTextureUvTransform;\\n uniform float shadingShiftTextureScale;\\n#endif\\n\\nuniform float giEqualizationFactor;\\n\\nuniform vec3 parametricRimColorFactor;\\n#ifdef USE_RIMMULTIPLYTEXTURE\\n uniform sampler2D rimMultiplyTexture;\\n uniform mat3 rimMultiplyTextureUvTransform;\\n#endif\\nuniform float rimLightingMixFactor;\\nuniform float parametricRimFresnelPowerFactor;\\nuniform float parametricRimLiftFactor;\\n\\n#ifdef USE_MATCAPTEXTURE\\n uniform vec3 matcapFactor;\\n uniform sampler2D matcapTexture;\\n uniform mat3 matcapTextureUvTransform;\\n#endif\\n\\nuniform vec3 emissive;\\nuniform float emissiveIntensity;\\n\\nuniform vec3 outlineColorFactor;\\nuniform float outlineLightingMixFactor;\\n\\n#ifdef USE_UVANIMATIONMASKTEXTURE\\n uniform sampler2D uvAnimationMaskTexture;\\n uniform mat3 uvAnimationMaskTextureUvTransform;\\n#endif\\n\\nuniform float uvAnimationScrollXOffset;\\nuniform float uvAnimationScrollYOffset;\\nuniform float uvAnimationRotationPhase;\\n\\n#include \\n#include \\n#include \\n#include \\n\\n// #include \\n#if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n varying vec2 vUv;\\n#endif\\n\\n// #include \\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\\n#if THREE_VRM_THREE_REVISION < 151\\n #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n varying vec2 vUv2;\\n #endif\\n#endif\\n\\n#include \\n\\n#ifdef USE_MAP\\n uniform mat3 mapUvTransform;\\n#endif\\n\\n// #include \\n\\n#include \\n\\n#include \\n// #include \\n#include \\n\\n#ifdef USE_EMISSIVEMAP\\n uniform mat3 emissiveMapUvTransform;\\n#endif\\n\\n// #include \\n// #include \\n// #include \\n#include \\n\\n// #include \\n// COMPAT: pre-r151 doesn't have BRDF_Lambert in \\n#if THREE_VRM_THREE_REVISION < 151\\n vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n return RECIPROCAL_PI * diffuseColor;\\n }\\n#endif\\n\\n#include \\n\\n#include \\n\\n// #include \\nvarying vec3 vViewPosition;\\n\\nstruct MToonMaterial {\\n vec3 diffuseColor;\\n vec3 shadeColor;\\n float shadingShift;\\n};\\n\\nfloat linearstep( float a, float b, float t ) {\\n return clamp( ( t - a ) / ( b - a ), 0.0, 1.0 );\\n}\\n\\n/**\\n * Convert NdotL into toon shading factor using shadingShift and shadingToony\\n */\\nfloat getShading(\\n const in float dotNL,\\n const in float shadow,\\n const in float shadingShift\\n) {\\n float shading = dotNL;\\n shading = shading + shadingShift;\\n shading = linearstep( -1.0 + shadingToonyFactor, 1.0 - shadingToonyFactor, shading );\\n shading *= shadow;\\n return shading;\\n}\\n\\n/**\\n * Mix diffuseColor and shadeColor using shading factor and light color\\n */\\nvec3 getDiffuse(\\n const in MToonMaterial material,\\n const in float shading,\\n in vec3 lightColor\\n) {\\n #ifdef DEBUG_LITSHADERATE\\n return vec3( BRDF_Lambert( shading * lightColor ) );\\n #endif\\n\\n vec3 col = lightColor * BRDF_Lambert( mix( material.shadeColor, material.diffuseColor, shading ) );\\n\\n // The \\\"comment out if you want to PBR absolutely\\\" line\\n #ifdef V0_COMPAT_SHADE\\n col = min( col, material.diffuseColor );\\n #endif\\n\\n return col;\\n}\\n\\n// COMPAT: pre-r156 uses a struct GeometricContext\\n#if THREE_VRM_THREE_REVISION >= 157\\n void RE_Direct_MToon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\\n float dotNL = clamp( dot( geometryNormal, directLight.direction ), -1.0, 1.0 );\\n vec3 irradiance = directLight.color;\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n\\n irradiance *= dotNL;\\n\\n float shading = getShading( dotNL, shadow, material.shadingShift );\\n\\n // toon shaded diffuse\\n reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\\n }\\n\\n void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\\n // indirect diffuse will use diffuseColor, no shadeColor involved\\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n }\\n#else\\n void RE_Direct_MToon( const in IncidentLight directLight, const in GeometricContext geometry, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\\n float dotNL = clamp( dot( geometry.normal, directLight.direction ), -1.0, 1.0 );\\n vec3 irradiance = directLight.color;\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n\\n irradiance *= dotNL;\\n\\n float shading = getShading( dotNL, shadow, material.shadingShift );\\n\\n // toon shaded diffuse\\n reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\\n }\\n\\n void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in GeometricContext geometry, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\\n // indirect diffuse will use diffuseColor, no shadeColor involved\\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\n // directSpecular will be used for rim lighting, not an actual specular\\n reflectedLight.directSpecular += irradiance;\\n }\\n#endif\\n\\n#define RE_Direct RE_Direct_MToon\\n#define RE_IndirectDiffuse RE_IndirectDiffuse_MToon\\n#define Material_LightProbeLOD( material ) (0)\\n\\n#include \\n// #include \\n\\n// #include \\n#ifdef USE_NORMALMAP\\n\\n uniform sampler2D normalMap;\\n uniform mat3 normalMapUvTransform;\\n uniform vec2 normalScale;\\n\\n#endif\\n\\n// COMPAT: pre-r151\\n// USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\\n#if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\\n\\n uniform mat3 normalMatrix;\\n\\n#endif\\n\\n// COMPAT: pre-r151\\n// USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( TANGENTSPACE_NORMALMAP ) )\\n\\n // Per-Pixel Tangent Space Normal Mapping\\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\\n\\n // three-vrm specific change: it requires `uv` as an input in order to support uv scrolls\\n\\n // Temporary compat against shader change @ Three.js r126, r151\\n #if THREE_VRM_THREE_REVISION >= 151\\n\\n mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\n vec3 q0 = dFdx( eye_pos.xyz );\\n vec3 q1 = dFdy( eye_pos.xyz );\\n vec2 st0 = dFdx( uv.st );\\n vec2 st1 = dFdy( uv.st );\\n\\n vec3 N = surf_norm;\\n\\n vec3 q1perp = cross( q1, N );\\n vec3 q0perp = cross( N, q0 );\\n\\n vec3 T = q1perp * st0.x + q0perp * st1.x;\\n vec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\n float det = max( dot( T, T ), dot( B, B ) );\\n float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\n return mat3( T * scale, B * scale, N );\\n\\n }\\n\\n #else\\n\\n vec3 perturbNormal2Arb( vec2 uv, vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\n vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n vec2 st0 = dFdx( uv.st );\\n vec2 st1 = dFdy( uv.st );\\n\\n vec3 N = normalize( surf_norm );\\n\\n vec3 q1perp = cross( q1, N );\\n vec3 q0perp = cross( N, q0 );\\n\\n vec3 T = q1perp * st0.x + q0perp * st1.x;\\n vec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\n // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0\\n // TODO: Is this still required? Or shall I make a PR about it?\\n if ( length( T ) == 0.0 || length( B ) == 0.0 ) {\\n return surf_norm;\\n }\\n\\n float det = max( dot( T, T ), dot( B, B ) );\\n float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\n return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\n }\\n\\n #endif\\n\\n#endif\\n\\n// #include \\n#include \\n#include \\n\\n// == post correction ==========================================================\\nvoid postCorrection() {\\n #include \\n #include \\n #include \\n #include \\n #include \\n}\\n\\n// == main procedure ===========================================================\\nvoid main() {\\n #include \\n\\n vec2 uv = vec2(0.5, 0.5);\\n\\n #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n uv = vUv;\\n\\n float uvAnimMask = 1.0;\\n #ifdef USE_UVANIMATIONMASKTEXTURE\\n vec2 uvAnimationMaskTextureUv = ( uvAnimationMaskTextureUvTransform * vec3( uv, 1 ) ).xy;\\n uvAnimMask = texture2D( uvAnimationMaskTexture, uvAnimationMaskTextureUv ).b;\\n #endif\\n\\n float uvRotCos = cos( uvAnimationRotationPhase * uvAnimMask );\\n float uvRotSin = sin( uvAnimationRotationPhase * uvAnimMask );\\n uv = mat2( uvRotCos, -uvRotSin, uvRotSin, uvRotCos ) * ( uv - 0.5 ) + 0.5;\\n uv = uv + vec2( uvAnimationScrollXOffset, uvAnimationScrollYOffset ) * uvAnimMask;\\n #endif\\n\\n #ifdef DEBUG_UV\\n gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\\n gl_FragColor = vec4( uv, 0.0, 1.0 );\\n #endif\\n return;\\n #endif\\n\\n vec4 diffuseColor = vec4( litFactor, opacity );\\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n vec3 totalEmissiveRadiance = emissive * emissiveIntensity;\\n\\n #include \\n\\n // #include \\n #ifdef USE_MAP\\n vec2 mapUv = ( mapUvTransform * vec3( uv, 1 ) ).xy;\\n vec4 sampledDiffuseColor = texture2D( map, mapUv );\\n #ifdef DECODE_VIDEO_TEXTURE\\n sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n #endif\\n diffuseColor *= sampledDiffuseColor;\\n #endif\\n\\n // #include \\n #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\\n diffuseColor.rgb *= vColor;\\n #endif\\n\\n // #include \\n\\n #include \\n\\n // #include \\n\\n // #include \\n float faceDirection = gl_FrontFacing ? 1.0 : -1.0;\\n\\n #ifdef FLAT_SHADED\\n\\n vec3 fdx = dFdx( vViewPosition );\\n vec3 fdy = dFdy( vViewPosition );\\n vec3 normal = normalize( cross( fdx, fdy ) );\\n\\n #else\\n\\n vec3 normal = normalize( vNormal );\\n\\n #ifdef DOUBLE_SIDED\\n\\n normal *= faceDirection;\\n\\n #endif\\n\\n #endif\\n\\n #ifdef USE_NORMALMAP\\n\\n vec2 normalMapUv = ( normalMapUvTransform * vec3( uv, 1 ) ).xy;\\n\\n #endif\\n\\n #ifdef USE_NORMALMAP_TANGENTSPACE\\n\\n #ifdef USE_TANGENT\\n\\n mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\n #else\\n\\n mat3 tbn = getTangentFrame( - vViewPosition, normal, normalMapUv );\\n\\n #endif\\n\\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\n tbn[0] *= faceDirection;\\n tbn[1] *= faceDirection;\\n\\n #endif\\n\\n #endif\\n\\n #ifdef USE_CLEARCOAT_NORMALMAP\\n\\n #ifdef USE_TANGENT\\n\\n mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\n #else\\n\\n mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\n #endif\\n\\n #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\n tbn2[0] *= faceDirection;\\n tbn2[1] *= faceDirection;\\n\\n #endif\\n\\n #endif\\n\\n // non perturbed normal for clearcoat among others\\n\\n vec3 nonPerturbedNormal = normal;\\n\\n #ifdef OUTLINE\\n normal *= -1.0;\\n #endif\\n\\n // #include \\n\\n // COMPAT: pre-r151\\n // USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\\n #if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\\n\\n normal = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\\n\\n #ifdef FLIP_SIDED\\n\\n normal = - normal;\\n\\n #endif\\n\\n #ifdef DOUBLE_SIDED\\n\\n normal = normal * faceDirection;\\n\\n #endif\\n\\n normal = normalize( normalMatrix * normal );\\n\\n // COMPAT: pre-r151\\n // USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\\n #elif defined( USE_NORMALMAP_TANGENTSPACE ) || defined( TANGENTSPACE_NORMALMAP )\\n\\n vec3 mapN = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0;\\n mapN.xy *= normalScale;\\n\\n // COMPAT: pre-r151\\n #if THREE_VRM_THREE_REVISION >= 151 || defined( USE_TANGENT )\\n\\n normal = normalize( tbn * mapN );\\n\\n #else\\n\\n normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN, faceDirection );\\n\\n #endif\\n\\n #endif\\n\\n // #include \\n #ifdef USE_EMISSIVEMAP\\n vec2 emissiveMapUv = ( emissiveMapUvTransform * vec3( uv, 1 ) ).xy;\\n totalEmissiveRadiance *= texture2D( emissiveMap, emissiveMapUv ).rgb;\\n #endif\\n\\n #ifdef DEBUG_NORMAL\\n gl_FragColor = vec4( 0.5 + 0.5 * normal, 1.0 );\\n return;\\n #endif\\n\\n // -- MToon: lighting --------------------------------------------------------\\n // accumulation\\n // #include \\n MToonMaterial material;\\n\\n material.diffuseColor = diffuseColor.rgb;\\n\\n material.shadeColor = shadeColorFactor;\\n #ifdef USE_SHADEMULTIPLYTEXTURE\\n vec2 shadeMultiplyTextureUv = ( shadeMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\\n material.shadeColor *= texture2D( shadeMultiplyTexture, shadeMultiplyTextureUv ).rgb;\\n #endif\\n\\n #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\\n material.shadeColor.rgb *= vColor;\\n #endif\\n\\n material.shadingShift = shadingShiftFactor;\\n #ifdef USE_SHADINGSHIFTTEXTURE\\n vec2 shadingShiftTextureUv = ( shadingShiftTextureUvTransform * vec3( uv, 1 ) ).xy;\\n material.shadingShift += texture2D( shadingShiftTexture, shadingShiftTextureUv ).r * shadingShiftTextureScale;\\n #endif\\n\\n // #include \\n\\n // MToon Specific changes:\\n // Since we want to take shadows into account of shading instead of irradiance,\\n // we had to modify the codes that multiplies the results of shadowmap into color of direct lights.\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n vec3 geometryPosition = - vViewPosition;\\n vec3 geometryNormal = normal;\\n vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n\\n vec3 geometryClearcoatNormal;\\n\\n #ifdef USE_CLEARCOAT\\n\\n geometryClearcoatNormal = clearcoatNormal;\\n\\n #endif\\n #else\\n GeometricContext geometry;\\n\\n geometry.position = - vViewPosition;\\n geometry.normal = normal;\\n geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n\\n #ifdef USE_CLEARCOAT\\n\\n geometry.clearcoatNormal = clearcoatNormal;\\n\\n #endif\\n #endif\\n\\n IncidentLight directLight;\\n\\n // since these variables will be used in unrolled loop, we have to define in prior\\n float shadow;\\n\\n #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n PointLight pointLight;\\n #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n PointLightShadow pointLightShadow;\\n #endif\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\n pointLight = pointLights[ i ];\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n getPointLightInfo( pointLight, geometryPosition, directLight );\\n #else\\n getPointLightInfo( pointLight, geometry, directLight );\\n #endif\\n\\n shadow = 1.0;\\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n pointLightShadow = pointLightShadows[ i ];\\n // COMPAT: pre-r166\\n // r166 introduced shadowIntensity\\n #if THREE_VRM_THREE_REVISION >= 166\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n #else\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n #endif\\n #endif\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n #else\\n RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n SpotLight spotLight;\\n #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n SpotLightShadow spotLightShadow;\\n #endif\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\n spotLight = spotLights[ i ];\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n getSpotLightInfo( spotLight, geometryPosition, directLight );\\n #else\\n getSpotLightInfo( spotLight, geometry, directLight );\\n #endif\\n\\n shadow = 1.0;\\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n spotLightShadow = spotLightShadows[ i ];\\n // COMPAT: pre-r166\\n // r166 introduced shadowIntensity\\n #if THREE_VRM_THREE_REVISION >= 166\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n #else\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n #endif\\n #endif\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n #else\\n RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\n DirectionalLight directionalLight;\\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n DirectionalLightShadow directionalLightShadow;\\n #endif\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\n directionalLight = directionalLights[ i ];\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n getDirectionalLightInfo( directionalLight, directLight );\\n #else\\n getDirectionalLightInfo( directionalLight, geometry, directLight );\\n #endif\\n\\n shadow = 1.0;\\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n directionalLightShadow = directionalLightShadows[ i ];\\n // COMPAT: pre-r166\\n // r166 introduced shadowIntensity\\n #if THREE_VRM_THREE_REVISION >= 166\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n #else\\n shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n #endif\\n #endif\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\\n #else\\n RE_Direct( directLight, geometry, material, shadow, reflectedLight );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n // #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\n // RectAreaLight rectAreaLight;\\n\\n // #pragma unroll_loop_start\\n // for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\n // rectAreaLight = rectAreaLights[ i ];\\n // RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\n // }\\n // #pragma unroll_loop_end\\n\\n // #endif\\n\\n #if defined( RE_IndirectDiffuse )\\n\\n vec3 iblIrradiance = vec3( 0.0 );\\n\\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n // COMPAT: pre-r156 doesn't have a define USE_LIGHT_PROBES\\n #if THREE_VRM_THREE_REVISION >= 157\\n #if defined( USE_LIGHT_PROBES )\\n irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n #endif\\n #else\\n irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n #endif\\n\\n #if ( NUM_HEMI_LIGHTS > 0 )\\n\\n #pragma unroll_loop_start\\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\n // COMPAT: pre-r156 uses a struct GeometricContext\\n #if THREE_VRM_THREE_REVISION >= 157\\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n #else\\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n #endif\\n\\n }\\n #pragma unroll_loop_end\\n\\n #endif\\n\\n #endif\\n\\n // #if defined( RE_IndirectSpecular )\\n\\n // vec3 radiance = vec3( 0.0 );\\n // vec3 clearcoatRadiance = vec3( 0.0 );\\n\\n // #endif\\n\\n #include \\n #include \\n\\n // modulation\\n #include \\n\\n vec3 col = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\n #ifdef DEBUG_LITSHADERATE\\n gl_FragColor = vec4( col, diffuseColor.a );\\n postCorrection();\\n return;\\n #endif\\n\\n // -- MToon: rim lighting -----------------------------------------\\n vec3 viewDir = normalize( vViewPosition );\\n\\n #ifndef PHYSICALLY_CORRECT_LIGHTS\\n reflectedLight.directSpecular /= PI;\\n #endif\\n vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, 1.0 );\\n\\n vec3 rim = parametricRimColorFactor * pow( saturate( 1.0 - dot( viewDir, normal ) + parametricRimLiftFactor ), parametricRimFresnelPowerFactor );\\n\\n #ifdef USE_MATCAPTEXTURE\\n {\\n vec3 x = normalize( vec3( viewDir.z, 0.0, -viewDir.x ) );\\n vec3 y = cross( viewDir, x ); // guaranteed to be normalized\\n vec2 sphereUv = 0.5 + 0.5 * vec2( dot( x, normal ), -dot( y, normal ) );\\n sphereUv = ( matcapTextureUvTransform * vec3( sphereUv, 1 ) ).xy;\\n vec3 matcap = texture2D( matcapTexture, sphereUv ).rgb;\\n rim += matcapFactor * matcap;\\n }\\n #endif\\n\\n #ifdef USE_RIMMULTIPLYTEXTURE\\n vec2 rimMultiplyTextureUv = ( rimMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\\n rim *= texture2D( rimMultiplyTexture, rimMultiplyTextureUv ).rgb;\\n #endif\\n\\n col += rimMix * rim;\\n\\n // -- MToon: Emission --------------------------------------------------------\\n col += totalEmissiveRadiance;\\n\\n // #include \\n\\n // -- Almost done! -----------------------------------------------------------\\n #if defined( OUTLINE )\\n col = outlineColorFactor.rgb * mix( vec3( 1.0 ), col, outlineLightingMixFactor );\\n #endif\\n\\n #ifdef OPAQUE\\n diffuseColor.a = 1.0;\\n #endif\\n\\n gl_FragColor = vec4( col, diffuseColor.a );\\n postCorrection();\\n}\\n\";\nvar MToonMaterialDebugMode = {\n /**\n * Render normally.\n */\n None: \"none\",\n /**\n * Visualize normals of the surface.\n */\n Normal: \"normal\",\n /**\n * Visualize lit/shade of the surface.\n */\n LitShadeRate: \"litShadeRate\",\n /**\n * Visualize UV of the surface.\n */\n UV: \"uv\"\n};\nvar MToonMaterialOutlineWidthMode = {\n None: \"none\",\n WorldCoordinates: \"worldCoordinates\",\n ScreenCoordinates: \"screenCoordinates\"\n};\nvar encodingColorSpaceMap = {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n 3e3: \"\",\n // eslint-disable-next-line @typescript-eslint/naming-convention\n 3001: \"srgb\"\n};\nfunction getTextureColorSpace(texture) {\n if (parseInt(THREE32.REVISION, 10) >= 152) {\n return texture.colorSpace;\n } else {\n return encodingColorSpaceMap[texture.encoding];\n }\n}\nvar MToonMaterial = class extends THREE42.ShaderMaterial {\n constructor(parameters = {}) {\n var _a;\n super({ vertexShader: mtoon_default, fragmentShader: mtoon_default2 });\n this.uvAnimationScrollXSpeedFactor = 0;\n this.uvAnimationScrollYSpeedFactor = 0;\n this.uvAnimationRotationSpeedFactor = 0;\n this.fog = true;\n this.normalMapType = THREE42.TangentSpaceNormalMap;\n this._ignoreVertexColor = true;\n this._v0CompatShade = false;\n this._debugMode = MToonMaterialDebugMode.None;\n this._outlineWidthMode = MToonMaterialOutlineWidthMode.None;\n this._isOutline = false;\n if (parameters.transparentWithZWrite) {\n parameters.depthWrite = true;\n }\n delete parameters.transparentWithZWrite;\n parameters.fog = true;\n parameters.lights = true;\n parameters.clipping = true;\n this.uniforms = THREE42.UniformsUtils.merge([\n THREE42.UniformsLib.common,\n // map\n THREE42.UniformsLib.normalmap,\n // normalMap\n THREE42.UniformsLib.emissivemap,\n // emissiveMap\n THREE42.UniformsLib.fog,\n THREE42.UniformsLib.lights,\n {\n litFactor: { value: new THREE42.Color(1, 1, 1) },\n mapUvTransform: { value: new THREE42.Matrix3() },\n colorAlpha: { value: 1 },\n normalMapUvTransform: { value: new THREE42.Matrix3() },\n shadeColorFactor: { value: new THREE42.Color(0, 0, 0) },\n shadeMultiplyTexture: { value: null },\n shadeMultiplyTextureUvTransform: { value: new THREE42.Matrix3() },\n shadingShiftFactor: { value: 0 },\n shadingShiftTexture: { value: null },\n shadingShiftTextureUvTransform: { value: new THREE42.Matrix3() },\n shadingShiftTextureScale: { value: 1 },\n shadingToonyFactor: { value: 0.9 },\n giEqualizationFactor: { value: 0.9 },\n matcapFactor: { value: new THREE42.Color(1, 1, 1) },\n matcapTexture: { value: null },\n matcapTextureUvTransform: { value: new THREE42.Matrix3() },\n parametricRimColorFactor: { value: new THREE42.Color(0, 0, 0) },\n rimMultiplyTexture: { value: null },\n rimMultiplyTextureUvTransform: { value: new THREE42.Matrix3() },\n rimLightingMixFactor: { value: 1 },\n parametricRimFresnelPowerFactor: { value: 5 },\n parametricRimLiftFactor: { value: 0 },\n emissive: { value: new THREE42.Color(0, 0, 0) },\n emissiveIntensity: { value: 1 },\n emissiveMapUvTransform: { value: new THREE42.Matrix3() },\n outlineWidthMultiplyTexture: { value: null },\n outlineWidthMultiplyTextureUvTransform: { value: new THREE42.Matrix3() },\n outlineWidthFactor: { value: 0 },\n outlineColorFactor: { value: new THREE42.Color(0, 0, 0) },\n outlineLightingMixFactor: { value: 1 },\n uvAnimationMaskTexture: { value: null },\n uvAnimationMaskTextureUvTransform: { value: new THREE42.Matrix3() },\n uvAnimationScrollXOffset: { value: 0 },\n uvAnimationScrollYOffset: { value: 0 },\n uvAnimationRotationPhase: { value: 0 }\n },\n (_a = parameters.uniforms) != null ? _a : {}\n ]);\n this.setValues(parameters);\n this._uploadUniformsWorkaround();\n this.customProgramCacheKey = () => [\n ...Object.entries(this._generateDefines()).map(([token, macro]) => `${token}:${macro}`),\n this.matcapTexture ? `matcapTextureColorSpace:${getTextureColorSpace(this.matcapTexture)}` : \"\",\n this.shadeMultiplyTexture ? `shadeMultiplyTextureColorSpace:${getTextureColorSpace(this.shadeMultiplyTexture)}` : \"\",\n this.rimMultiplyTexture ? `rimMultiplyTextureColorSpace:${getTextureColorSpace(this.rimMultiplyTexture)}` : \"\"\n ].join(\",\");\n this.onBeforeCompile = (shader) => {\n const threeRevision = parseInt(THREE42.REVISION, 10);\n const defines = Object.entries(__spreadValues(__spreadValues({}, this._generateDefines()), this.defines)).filter(([token, macro]) => !!macro).map(([token, macro]) => `#define ${token} ${macro}`).join(\"\\n\") + \"\\n\";\n shader.vertexShader = defines + shader.vertexShader;\n shader.fragmentShader = defines + shader.fragmentShader;\n if (threeRevision < 154) {\n shader.fragmentShader = shader.fragmentShader.replace(\n \"#include \",\n \"#include \"\n );\n }\n };\n }\n get color() {\n return this.uniforms.litFactor.value;\n }\n set color(value) {\n this.uniforms.litFactor.value = value;\n }\n get map() {\n return this.uniforms.map.value;\n }\n set map(value) {\n this.uniforms.map.value = value;\n }\n get normalMap() {\n return this.uniforms.normalMap.value;\n }\n set normalMap(value) {\n this.uniforms.normalMap.value = value;\n }\n get normalScale() {\n return this.uniforms.normalScale.value;\n }\n set normalScale(value) {\n this.uniforms.normalScale.value = value;\n }\n get emissive() {\n return this.uniforms.emissive.value;\n }\n set emissive(value) {\n this.uniforms.emissive.value = value;\n }\n get emissiveIntensity() {\n return this.uniforms.emissiveIntensity.value;\n }\n set emissiveIntensity(value) {\n this.uniforms.emissiveIntensity.value = value;\n }\n get emissiveMap() {\n return this.uniforms.emissiveMap.value;\n }\n set emissiveMap(value) {\n this.uniforms.emissiveMap.value = value;\n }\n get shadeColorFactor() {\n return this.uniforms.shadeColorFactor.value;\n }\n set shadeColorFactor(value) {\n this.uniforms.shadeColorFactor.value = value;\n }\n get shadeMultiplyTexture() {\n return this.uniforms.shadeMultiplyTexture.value;\n }\n set shadeMultiplyTexture(value) {\n this.uniforms.shadeMultiplyTexture.value = value;\n }\n get shadingShiftFactor() {\n return this.uniforms.shadingShiftFactor.value;\n }\n set shadingShiftFactor(value) {\n this.uniforms.shadingShiftFactor.value = value;\n }\n get shadingShiftTexture() {\n return this.uniforms.shadingShiftTexture.value;\n }\n set shadingShiftTexture(value) {\n this.uniforms.shadingShiftTexture.value = value;\n }\n get shadingShiftTextureScale() {\n return this.uniforms.shadingShiftTextureScale.value;\n }\n set shadingShiftTextureScale(value) {\n this.uniforms.shadingShiftTextureScale.value = value;\n }\n get shadingToonyFactor() {\n return this.uniforms.shadingToonyFactor.value;\n }\n set shadingToonyFactor(value) {\n this.uniforms.shadingToonyFactor.value = value;\n }\n get giEqualizationFactor() {\n return this.uniforms.giEqualizationFactor.value;\n }\n set giEqualizationFactor(value) {\n this.uniforms.giEqualizationFactor.value = value;\n }\n get matcapFactor() {\n return this.uniforms.matcapFactor.value;\n }\n set matcapFactor(value) {\n this.uniforms.matcapFactor.value = value;\n }\n get matcapTexture() {\n return this.uniforms.matcapTexture.value;\n }\n set matcapTexture(value) {\n this.uniforms.matcapTexture.value = value;\n }\n get parametricRimColorFactor() {\n return this.uniforms.parametricRimColorFactor.value;\n }\n set parametricRimColorFactor(value) {\n this.uniforms.parametricRimColorFactor.value = value;\n }\n get rimMultiplyTexture() {\n return this.uniforms.rimMultiplyTexture.value;\n }\n set rimMultiplyTexture(value) {\n this.uniforms.rimMultiplyTexture.value = value;\n }\n get rimLightingMixFactor() {\n return this.uniforms.rimLightingMixFactor.value;\n }\n set rimLightingMixFactor(value) {\n this.uniforms.rimLightingMixFactor.value = value;\n }\n get parametricRimFresnelPowerFactor() {\n return this.uniforms.parametricRimFresnelPowerFactor.value;\n }\n set parametricRimFresnelPowerFactor(value) {\n this.uniforms.parametricRimFresnelPowerFactor.value = value;\n }\n get parametricRimLiftFactor() {\n return this.uniforms.parametricRimLiftFactor.value;\n }\n set parametricRimLiftFactor(value) {\n this.uniforms.parametricRimLiftFactor.value = value;\n }\n get outlineWidthMultiplyTexture() {\n return this.uniforms.outlineWidthMultiplyTexture.value;\n }\n set outlineWidthMultiplyTexture(value) {\n this.uniforms.outlineWidthMultiplyTexture.value = value;\n }\n get outlineWidthFactor() {\n return this.uniforms.outlineWidthFactor.value;\n }\n set outlineWidthFactor(value) {\n this.uniforms.outlineWidthFactor.value = value;\n }\n get outlineColorFactor() {\n return this.uniforms.outlineColorFactor.value;\n }\n set outlineColorFactor(value) {\n this.uniforms.outlineColorFactor.value = value;\n }\n get outlineLightingMixFactor() {\n return this.uniforms.outlineLightingMixFactor.value;\n }\n set outlineLightingMixFactor(value) {\n this.uniforms.outlineLightingMixFactor.value = value;\n }\n get uvAnimationMaskTexture() {\n return this.uniforms.uvAnimationMaskTexture.value;\n }\n set uvAnimationMaskTexture(value) {\n this.uniforms.uvAnimationMaskTexture.value = value;\n }\n get uvAnimationScrollXOffset() {\n return this.uniforms.uvAnimationScrollXOffset.value;\n }\n set uvAnimationScrollXOffset(value) {\n this.uniforms.uvAnimationScrollXOffset.value = value;\n }\n get uvAnimationScrollYOffset() {\n return this.uniforms.uvAnimationScrollYOffset.value;\n }\n set uvAnimationScrollYOffset(value) {\n this.uniforms.uvAnimationScrollYOffset.value = value;\n }\n get uvAnimationRotationPhase() {\n return this.uniforms.uvAnimationRotationPhase.value;\n }\n set uvAnimationRotationPhase(value) {\n this.uniforms.uvAnimationRotationPhase.value = value;\n }\n /**\n * When this is `true`, vertex colors will be ignored.\n * `true` by default.\n */\n get ignoreVertexColor() {\n return this._ignoreVertexColor;\n }\n set ignoreVertexColor(value) {\n this._ignoreVertexColor = value;\n this.needsUpdate = true;\n }\n /**\n * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n * Usually not recommended to turn this on.\n * `false` by default.\n */\n get v0CompatShade() {\n return this._v0CompatShade;\n }\n /**\n * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n * Usually not recommended to turn this on.\n * `false` by default.\n */\n set v0CompatShade(v) {\n this._v0CompatShade = v;\n this.needsUpdate = true;\n }\n /**\n * Debug mode for the material.\n * You can visualize several components for diagnosis using debug mode.\n *\n * See: {@link MToonMaterialDebugMode}\n */\n get debugMode() {\n return this._debugMode;\n }\n /**\n * Debug mode for the material.\n * You can visualize several components for diagnosis using debug mode.\n *\n * See: {@link MToonMaterialDebugMode}\n */\n set debugMode(m) {\n this._debugMode = m;\n this.needsUpdate = true;\n }\n get outlineWidthMode() {\n return this._outlineWidthMode;\n }\n set outlineWidthMode(m) {\n this._outlineWidthMode = m;\n this.needsUpdate = true;\n }\n get isOutline() {\n return this._isOutline;\n }\n set isOutline(b) {\n this._isOutline = b;\n this.needsUpdate = true;\n }\n /**\n * Readonly boolean that indicates this is a [[MToonMaterial]].\n */\n get isMToonMaterial() {\n return true;\n }\n /**\n * Update this material.\n *\n * @param delta deltaTime since last update\n */\n update(delta) {\n this._uploadUniformsWorkaround();\n this._updateUVAnimation(delta);\n }\n copy(source) {\n super.copy(source);\n this.map = source.map;\n this.normalMap = source.normalMap;\n this.emissiveMap = source.emissiveMap;\n this.shadeMultiplyTexture = source.shadeMultiplyTexture;\n this.shadingShiftTexture = source.shadingShiftTexture;\n this.matcapTexture = source.matcapTexture;\n this.rimMultiplyTexture = source.rimMultiplyTexture;\n this.outlineWidthMultiplyTexture = source.outlineWidthMultiplyTexture;\n this.uvAnimationMaskTexture = source.uvAnimationMaskTexture;\n this.normalMapType = source.normalMapType;\n this.uvAnimationScrollXSpeedFactor = source.uvAnimationScrollXSpeedFactor;\n this.uvAnimationScrollYSpeedFactor = source.uvAnimationScrollYSpeedFactor;\n this.uvAnimationRotationSpeedFactor = source.uvAnimationRotationSpeedFactor;\n this.ignoreVertexColor = source.ignoreVertexColor;\n this.v0CompatShade = source.v0CompatShade;\n this.debugMode = source.debugMode;\n this.outlineWidthMode = source.outlineWidthMode;\n this.isOutline = source.isOutline;\n this.needsUpdate = true;\n return this;\n }\n /**\n * Update UV animation state.\n * Intended to be called via {@link update}.\n * @param delta deltaTime\n */\n _updateUVAnimation(delta) {\n this.uniforms.uvAnimationScrollXOffset.value += delta * this.uvAnimationScrollXSpeedFactor;\n this.uniforms.uvAnimationScrollYOffset.value += delta * this.uvAnimationScrollYSpeedFactor;\n this.uniforms.uvAnimationRotationPhase.value += delta * this.uvAnimationRotationSpeedFactor;\n this.uniforms.alphaTest.value = this.alphaTest;\n this.uniformsNeedUpdate = true;\n }\n /**\n * Upload uniforms that need to upload but doesn't automatically because of reasons.\n * Intended to be called via {@link constructor} and {@link update}.\n */\n _uploadUniformsWorkaround() {\n this.uniforms.opacity.value = this.opacity;\n this._updateTextureMatrix(this.uniforms.map, this.uniforms.mapUvTransform);\n this._updateTextureMatrix(this.uniforms.normalMap, this.uniforms.normalMapUvTransform);\n this._updateTextureMatrix(this.uniforms.emissiveMap, this.uniforms.emissiveMapUvTransform);\n this._updateTextureMatrix(this.uniforms.shadeMultiplyTexture, this.uniforms.shadeMultiplyTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.shadingShiftTexture, this.uniforms.shadingShiftTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.matcapTexture, this.uniforms.matcapTextureUvTransform);\n this._updateTextureMatrix(this.uniforms.rimMultiplyTexture, this.uniforms.rimMultiplyTextureUvTransform);\n this._updateTextureMatrix(\n this.uniforms.outlineWidthMultiplyTexture,\n this.uniforms.outlineWidthMultiplyTextureUvTransform\n );\n this._updateTextureMatrix(this.uniforms.uvAnimationMaskTexture, this.uniforms.uvAnimationMaskTextureUvTransform);\n this.uniformsNeedUpdate = true;\n }\n /**\n * Returns a map object of preprocessor token and macro of the shader program.\n */\n _generateDefines() {\n const threeRevision = parseInt(THREE42.REVISION, 10);\n const useUvInVert = this.outlineWidthMultiplyTexture !== null;\n const useUvInFrag = this.map !== null || this.normalMap !== null || this.emissiveMap !== null || this.shadeMultiplyTexture !== null || this.shadingShiftTexture !== null || this.rimMultiplyTexture !== null || this.uvAnimationMaskTexture !== null;\n return {\n // Temporary compat against shader change @ Three.js r126\n // See: #21205, #21307, #21299\n THREE_VRM_THREE_REVISION: threeRevision,\n OUTLINE: this._isOutline,\n MTOON_USE_UV: useUvInVert || useUvInFrag,\n // we can't use `USE_UV` , it will be redefined in WebGLProgram.js\n MTOON_UVS_VERTEX_ONLY: useUvInVert && !useUvInFrag,\n V0_COMPAT_SHADE: this._v0CompatShade,\n USE_SHADEMULTIPLYTEXTURE: this.shadeMultiplyTexture !== null,\n USE_SHADINGSHIFTTEXTURE: this.shadingShiftTexture !== null,\n USE_MATCAPTEXTURE: this.matcapTexture !== null,\n USE_RIMMULTIPLYTEXTURE: this.rimMultiplyTexture !== null,\n USE_OUTLINEWIDTHMULTIPLYTEXTURE: this._isOutline && this.outlineWidthMultiplyTexture !== null,\n USE_UVANIMATIONMASKTEXTURE: this.uvAnimationMaskTexture !== null,\n IGNORE_VERTEX_COLOR: this._ignoreVertexColor === true,\n DEBUG_NORMAL: this._debugMode === \"normal\",\n DEBUG_LITSHADERATE: this._debugMode === \"litShadeRate\",\n DEBUG_UV: this._debugMode === \"uv\",\n OUTLINE_WIDTH_WORLD: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.WorldCoordinates,\n OUTLINE_WIDTH_SCREEN: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.ScreenCoordinates\n };\n }\n _updateTextureMatrix(src, dst) {\n if (src.value) {\n if (src.value.matrixAutoUpdate) {\n src.value.updateMatrix();\n }\n dst.value.copy(src.value.matrix);\n }\n }\n};\nvar POSSIBLE_SPEC_VERSIONS6 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar _MToonMaterialLoaderPlugin = class _MToonMaterialLoaderPlugin2 {\n get name() {\n return _MToonMaterialLoaderPlugin2.EXTENSION_NAME;\n }\n constructor(parser, options = {}) {\n var _a, _b, _c, _d;\n this.parser = parser;\n this.materialType = (_a = options.materialType) != null ? _a : MToonMaterial;\n this.renderOrderOffset = (_b = options.renderOrderOffset) != null ? _b : 0;\n this.v0CompatShade = (_c = options.v0CompatShade) != null ? _c : false;\n this.debugMode = (_d = options.debugMode) != null ? _d : \"none\";\n this._mToonMaterialSet = /* @__PURE__ */ new Set();\n }\n beforeRoot() {\n return __async3(this, null, function* () {\n this._removeUnlitExtensionIfMToonExists();\n });\n }\n afterRoot(gltf) {\n return __async3(this, null, function* () {\n gltf.userData.vrmMToonMaterials = Array.from(this._mToonMaterialSet);\n });\n }\n getMaterialType(materialIndex) {\n const v1Extension = this._getMToonExtension(materialIndex);\n if (v1Extension) {\n return this.materialType;\n }\n return null;\n }\n extendMaterialParams(materialIndex, materialParams) {\n const extension = this._getMToonExtension(materialIndex);\n if (extension) {\n return this._extendMaterialParams(extension, materialParams);\n }\n return null;\n }\n loadMesh(meshIndex) {\n return __async3(this, null, function* () {\n var _a;\n const parser = this.parser;\n const json = parser.json;\n const meshDef = (_a = json.meshes) == null ? void 0 : _a[meshIndex];\n if (meshDef == null) {\n throw new Error(\n `MToonMaterialLoaderPlugin: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`\n );\n }\n const primitivesDef = meshDef.primitives;\n const meshOrGroup = yield parser.loadMesh(meshIndex);\n if (primitivesDef.length === 1) {\n const mesh = meshOrGroup;\n const materialIndex = primitivesDef[0].material;\n if (materialIndex != null) {\n this._setupPrimitive(mesh, materialIndex);\n }\n } else {\n const group = meshOrGroup;\n for (let i = 0; i < primitivesDef.length; i++) {\n const mesh = group.children[i];\n const materialIndex = primitivesDef[i].material;\n if (materialIndex != null) {\n this._setupPrimitive(mesh, materialIndex);\n }\n }\n }\n return meshOrGroup;\n });\n }\n /**\n * Delete use of `KHR_materials_unlit` from its `materials` if the material is using MToon.\n *\n * Since GLTFLoader have so many hardcoded procedure related to `KHR_materials_unlit`\n * we have to delete the extension before we start to parse the glTF.\n */\n _removeUnlitExtensionIfMToonExists() {\n const parser = this.parser;\n const json = parser.json;\n const materialDefs = json.materials;\n materialDefs == null ? void 0 : materialDefs.map((materialDef, iMaterial) => {\n var _a;\n const extension = this._getMToonExtension(iMaterial);\n if (extension && ((_a = materialDef.extensions) == null ? void 0 : _a[\"KHR_materials_unlit\"])) {\n delete materialDef.extensions[\"KHR_materials_unlit\"];\n }\n });\n }\n _getMToonExtension(materialIndex) {\n var _a, _b;\n const parser = this.parser;\n const json = parser.json;\n const materialDef = (_a = json.materials) == null ? void 0 : _a[materialIndex];\n if (materialDef == null) {\n console.warn(\n `MToonMaterialLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`\n );\n return void 0;\n }\n const extension = (_b = materialDef.extensions) == null ? void 0 : _b[_MToonMaterialLoaderPlugin2.EXTENSION_NAME];\n if (extension == null) {\n return void 0;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS6.has(specVersion)) {\n console.warn(\n `MToonMaterialLoaderPlugin: Unknown ${_MToonMaterialLoaderPlugin2.EXTENSION_NAME} specVersion \"${specVersion}\"`\n );\n return void 0;\n }\n return extension;\n }\n _extendMaterialParams(extension, materialParams) {\n return __async3(this, null, function* () {\n var _a;\n delete materialParams.metalness;\n delete materialParams.roughness;\n const assignHelper = new GLTFMToonMaterialParamsAssignHelper(this.parser, materialParams);\n assignHelper.assignPrimitive(\"transparentWithZWrite\", extension.transparentWithZWrite);\n assignHelper.assignColor(\"shadeColorFactor\", extension.shadeColorFactor);\n assignHelper.assignTexture(\"shadeMultiplyTexture\", extension.shadeMultiplyTexture, true);\n assignHelper.assignPrimitive(\"shadingShiftFactor\", extension.shadingShiftFactor);\n assignHelper.assignTexture(\"shadingShiftTexture\", extension.shadingShiftTexture, true);\n assignHelper.assignPrimitive(\"shadingShiftTextureScale\", (_a = extension.shadingShiftTexture) == null ? void 0 : _a.scale);\n assignHelper.assignPrimitive(\"shadingToonyFactor\", extension.shadingToonyFactor);\n assignHelper.assignPrimitive(\"giEqualizationFactor\", extension.giEqualizationFactor);\n assignHelper.assignColor(\"matcapFactor\", extension.matcapFactor);\n assignHelper.assignTexture(\"matcapTexture\", extension.matcapTexture, true);\n assignHelper.assignColor(\"parametricRimColorFactor\", extension.parametricRimColorFactor);\n assignHelper.assignTexture(\"rimMultiplyTexture\", extension.rimMultiplyTexture, true);\n assignHelper.assignPrimitive(\"rimLightingMixFactor\", extension.rimLightingMixFactor);\n assignHelper.assignPrimitive(\"parametricRimFresnelPowerFactor\", extension.parametricRimFresnelPowerFactor);\n assignHelper.assignPrimitive(\"parametricRimLiftFactor\", extension.parametricRimLiftFactor);\n assignHelper.assignPrimitive(\"outlineWidthMode\", extension.outlineWidthMode);\n assignHelper.assignPrimitive(\"outlineWidthFactor\", extension.outlineWidthFactor);\n assignHelper.assignTexture(\"outlineWidthMultiplyTexture\", extension.outlineWidthMultiplyTexture, false);\n assignHelper.assignColor(\"outlineColorFactor\", extension.outlineColorFactor);\n assignHelper.assignPrimitive(\"outlineLightingMixFactor\", extension.outlineLightingMixFactor);\n assignHelper.assignTexture(\"uvAnimationMaskTexture\", extension.uvAnimationMaskTexture, false);\n assignHelper.assignPrimitive(\"uvAnimationScrollXSpeedFactor\", extension.uvAnimationScrollXSpeedFactor);\n assignHelper.assignPrimitive(\"uvAnimationScrollYSpeedFactor\", extension.uvAnimationScrollYSpeedFactor);\n assignHelper.assignPrimitive(\"uvAnimationRotationSpeedFactor\", extension.uvAnimationRotationSpeedFactor);\n assignHelper.assignPrimitive(\"v0CompatShade\", this.v0CompatShade);\n assignHelper.assignPrimitive(\"debugMode\", this.debugMode);\n yield assignHelper.pending;\n });\n }\n /**\n * This will do two processes that is required to render MToon properly.\n *\n * - Set render order\n * - Generate outline\n *\n * @param mesh A target GLTF primitive\n * @param materialIndex The material index of the primitive\n */\n _setupPrimitive(mesh, materialIndex) {\n const extension = this._getMToonExtension(materialIndex);\n if (extension) {\n const renderOrder = this._parseRenderOrder(extension);\n mesh.renderOrder = renderOrder + this.renderOrderOffset;\n this._generateOutline(mesh);\n this._addToMaterialSet(mesh);\n return;\n }\n }\n /**\n * Check whether the material should generate outline or not.\n * @param surfaceMaterial The material to check\n * @returns True if the material should generate outline\n */\n _shouldGenerateOutline(surfaceMaterial) {\n return typeof surfaceMaterial.outlineWidthMode === \"string\" && surfaceMaterial.outlineWidthMode !== \"none\" && typeof surfaceMaterial.outlineWidthFactor === \"number\" && surfaceMaterial.outlineWidthFactor > 0;\n }\n /**\n * Generate outline for the given mesh, if it needs.\n *\n * @param mesh The target mesh\n */\n _generateOutline(mesh) {\n const surfaceMaterial = mesh.material;\n if (!(surfaceMaterial instanceof THREE52.Material)) {\n return;\n }\n if (!this._shouldGenerateOutline(surfaceMaterial)) {\n return;\n }\n mesh.material = [surfaceMaterial];\n const outlineMaterial = surfaceMaterial.clone();\n outlineMaterial.name += \" (Outline)\";\n outlineMaterial.isOutline = true;\n outlineMaterial.side = THREE52.BackSide;\n mesh.material.push(outlineMaterial);\n const geometry = mesh.geometry;\n const primitiveVertices = geometry.index ? geometry.index.count : geometry.attributes.position.count / 3;\n geometry.addGroup(0, primitiveVertices, 0);\n geometry.addGroup(0, primitiveVertices, 1);\n }\n _addToMaterialSet(mesh) {\n const materialOrMaterials = mesh.material;\n const materialSet = /* @__PURE__ */ new Set();\n if (Array.isArray(materialOrMaterials)) {\n materialOrMaterials.forEach((material) => materialSet.add(material));\n } else {\n materialSet.add(materialOrMaterials);\n }\n for (const material of materialSet) {\n this._mToonMaterialSet.add(material);\n }\n }\n _parseRenderOrder(extension) {\n var _a;\n const enabledZWrite = extension.transparentWithZWrite;\n return (enabledZWrite ? 0 : 19) + ((_a = extension.renderQueueOffsetNumber) != null ? _a : 0);\n }\n};\n_MToonMaterialLoaderPlugin.EXTENSION_NAME = \"VRMC_materials_mtoon\";\nvar MToonMaterialLoaderPlugin = _MToonMaterialLoaderPlugin;\n\n// ../three-vrm-materials-hdr-emissive-multiplier/lib/three-vrm-materials-hdr-emissive-multiplier.module.js\nvar __async4 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nvar _VRMMaterialsHDREmissiveMultiplierLoaderPlugin = class _VRMMaterialsHDREmissiveMultiplierLoaderPlugin2 {\n get name() {\n return _VRMMaterialsHDREmissiveMultiplierLoaderPlugin2.EXTENSION_NAME;\n }\n constructor(parser) {\n this.parser = parser;\n }\n extendMaterialParams(materialIndex, materialParams) {\n return __async4(this, null, function* () {\n const extension = this._getHDREmissiveMultiplierExtension(materialIndex);\n if (extension == null) {\n return;\n }\n console.warn(\n \"VRMMaterialsHDREmissiveMultiplierLoaderPlugin: `VRMC_materials_hdr_emissiveMultiplier` is archived. Use `KHR_materials_emissive_strength` instead.\"\n );\n const emissiveMultiplier = extension.emissiveMultiplier;\n materialParams.emissiveIntensity = emissiveMultiplier;\n });\n }\n _getHDREmissiveMultiplierExtension(materialIndex) {\n var _a, _b;\n const parser = this.parser;\n const json = parser.json;\n const materialDef = (_a = json.materials) == null ? void 0 : _a[materialIndex];\n if (materialDef == null) {\n console.warn(\n `VRMMaterialsHDREmissiveMultiplierLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`\n );\n return void 0;\n }\n const extension = (_b = materialDef.extensions) == null ? void 0 : _b[_VRMMaterialsHDREmissiveMultiplierLoaderPlugin2.EXTENSION_NAME];\n if (extension == null) {\n return void 0;\n }\n return extension;\n }\n};\n_VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME = \"VRMC_materials_hdr_emissiveMultiplier\";\nvar VRMMaterialsHDREmissiveMultiplierLoaderPlugin = _VRMMaterialsHDREmissiveMultiplierLoaderPlugin;\n\n// ../three-vrm-materials-v0compat/lib/three-vrm-materials-v0compat.module.js\nvar THREE18 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar __defProp3 = Object.defineProperty;\nvar __defProps = Object.defineProperties;\nvar __getOwnPropDescs = Object.getOwnPropertyDescriptors;\nvar __getOwnPropSymbols2 = Object.getOwnPropertySymbols;\nvar __hasOwnProp3 = Object.prototype.hasOwnProperty;\nvar __propIsEnum2 = Object.prototype.propertyIsEnumerable;\nvar __defNormalProp2 = (obj, key, value) => key in obj ? __defProp3(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;\nvar __spreadValues2 = (a, b) => {\n for (var prop in b || (b = {}))\n if (__hasOwnProp3.call(b, prop))\n __defNormalProp2(a, prop, b[prop]);\n if (__getOwnPropSymbols2)\n for (var prop of __getOwnPropSymbols2(b)) {\n if (__propIsEnum2.call(b, prop))\n __defNormalProp2(a, prop, b[prop]);\n }\n return a;\n};\nvar __spreadProps = (a, b) => __defProps(a, __getOwnPropDescs(b));\nvar __async5 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nfunction gammaEOTF(e) {\n return Math.pow(e, 2.2);\n}\nvar VRMMaterialsV0CompatPlugin = class {\n get name() {\n return \"VRMMaterialsV0CompatPlugin\";\n }\n constructor(parser) {\n var _a;\n this.parser = parser;\n this._renderQueueMapTransparent = /* @__PURE__ */ new Map();\n this._renderQueueMapTransparentZWrite = /* @__PURE__ */ new Map();\n const json = this.parser.json;\n json.extensionsUsed = (_a = json.extensionsUsed) != null ? _a : [];\n if (json.extensionsUsed.indexOf(\"KHR_texture_transform\") === -1) {\n json.extensionsUsed.push(\"KHR_texture_transform\");\n }\n }\n beforeRoot() {\n return __async5(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const v0VRMExtension = (_a = json.extensions) == null ? void 0 : _a[\"VRM\"];\n const v0MaterialProperties = v0VRMExtension == null ? void 0 : v0VRMExtension.materialProperties;\n if (!v0MaterialProperties) {\n return;\n }\n this._populateRenderQueueMap(v0MaterialProperties);\n v0MaterialProperties.forEach((materialProperties, materialIndex) => {\n var _a2, _b;\n const materialDef = (_a2 = json.materials) == null ? void 0 : _a2[materialIndex];\n if (materialDef == null) {\n console.warn(\n `VRMMaterialsV0CompatPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`\n );\n return;\n }\n if (materialProperties.shader === \"VRM/MToon\") {\n const material = this._parseV0MToonProperties(materialProperties, materialDef);\n json.materials[materialIndex] = material;\n } else if ((_b = materialProperties.shader) == null ? void 0 : _b.startsWith(\"VRM/Unlit\")) {\n const material = this._parseV0UnlitProperties(materialProperties, materialDef);\n json.materials[materialIndex] = material;\n } else if (materialProperties.shader === \"VRM_USE_GLTFSHADER\") {\n } else {\n console.warn(`VRMMaterialsV0CompatPlugin: Unknown shader: ${materialProperties.shader}`);\n }\n });\n });\n }\n _parseV0MToonProperties(materialProperties, schemaMaterial) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _i, _j, _k, _l, _m, _n, _o, _p, _q, _r, _s, _t, _u, _v, _w, _x, _y, _z, _A, _B, _C, _D, _E, _F, _G, _H, _I, _J, _K, _L, _M, _N, _O, _P, _Q, _R, _S, _T, _U, _V, _W, _X, _Y, _Z, __, _$, _aa;\n const isTransparent = (_b = (_a = materialProperties.keywordMap) == null ? void 0 : _a[\"_ALPHABLEND_ON\"]) != null ? _b : false;\n const enabledZWrite = ((_c = materialProperties.floatProperties) == null ? void 0 : _c[\"_ZWrite\"]) === 1;\n const transparentWithZWrite = enabledZWrite && isTransparent;\n const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n const isCutoff = (_e = (_d = materialProperties.keywordMap) == null ? void 0 : _d[\"_ALPHATEST_ON\"]) != null ? _e : false;\n const alphaMode = isTransparent ? \"BLEND\" : isCutoff ? \"MASK\" : \"OPAQUE\";\n const alphaCutoff = isCutoff ? (_g = (_f = materialProperties.floatProperties) == null ? void 0 : _f[\"_Cutoff\"]) != null ? _g : 0.5 : void 0;\n const cullMode = (_i = (_h = materialProperties.floatProperties) == null ? void 0 : _h[\"_CullMode\"]) != null ? _i : 2;\n const doubleSided = cullMode === 0;\n const textureTransformExt = this._portTextureTransform(materialProperties);\n const baseColorFactor = ((_k = (_j = materialProperties.vectorProperties) == null ? void 0 : _j[\"_Color\"]) != null ? _k : [1, 1, 1, 1]).map(\n (v, i) => i === 3 ? v : gammaEOTF(v)\n // alpha channel is stored in linear\n );\n const baseColorTextureIndex = (_l = materialProperties.textureProperties) == null ? void 0 : _l[\"_MainTex\"];\n const baseColorTexture = baseColorTextureIndex != null ? {\n index: baseColorTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const normalTextureScale = (_n = (_m = materialProperties.floatProperties) == null ? void 0 : _m[\"_BumpScale\"]) != null ? _n : 1;\n const normalTextureIndex = (_o = materialProperties.textureProperties) == null ? void 0 : _o[\"_BumpMap\"];\n const normalTexture = normalTextureIndex != null ? {\n index: normalTextureIndex,\n scale: normalTextureScale,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const emissiveFactor = ((_q = (_p = materialProperties.vectorProperties) == null ? void 0 : _p[\"_EmissionColor\"]) != null ? _q : [0, 0, 0, 1]).map(\n gammaEOTF\n );\n const emissiveTextureIndex = (_r = materialProperties.textureProperties) == null ? void 0 : _r[\"_EmissionMap\"];\n const emissiveTexture = emissiveTextureIndex != null ? {\n index: emissiveTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const shadeColorFactor = ((_t = (_s = materialProperties.vectorProperties) == null ? void 0 : _s[\"_ShadeColor\"]) != null ? _t : [0.97, 0.81, 0.86, 1]).map(\n gammaEOTF\n );\n const shadeMultiplyTextureIndex = (_u = materialProperties.textureProperties) == null ? void 0 : _u[\"_ShadeTexture\"];\n const shadeMultiplyTexture = shadeMultiplyTextureIndex != null ? {\n index: shadeMultiplyTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n let shadingShiftFactor = (_w = (_v = materialProperties.floatProperties) == null ? void 0 : _v[\"_ShadeShift\"]) != null ? _w : 0;\n let shadingToonyFactor = (_y = (_x = materialProperties.floatProperties) == null ? void 0 : _x[\"_ShadeToony\"]) != null ? _y : 0.9;\n shadingToonyFactor = THREE18.MathUtils.lerp(shadingToonyFactor, 1, 0.5 + 0.5 * shadingShiftFactor);\n shadingShiftFactor = -shadingShiftFactor - (1 - shadingToonyFactor);\n const giIntensityFactor = (_A = (_z = materialProperties.floatProperties) == null ? void 0 : _z[\"_IndirectLightIntensity\"]) != null ? _A : 0.1;\n const giEqualizationFactor = giIntensityFactor ? 1 - giIntensityFactor : void 0;\n const matcapTextureIndex = (_B = materialProperties.textureProperties) == null ? void 0 : _B[\"_SphereAdd\"];\n const matcapFactor = matcapTextureIndex != null ? [1, 1, 1] : void 0;\n const matcapTexture = matcapTextureIndex != null ? {\n index: matcapTextureIndex\n } : void 0;\n const rimLightingMixFactor = (_D = (_C = materialProperties.floatProperties) == null ? void 0 : _C[\"_RimLightingMix\"]) != null ? _D : 0;\n const rimMultiplyTextureIndex = (_E = materialProperties.textureProperties) == null ? void 0 : _E[\"_RimTexture\"];\n const rimMultiplyTexture = rimMultiplyTextureIndex != null ? {\n index: rimMultiplyTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const parametricRimColorFactor = ((_G = (_F = materialProperties.vectorProperties) == null ? void 0 : _F[\"_RimColor\"]) != null ? _G : [0, 0, 0, 1]).map(\n gammaEOTF\n );\n const parametricRimFresnelPowerFactor = (_I = (_H = materialProperties.floatProperties) == null ? void 0 : _H[\"_RimFresnelPower\"]) != null ? _I : 1;\n const parametricRimLiftFactor = (_K = (_J = materialProperties.floatProperties) == null ? void 0 : _J[\"_RimLift\"]) != null ? _K : 0;\n const outlineWidthMode = [\"none\", \"worldCoordinates\", \"screenCoordinates\"][(_M = (_L = materialProperties.floatProperties) == null ? void 0 : _L[\"_OutlineWidthMode\"]) != null ? _M : 0];\n let outlineWidthFactor = (_O = (_N = materialProperties.floatProperties) == null ? void 0 : _N[\"_OutlineWidth\"]) != null ? _O : 0;\n outlineWidthFactor = 0.01 * outlineWidthFactor;\n const outlineWidthMultiplyTextureIndex = (_P = materialProperties.textureProperties) == null ? void 0 : _P[\"_OutlineWidthTexture\"];\n const outlineWidthMultiplyTexture = outlineWidthMultiplyTextureIndex != null ? {\n index: outlineWidthMultiplyTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const outlineColorFactor = ((_R = (_Q = materialProperties.vectorProperties) == null ? void 0 : _Q[\"_OutlineColor\"]) != null ? _R : [0, 0, 0]).map(\n gammaEOTF\n );\n const outlineColorMode = (_T = (_S = materialProperties.floatProperties) == null ? void 0 : _S[\"_OutlineColorMode\"]) != null ? _T : 0;\n const outlineLightingMixFactor = outlineColorMode === 1 ? (_V = (_U = materialProperties.floatProperties) == null ? void 0 : _U[\"_OutlineLightingMix\"]) != null ? _V : 1 : 0;\n const uvAnimationMaskTextureIndex = (_W = materialProperties.textureProperties) == null ? void 0 : _W[\"_UvAnimMaskTexture\"];\n const uvAnimationMaskTexture = uvAnimationMaskTextureIndex != null ? {\n index: uvAnimationMaskTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const uvAnimationScrollXSpeedFactor = (_Y = (_X = materialProperties.floatProperties) == null ? void 0 : _X[\"_UvAnimScrollX\"]) != null ? _Y : 0;\n let uvAnimationScrollYSpeedFactor = (__ = (_Z = materialProperties.floatProperties) == null ? void 0 : _Z[\"_UvAnimScrollY\"]) != null ? __ : 0;\n if (uvAnimationScrollYSpeedFactor != null) {\n uvAnimationScrollYSpeedFactor = -uvAnimationScrollYSpeedFactor;\n }\n const uvAnimationRotationSpeedFactor = (_aa = (_$ = materialProperties.floatProperties) == null ? void 0 : _$[\"_UvAnimRotation\"]) != null ? _aa : 0;\n const mtoonExtension = {\n specVersion: \"1.0\",\n transparentWithZWrite,\n renderQueueOffsetNumber,\n shadeColorFactor,\n shadeMultiplyTexture,\n shadingShiftFactor,\n shadingToonyFactor,\n giEqualizationFactor,\n matcapFactor,\n matcapTexture,\n rimLightingMixFactor,\n rimMultiplyTexture,\n parametricRimColorFactor,\n parametricRimFresnelPowerFactor,\n parametricRimLiftFactor,\n outlineWidthMode,\n outlineWidthFactor,\n outlineWidthMultiplyTexture,\n outlineColorFactor,\n outlineLightingMixFactor,\n uvAnimationMaskTexture,\n uvAnimationScrollXSpeedFactor,\n uvAnimationScrollYSpeedFactor,\n uvAnimationRotationSpeedFactor\n };\n return __spreadProps(__spreadValues2({}, schemaMaterial), {\n pbrMetallicRoughness: {\n baseColorFactor,\n baseColorTexture\n },\n normalTexture,\n emissiveTexture,\n emissiveFactor,\n alphaMode,\n alphaCutoff,\n doubleSided,\n extensions: {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n VRMC_materials_mtoon: mtoonExtension\n }\n });\n }\n _parseV0UnlitProperties(materialProperties, schemaMaterial) {\n var _a, _b, _c, _d, _e;\n const isTransparentZWrite = materialProperties.shader === \"VRM/UnlitTransparentZWrite\";\n const isTransparent = materialProperties.shader === \"VRM/UnlitTransparent\" || isTransparentZWrite;\n const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n const isCutoff = materialProperties.shader === \"VRM/UnlitCutout\";\n const alphaMode = isTransparent ? \"BLEND\" : isCutoff ? \"MASK\" : \"OPAQUE\";\n const alphaCutoff = isCutoff ? (_b = (_a = materialProperties.floatProperties) == null ? void 0 : _a[\"_Cutoff\"]) != null ? _b : 0.5 : void 0;\n const textureTransformExt = this._portTextureTransform(materialProperties);\n const baseColorFactor = ((_d = (_c = materialProperties.vectorProperties) == null ? void 0 : _c[\"_Color\"]) != null ? _d : [1, 1, 1, 1]).map(gammaEOTF);\n const baseColorTextureIndex = (_e = materialProperties.textureProperties) == null ? void 0 : _e[\"_MainTex\"];\n const baseColorTexture = baseColorTextureIndex != null ? {\n index: baseColorTextureIndex,\n extensions: __spreadValues2({}, textureTransformExt)\n } : void 0;\n const mtoonExtension = {\n specVersion: \"1.0\",\n transparentWithZWrite: isTransparentZWrite,\n renderQueueOffsetNumber,\n shadeColorFactor: baseColorFactor,\n shadeMultiplyTexture: baseColorTexture\n };\n return __spreadProps(__spreadValues2({}, schemaMaterial), {\n pbrMetallicRoughness: {\n baseColorFactor,\n baseColorTexture\n },\n alphaMode,\n alphaCutoff,\n extensions: {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n VRMC_materials_mtoon: mtoonExtension\n }\n });\n }\n /**\n * Create a glTF `KHR_texture_transform` extension from v0 texture transform info.\n */\n _portTextureTransform(materialProperties) {\n var _a, _b, _c, _d, _e;\n const textureTransform = (_a = materialProperties.vectorProperties) == null ? void 0 : _a[\"_MainTex\"];\n if (textureTransform == null) {\n return {};\n }\n const offset = [(_b = textureTransform == null ? void 0 : textureTransform[0]) != null ? _b : 0, (_c = textureTransform == null ? void 0 : textureTransform[1]) != null ? _c : 0];\n const scale = [(_d = textureTransform == null ? void 0 : textureTransform[2]) != null ? _d : 1, (_e = textureTransform == null ? void 0 : textureTransform[3]) != null ? _e : 1];\n offset[1] = 1 - scale[1] - offset[1];\n return {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n KHR_texture_transform: { offset, scale }\n };\n }\n /**\n * Convert v0 render order into v1 render order.\n * This uses a map from v0 render queue to v1 compliant render queue offset which is generated in {@link _populateRenderQueueMap}.\n */\n _v0ParseRenderQueue(materialProperties) {\n var _a, _b, _c;\n const isTransparent = (_b = (_a = materialProperties.keywordMap) == null ? void 0 : _a[\"_ALPHABLEND_ON\"]) != null ? _b : false;\n const enabledZWrite = ((_c = materialProperties.floatProperties) == null ? void 0 : _c[\"_ZWrite\"]) === 1;\n let offset = 0;\n if (isTransparent) {\n const v0Queue = materialProperties.renderQueue;\n if (v0Queue != null) {\n if (enabledZWrite) {\n offset = this._renderQueueMapTransparentZWrite.get(v0Queue);\n } else {\n offset = this._renderQueueMapTransparent.get(v0Queue);\n }\n }\n }\n return offset;\n }\n /**\n * Create a map which maps v0 render queue to v1 compliant render queue offset.\n * This lists up all render queues the model use and creates a map to new render queue offsets in the same order.\n */\n _populateRenderQueueMap(materialPropertiesList) {\n const renderQueuesTransparent = /* @__PURE__ */ new Set();\n const renderQueuesTransparentZWrite = /* @__PURE__ */ new Set();\n materialPropertiesList.forEach((materialProperties) => {\n var _a, _b, _c;\n const isTransparent = (_b = (_a = materialProperties.keywordMap) == null ? void 0 : _a[\"_ALPHABLEND_ON\"]) != null ? _b : false;\n const enabledZWrite = ((_c = materialProperties.floatProperties) == null ? void 0 : _c[\"_ZWrite\"]) === 1;\n if (isTransparent) {\n const v0Queue = materialProperties.renderQueue;\n if (v0Queue != null) {\n if (enabledZWrite) {\n renderQueuesTransparentZWrite.add(v0Queue);\n } else {\n renderQueuesTransparent.add(v0Queue);\n }\n }\n }\n });\n if (renderQueuesTransparent.size > 10) {\n console.warn(\n `VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparent.size} render queues for Transparent materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`\n );\n }\n if (renderQueuesTransparentZWrite.size > 10) {\n console.warn(\n `VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparentZWrite.size} render queues for TransparentZWrite materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`\n );\n }\n Array.from(renderQueuesTransparent).sort().forEach((queue, i) => {\n const newQueueOffset = Math.min(Math.max(i - renderQueuesTransparent.size + 1, -9), 0);\n this._renderQueueMapTransparent.set(queue, newQueueOffset);\n });\n Array.from(renderQueuesTransparentZWrite).sort().forEach((queue, i) => {\n const newQueueOffset = Math.min(Math.max(i, 0), 9);\n this._renderQueueMapTransparentZWrite.set(queue, newQueueOffset);\n });\n }\n};\n\n// ../three-vrm-node-constraint/lib/three-vrm-node-constraint.module.js\nvar THREE19 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE33 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE23 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE43 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE53 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar __async6 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nvar _v3A6 = new THREE19.Vector3();\nvar VRMNodeConstraintHelper = class extends THREE19.Group {\n constructor(constraint) {\n super();\n this._attrPosition = new THREE19.BufferAttribute(new Float32Array([0, 0, 0, 0, 0, 0]), 3);\n this._attrPosition.setUsage(THREE19.DynamicDrawUsage);\n const geometry = new THREE19.BufferGeometry();\n geometry.setAttribute(\"position\", this._attrPosition);\n const material = new THREE19.LineBasicMaterial({\n color: 16711935,\n depthTest: false,\n depthWrite: false\n });\n this._line = new THREE19.Line(geometry, material);\n this.add(this._line);\n this.constraint = constraint;\n }\n updateMatrixWorld(force) {\n _v3A6.setFromMatrixPosition(this.constraint.destination.matrixWorld);\n this._attrPosition.setXYZ(0, _v3A6.x, _v3A6.y, _v3A6.z);\n if (this.constraint.source) {\n _v3A6.setFromMatrixPosition(this.constraint.source.matrixWorld);\n }\n this._attrPosition.setXYZ(1, _v3A6.x, _v3A6.y, _v3A6.z);\n this._attrPosition.needsUpdate = true;\n super.updateMatrixWorld(force);\n }\n};\nfunction decomposePosition(matrix, target) {\n return target.set(matrix.elements[12], matrix.elements[13], matrix.elements[14]);\n}\nvar _v3A22 = new THREE23.Vector3();\nvar _v3B4 = new THREE23.Vector3();\nfunction decomposeRotation(matrix, target) {\n matrix.decompose(_v3A22, target, _v3B4);\n return target;\n}\nfunction quatInvertCompat2(target) {\n if (target.invert) {\n target.invert();\n } else {\n target.inverse();\n }\n return target;\n}\nvar VRMNodeConstraint = class {\n /**\n * @param destination The destination object\n * @param source The source object\n */\n constructor(destination, source) {\n this.destination = destination;\n this.source = source;\n this.weight = 1;\n }\n};\nvar _v3A32 = new THREE33.Vector3();\nvar _v3B22 = new THREE33.Vector3();\nvar _v3C2 = new THREE33.Vector3();\nvar _quatA7 = new THREE33.Quaternion();\nvar _quatB4 = new THREE33.Quaternion();\nvar _quatC2 = new THREE33.Quaternion();\nvar VRMAimConstraint = class extends VRMNodeConstraint {\n /**\n * The aim axis of the constraint.\n */\n get aimAxis() {\n return this._aimAxis;\n }\n /**\n * The aim axis of the constraint.\n */\n set aimAxis(aimAxis) {\n this._aimAxis = aimAxis;\n this._v3AimAxis.set(\n aimAxis === \"PositiveX\" ? 1 : aimAxis === \"NegativeX\" ? -1 : 0,\n aimAxis === \"PositiveY\" ? 1 : aimAxis === \"NegativeY\" ? -1 : 0,\n aimAxis === \"PositiveZ\" ? 1 : aimAxis === \"NegativeZ\" ? -1 : 0\n );\n }\n get dependencies() {\n const set = /* @__PURE__ */ new Set([this.source]);\n if (this.destination.parent) {\n set.add(this.destination.parent);\n }\n return set;\n }\n constructor(destination, source) {\n super(destination, source);\n this._aimAxis = \"PositiveX\";\n this._v3AimAxis = new THREE33.Vector3(1, 0, 0);\n this._dstRestQuat = new THREE33.Quaternion();\n }\n setInitState() {\n this._dstRestQuat.copy(this.destination.quaternion);\n }\n update() {\n this.destination.updateWorldMatrix(true, false);\n this.source.updateWorldMatrix(true, false);\n const dstParentWorldQuat = _quatA7.identity();\n const invDstParentWorldQuat = _quatB4.identity();\n if (this.destination.parent) {\n decomposeRotation(this.destination.parent.matrixWorld, dstParentWorldQuat);\n quatInvertCompat2(invDstParentWorldQuat.copy(dstParentWorldQuat));\n }\n const a0 = _v3A32.copy(this._v3AimAxis).applyQuaternion(this._dstRestQuat).applyQuaternion(dstParentWorldQuat);\n const a1 = decomposePosition(this.source.matrixWorld, _v3B22).sub(decomposePosition(this.destination.matrixWorld, _v3C2)).normalize();\n const targetQuat = _quatC2.setFromUnitVectors(a0, a1).premultiply(invDstParentWorldQuat).multiply(dstParentWorldQuat).multiply(this._dstRestQuat);\n this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n }\n};\nfunction traverseAncestorsFromRoot(object, callback) {\n const ancestors = [object];\n let head = object.parent;\n while (head !== null) {\n ancestors.unshift(head);\n head = head.parent;\n }\n ancestors.forEach((ancestor) => {\n callback(ancestor);\n });\n}\nvar VRMNodeConstraintManager = class {\n constructor() {\n this._constraints = /* @__PURE__ */ new Set();\n this._objectConstraintsMap = /* @__PURE__ */ new Map();\n }\n get constraints() {\n return this._constraints;\n }\n addConstraint(constraint) {\n this._constraints.add(constraint);\n let objectSet = this._objectConstraintsMap.get(constraint.destination);\n if (objectSet == null) {\n objectSet = /* @__PURE__ */ new Set();\n this._objectConstraintsMap.set(constraint.destination, objectSet);\n }\n objectSet.add(constraint);\n }\n deleteConstraint(constraint) {\n this._constraints.delete(constraint);\n const objectSet = this._objectConstraintsMap.get(constraint.destination);\n objectSet.delete(constraint);\n }\n setInitState() {\n const constraintsTried = /* @__PURE__ */ new Set();\n const constraintsDone = /* @__PURE__ */ new Set();\n for (const constraint of this._constraints) {\n this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint2) => constraint2.setInitState());\n }\n }\n update() {\n const constraintsTried = /* @__PURE__ */ new Set();\n const constraintsDone = /* @__PURE__ */ new Set();\n for (const constraint of this._constraints) {\n this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint2) => constraint2.update());\n }\n }\n /**\n * Update a constraint.\n * If there are other constraints that are dependant, it will try to update them recursively.\n * It might throw an error if there are circular dependencies.\n *\n * Intended to be used in {@link update} and {@link _processConstraint} itself recursively.\n *\n * @param constraint A constraint you want to update\n * @param constraintsTried Set of constraints that are already tried to be updated\n * @param constraintsDone Set of constraints that are already up to date\n */\n _processConstraint(constraint, constraintsTried, constraintsDone, callback) {\n if (constraintsDone.has(constraint)) {\n return;\n }\n if (constraintsTried.has(constraint)) {\n throw new Error(\"VRMNodeConstraintManager: Circular dependency detected while updating constraints\");\n }\n constraintsTried.add(constraint);\n const depObjects = constraint.dependencies;\n for (const depObject of depObjects) {\n traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n const objectSet = this._objectConstraintsMap.get(depObjectAncestor);\n if (objectSet) {\n for (const depConstraint of objectSet) {\n this._processConstraint(depConstraint, constraintsTried, constraintsDone, callback);\n }\n }\n });\n }\n callback(constraint);\n constraintsDone.add(constraint);\n }\n};\nvar _quatA22 = new THREE43.Quaternion();\nvar _quatB22 = new THREE43.Quaternion();\nvar VRMRotationConstraint = class extends VRMNodeConstraint {\n get dependencies() {\n return /* @__PURE__ */ new Set([this.source]);\n }\n constructor(destination, source) {\n super(destination, source);\n this._dstRestQuat = new THREE43.Quaternion();\n this._invSrcRestQuat = new THREE43.Quaternion();\n }\n setInitState() {\n this._dstRestQuat.copy(this.destination.quaternion);\n quatInvertCompat2(this._invSrcRestQuat.copy(this.source.quaternion));\n }\n update() {\n const srcDeltaQuat = _quatA22.copy(this._invSrcRestQuat).multiply(this.source.quaternion);\n const targetQuat = _quatB22.copy(this._dstRestQuat).multiply(srcDeltaQuat);\n this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n }\n};\nvar _v3A42 = new THREE53.Vector3();\nvar _quatA32 = new THREE53.Quaternion();\nvar _quatB32 = new THREE53.Quaternion();\nvar VRMRollConstraint = class extends VRMNodeConstraint {\n /**\n * The roll axis of the constraint.\n */\n get rollAxis() {\n return this._rollAxis;\n }\n /**\n * The roll axis of the constraint.\n */\n set rollAxis(rollAxis) {\n this._rollAxis = rollAxis;\n this._v3RollAxis.set(rollAxis === \"X\" ? 1 : 0, rollAxis === \"Y\" ? 1 : 0, rollAxis === \"Z\" ? 1 : 0);\n }\n get dependencies() {\n return /* @__PURE__ */ new Set([this.source]);\n }\n constructor(destination, source) {\n super(destination, source);\n this._rollAxis = \"X\";\n this._v3RollAxis = new THREE53.Vector3(1, 0, 0);\n this._dstRestQuat = new THREE53.Quaternion();\n this._invDstRestQuat = new THREE53.Quaternion();\n this._invSrcRestQuatMulDstRestQuat = new THREE53.Quaternion();\n }\n setInitState() {\n this._dstRestQuat.copy(this.destination.quaternion);\n quatInvertCompat2(this._invDstRestQuat.copy(this._dstRestQuat));\n quatInvertCompat2(this._invSrcRestQuatMulDstRestQuat.copy(this.source.quaternion)).multiply(this._dstRestQuat);\n }\n update() {\n const quatDelta = _quatA32.copy(this._invDstRestQuat).multiply(this.source.quaternion).multiply(this._invSrcRestQuatMulDstRestQuat);\n const n1 = _v3A42.copy(this._v3RollAxis).applyQuaternion(quatDelta);\n const quatFromTo = _quatB32.setFromUnitVectors(n1, this._v3RollAxis);\n const targetQuat = quatFromTo.premultiply(this._dstRestQuat).multiply(quatDelta);\n this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n }\n};\nvar POSSIBLE_SPEC_VERSIONS7 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar _VRMNodeConstraintLoaderPlugin = class _VRMNodeConstraintLoaderPlugin2 {\n get name() {\n return _VRMNodeConstraintLoaderPlugin2.EXTENSION_NAME;\n }\n constructor(parser, options) {\n this.parser = parser;\n this.helperRoot = options == null ? void 0 : options.helperRoot;\n }\n afterRoot(gltf) {\n return __async6(this, null, function* () {\n gltf.userData.vrmNodeConstraintManager = yield this._import(gltf);\n });\n }\n /**\n * Import constraints from a GLTF and returns a {@link VRMNodeConstraintManager}.\n * It might return `null` instead when it does not need to be created or something go wrong.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __async6(this, null, function* () {\n var _a;\n const json = this.parser.json;\n const isConstraintsUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(_VRMNodeConstraintLoaderPlugin2.EXTENSION_NAME)) !== -1;\n if (!isConstraintsUsed) {\n return null;\n }\n const manager = new VRMNodeConstraintManager();\n const threeNodes = yield this.parser.getDependencies(\"node\");\n threeNodes.forEach((node, nodeIndex) => {\n var _a2;\n const schemaNode = json.nodes[nodeIndex];\n const extension = (_a2 = schemaNode == null ? void 0 : schemaNode.extensions) == null ? void 0 : _a2[_VRMNodeConstraintLoaderPlugin2.EXTENSION_NAME];\n if (extension == null) {\n return;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS7.has(specVersion)) {\n console.warn(\n `VRMNodeConstraintLoaderPlugin: Unknown ${_VRMNodeConstraintLoaderPlugin2.EXTENSION_NAME} specVersion \"${specVersion}\"`\n );\n return;\n }\n const constraintDef = extension.constraint;\n if (constraintDef.roll != null) {\n const constraint = this._importRollConstraint(node, threeNodes, constraintDef.roll);\n manager.addConstraint(constraint);\n } else if (constraintDef.aim != null) {\n const constraint = this._importAimConstraint(node, threeNodes, constraintDef.aim);\n manager.addConstraint(constraint);\n } else if (constraintDef.rotation != null) {\n const constraint = this._importRotationConstraint(node, threeNodes, constraintDef.rotation);\n manager.addConstraint(constraint);\n }\n });\n gltf.scene.updateMatrixWorld();\n manager.setInitState();\n return manager;\n });\n }\n _importRollConstraint(destination, nodes, rollConstraintDef) {\n const { source: sourceIndex, rollAxis, weight } = rollConstraintDef;\n const source = nodes[sourceIndex];\n const constraint = new VRMRollConstraint(destination, source);\n if (rollAxis != null) {\n constraint.rollAxis = rollAxis;\n }\n if (weight != null) {\n constraint.weight = weight;\n }\n if (this.helperRoot) {\n const helper = new VRMNodeConstraintHelper(constraint);\n this.helperRoot.add(helper);\n }\n return constraint;\n }\n _importAimConstraint(destination, nodes, aimConstraintDef) {\n const { source: sourceIndex, aimAxis, weight } = aimConstraintDef;\n const source = nodes[sourceIndex];\n const constraint = new VRMAimConstraint(destination, source);\n if (aimAxis != null) {\n constraint.aimAxis = aimAxis;\n }\n if (weight != null) {\n constraint.weight = weight;\n }\n if (this.helperRoot) {\n const helper = new VRMNodeConstraintHelper(constraint);\n this.helperRoot.add(helper);\n }\n return constraint;\n }\n _importRotationConstraint(destination, nodes, rotationConstraintDef) {\n const { source: sourceIndex, weight } = rotationConstraintDef;\n const source = nodes[sourceIndex];\n const constraint = new VRMRotationConstraint(destination, source);\n if (weight != null) {\n constraint.weight = weight;\n }\n if (this.helperRoot) {\n const helper = new VRMNodeConstraintHelper(constraint);\n this.helperRoot.add(helper);\n }\n return constraint;\n }\n};\n_VRMNodeConstraintLoaderPlugin.EXTENSION_NAME = \"VRMC_node_constraint\";\nvar VRMNodeConstraintLoaderPlugin = _VRMNodeConstraintLoaderPlugin;\n\n// ../three-vrm-springbone/lib/three-vrm-springbone.module.js\nvar THREE72 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE20 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE24 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE34 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE44 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE54 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE62 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE92 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE82 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE102 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE132 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE112 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE122 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar THREE142 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar __async7 = (__this, __arguments, generator) => {\n return new Promise((resolve, reject) => {\n var fulfilled = (value) => {\n try {\n step(generator.next(value));\n } catch (e) {\n reject(e);\n }\n };\n var rejected = (value) => {\n try {\n step(generator.throw(value));\n } catch (e) {\n reject(e);\n }\n };\n var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);\n step((generator = generator.apply(__this, __arguments)).next());\n });\n};\nvar VRMSpringBoneColliderShape = class {\n};\nvar _v3A7 = new THREE20.Vector3();\nvar _v3B5 = new THREE20.Vector3();\nvar VRMSpringBoneColliderShapeCapsule = class extends VRMSpringBoneColliderShape {\n get type() {\n return \"capsule\";\n }\n constructor(params) {\n var _a, _b, _c, _d;\n super();\n this.offset = (_a = params == null ? void 0 : params.offset) != null ? _a : new THREE20.Vector3(0, 0, 0);\n this.tail = (_b = params == null ? void 0 : params.tail) != null ? _b : new THREE20.Vector3(0, 0, 0);\n this.radius = (_c = params == null ? void 0 : params.radius) != null ? _c : 0;\n this.inside = (_d = params == null ? void 0 : params.inside) != null ? _d : false;\n }\n calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n _v3A7.copy(this.offset).applyMatrix4(colliderMatrix);\n _v3B5.copy(this.tail).applyMatrix4(colliderMatrix);\n _v3B5.sub(_v3A7);\n const lengthSqCapsule = _v3B5.lengthSq();\n target.copy(objectPosition).sub(_v3A7);\n const dot = _v3B5.dot(target);\n if (dot <= 0) {\n } else if (lengthSqCapsule <= dot) {\n target.sub(_v3B5);\n } else {\n _v3B5.multiplyScalar(dot / lengthSqCapsule);\n target.sub(_v3B5);\n }\n const distance = this.inside ? this.radius - objectRadius - target.length() : target.length() - objectRadius - this.radius;\n target.normalize();\n if (this.inside) {\n target.negate();\n }\n return distance;\n }\n};\nvar _v3A23 = new THREE24.Vector3();\nvar _mat3A = new THREE24.Matrix3();\nvar VRMSpringBoneColliderShapePlane = class extends VRMSpringBoneColliderShape {\n get type() {\n return \"plane\";\n }\n constructor(params) {\n var _a, _b;\n super();\n this.offset = (_a = params == null ? void 0 : params.offset) != null ? _a : new THREE24.Vector3(0, 0, 0);\n this.normal = (_b = params == null ? void 0 : params.normal) != null ? _b : new THREE24.Vector3(0, 0, 1);\n }\n calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n target.copy(this.offset).applyMatrix4(colliderMatrix);\n target.negate().add(objectPosition);\n _mat3A.getNormalMatrix(colliderMatrix);\n _v3A23.copy(this.normal).applyNormalMatrix(_mat3A).normalize();\n const distance = target.dot(_v3A23) - objectRadius;\n target.copy(_v3A23);\n return distance;\n }\n};\nvar VRMSpringBoneColliderShapeSphere = class extends VRMSpringBoneColliderShape {\n get type() {\n return \"sphere\";\n }\n constructor(params) {\n var _a, _b, _c;\n super();\n this.offset = (_a = params == null ? void 0 : params.offset) != null ? _a : new THREE34.Vector3(0, 0, 0);\n this.radius = (_b = params == null ? void 0 : params.radius) != null ? _b : 0;\n this.inside = (_c = params == null ? void 0 : params.inside) != null ? _c : false;\n }\n calculateCollision(colliderMatrix, objectPosition, objectRadius, target) {\n target.copy(this.offset).applyMatrix4(colliderMatrix);\n target.negate().add(objectPosition);\n const distance = this.inside ? this.radius - objectRadius - target.length() : target.length() - objectRadius - this.radius;\n target.normalize();\n if (this.inside) {\n target.negate();\n }\n return distance;\n }\n};\nvar _v3A33 = new THREE44.Vector3();\nvar ColliderShapeCapsuleBufferGeometry = class extends THREE44.BufferGeometry {\n constructor(shape) {\n super();\n this.worldScale = 1;\n this._currentRadius = 0;\n this._currentOffset = new THREE44.Vector3();\n this._currentTail = new THREE44.Vector3();\n this._shape = shape;\n this._attrPos = new THREE44.BufferAttribute(new Float32Array(396), 3);\n this.setAttribute(\"position\", this._attrPos);\n this._attrIndex = new THREE44.BufferAttribute(new Uint16Array(264), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n const radius = this._shape.radius / this.worldScale;\n if (this._currentRadius !== radius) {\n this._currentRadius = radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentOffset.equals(this._shape.offset)) {\n this._currentOffset.copy(this._shape.offset);\n shouldUpdateGeometry = true;\n }\n const tail = _v3A33.copy(this._shape.tail).divideScalar(this.worldScale);\n if (this._currentTail.distanceToSquared(tail) > 1e-10) {\n this._currentTail.copy(tail);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n _v3A33.copy(this._currentTail).sub(this._currentOffset);\n const l = _v3A33.length() / this._currentRadius;\n for (let i = 0; i <= 16; i++) {\n const t = i / 16 * Math.PI;\n this._attrPos.setXYZ(i, -Math.sin(t), -Math.cos(t), 0);\n this._attrPos.setXYZ(17 + i, l + Math.sin(t), Math.cos(t), 0);\n this._attrPos.setXYZ(34 + i, -Math.sin(t), 0, -Math.cos(t));\n this._attrPos.setXYZ(51 + i, l + Math.sin(t), 0, Math.cos(t));\n }\n for (let i = 0; i < 32; i++) {\n const t = i / 16 * Math.PI;\n this._attrPos.setXYZ(68 + i, 0, Math.sin(t), Math.cos(t));\n this._attrPos.setXYZ(100 + i, l, Math.sin(t), Math.cos(t));\n }\n const theta = Math.atan2(_v3A33.y, Math.sqrt(_v3A33.x * _v3A33.x + _v3A33.z * _v3A33.z));\n const phi = -Math.atan2(_v3A33.z, _v3A33.x);\n this.rotateZ(theta);\n this.rotateY(phi);\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 34; i++) {\n const i1 = (i + 1) % 34;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(68 + i * 2, 34 + i, 34 + i1);\n }\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(136 + i * 2, 68 + i, 68 + i1);\n this._attrIndex.setXY(200 + i * 2, 100 + i, 100 + i1);\n }\n this._attrIndex.needsUpdate = true;\n }\n};\nvar ColliderShapePlaneBufferGeometry = class extends THREE54.BufferGeometry {\n constructor(shape) {\n super();\n this.worldScale = 1;\n this._currentOffset = new THREE54.Vector3();\n this._currentNormal = new THREE54.Vector3();\n this._shape = shape;\n this._attrPos = new THREE54.BufferAttribute(new Float32Array(6 * 3), 3);\n this.setAttribute(\"position\", this._attrPos);\n this._attrIndex = new THREE54.BufferAttribute(new Uint16Array(10), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n if (!this._currentOffset.equals(this._shape.offset)) {\n this._currentOffset.copy(this._shape.offset);\n shouldUpdateGeometry = true;\n }\n if (!this._currentNormal.equals(this._shape.normal)) {\n this._currentNormal.copy(this._shape.normal);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n this._attrPos.setXYZ(0, -0.5, -0.5, 0);\n this._attrPos.setXYZ(1, 0.5, -0.5, 0);\n this._attrPos.setXYZ(2, 0.5, 0.5, 0);\n this._attrPos.setXYZ(3, -0.5, 0.5, 0);\n this._attrPos.setXYZ(4, 0, 0, 0);\n this._attrPos.setXYZ(5, 0, 0, 0.25);\n this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n this.lookAt(this._currentNormal);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n this._attrIndex.setXY(0, 0, 1);\n this._attrIndex.setXY(2, 1, 2);\n this._attrIndex.setXY(4, 2, 3);\n this._attrIndex.setXY(6, 3, 0);\n this._attrIndex.setXY(8, 4, 5);\n this._attrIndex.needsUpdate = true;\n }\n};\nvar ColliderShapeSphereBufferGeometry = class extends THREE62.BufferGeometry {\n constructor(shape) {\n super();\n this.worldScale = 1;\n this._currentRadius = 0;\n this._currentOffset = new THREE62.Vector3();\n this._shape = shape;\n this._attrPos = new THREE62.BufferAttribute(new Float32Array(32 * 3 * 3), 3);\n this.setAttribute(\"position\", this._attrPos);\n this._attrIndex = new THREE62.BufferAttribute(new Uint16Array(64 * 3), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n const radius = this._shape.radius / this.worldScale;\n if (this._currentRadius !== radius) {\n this._currentRadius = radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentOffset.equals(this._shape.offset)) {\n this._currentOffset.copy(this._shape.offset);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n for (let i = 0; i < 32; i++) {\n const t = i / 16 * Math.PI;\n this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0);\n this._attrPos.setXYZ(32 + i, 0, Math.cos(t), Math.sin(t));\n this._attrPos.setXYZ(64 + i, Math.sin(t), 0, Math.cos(t));\n }\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n }\n this._attrIndex.needsUpdate = true;\n }\n};\nvar _v3A43 = new THREE72.Vector3();\nvar VRMSpringBoneColliderHelper = class extends THREE72.Group {\n constructor(collider) {\n super();\n this.matrixAutoUpdate = false;\n this.collider = collider;\n if (this.collider.shape instanceof VRMSpringBoneColliderShapeSphere) {\n this._geometry = new ColliderShapeSphereBufferGeometry(this.collider.shape);\n } else if (this.collider.shape instanceof VRMSpringBoneColliderShapeCapsule) {\n this._geometry = new ColliderShapeCapsuleBufferGeometry(this.collider.shape);\n } else if (this.collider.shape instanceof VRMSpringBoneColliderShapePlane) {\n this._geometry = new ColliderShapePlaneBufferGeometry(this.collider.shape);\n } else {\n throw new Error(\"VRMSpringBoneColliderHelper: Unknown collider shape type detected\");\n }\n const material = new THREE72.LineBasicMaterial({\n color: 16711935,\n depthTest: false,\n depthWrite: false\n });\n this._line = new THREE72.LineSegments(this._geometry, material);\n this.add(this._line);\n }\n dispose() {\n this._geometry.dispose();\n }\n updateMatrixWorld(force) {\n this.collider.updateWorldMatrix(true, false);\n this.matrix.copy(this.collider.matrixWorld);\n const matrixWorldElements = this.matrix.elements;\n this._geometry.worldScale = _v3A43.set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2]).length();\n this._geometry.update();\n super.updateMatrixWorld(force);\n }\n};\nvar SpringBoneBufferGeometry = class extends THREE82.BufferGeometry {\n constructor(springBone) {\n super();\n this.worldScale = 1;\n this._currentRadius = 0;\n this._currentTail = new THREE82.Vector3();\n this._springBone = springBone;\n this._attrPos = new THREE82.BufferAttribute(new Float32Array(294), 3);\n this.setAttribute(\"position\", this._attrPos);\n this._attrIndex = new THREE82.BufferAttribute(new Uint16Array(194), 1);\n this.setIndex(this._attrIndex);\n this._buildIndex();\n this.update();\n }\n update() {\n let shouldUpdateGeometry = false;\n const radius = this._springBone.settings.hitRadius / this.worldScale;\n if (this._currentRadius !== radius) {\n this._currentRadius = radius;\n shouldUpdateGeometry = true;\n }\n if (!this._currentTail.equals(this._springBone.initialLocalChildPosition)) {\n this._currentTail.copy(this._springBone.initialLocalChildPosition);\n shouldUpdateGeometry = true;\n }\n if (shouldUpdateGeometry) {\n this._buildPosition();\n }\n }\n _buildPosition() {\n for (let i = 0; i < 32; i++) {\n const t = i / 16 * Math.PI;\n this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0);\n this._attrPos.setXYZ(32 + i, 0, Math.cos(t), Math.sin(t));\n this._attrPos.setXYZ(64 + i, Math.sin(t), 0, Math.cos(t));\n }\n this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.setXYZ(96, 0, 0, 0);\n this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n this._attrPos.needsUpdate = true;\n }\n _buildIndex() {\n for (let i = 0; i < 32; i++) {\n const i1 = (i + 1) % 32;\n this._attrIndex.setXY(i * 2, i, i1);\n this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n }\n this._attrIndex.setXY(192, 96, 97);\n this._attrIndex.needsUpdate = true;\n }\n};\nvar _v3A52 = new THREE92.Vector3();\nvar VRMSpringBoneJointHelper = class extends THREE92.Group {\n constructor(springBone) {\n super();\n this.matrixAutoUpdate = false;\n this.springBone = springBone;\n this._geometry = new SpringBoneBufferGeometry(this.springBone);\n const material = new THREE92.LineBasicMaterial({\n color: 16776960,\n depthTest: false,\n depthWrite: false\n });\n this._line = new THREE92.LineSegments(this._geometry, material);\n this.add(this._line);\n }\n dispose() {\n this._geometry.dispose();\n }\n updateMatrixWorld(force) {\n this.springBone.bone.updateWorldMatrix(true, false);\n this.matrix.copy(this.springBone.bone.matrixWorld);\n const matrixWorldElements = this.matrix.elements;\n this._geometry.worldScale = _v3A52.set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2]).length();\n this._geometry.update();\n super.updateMatrixWorld(force);\n }\n};\nvar VRMSpringBoneCollider = class extends THREE102.Object3D {\n constructor(shape) {\n super();\n this.shape = shape;\n }\n};\nvar _matA = new THREE112.Matrix4();\nfunction mat4InvertCompat(target) {\n if (target.invert) {\n target.invert();\n } else {\n target.getInverse(_matA.copy(target));\n }\n return target;\n}\nvar Matrix4InverseCache = class {\n constructor(matrix) {\n this._inverseCache = new THREE122.Matrix4();\n this._shouldUpdateInverse = true;\n this.matrix = matrix;\n const handler = {\n set: (obj, prop, newVal) => {\n this._shouldUpdateInverse = true;\n obj[prop] = newVal;\n return true;\n }\n };\n this._originalElements = matrix.elements;\n matrix.elements = new Proxy(matrix.elements, handler);\n }\n /**\n * Inverse of given matrix.\n * Note that it will return its internal private instance.\n * Make sure copying this before mutate this.\n */\n get inverse() {\n if (this._shouldUpdateInverse) {\n mat4InvertCompat(this._inverseCache.copy(this.matrix));\n this._shouldUpdateInverse = false;\n }\n return this._inverseCache;\n }\n revert() {\n this.matrix.elements = this._originalElements;\n }\n};\nvar IDENTITY_MATRIX4 = new THREE132.Matrix4();\nvar _v3A62 = new THREE132.Vector3();\nvar _v3B23 = new THREE132.Vector3();\nvar _v3C3 = new THREE132.Vector3();\nvar _worldSpacePosition = new THREE132.Vector3();\nvar _centerSpacePosition = new THREE132.Vector3();\nvar _nextTail = new THREE132.Vector3();\nvar _quatA8 = new THREE132.Quaternion();\nvar _matA2 = new THREE132.Matrix4();\nvar _matB = new THREE132.Matrix4();\nvar VRMSpringBoneJoint = class {\n /**\n * Create a new VRMSpringBone.\n *\n * @param bone An Object3D that will be attached to this bone\n * @param child An Object3D that will be used as a tail of this spring bone. It can be null when the spring bone is imported from VRM 0.0\n * @param settings Several parameters related to behavior of the spring bone\n * @param colliderGroups Collider groups that will be collided with this spring bone\n */\n constructor(bone, child, settings = {}, colliderGroups = []) {\n this._currentTail = new THREE132.Vector3();\n this._prevTail = new THREE132.Vector3();\n this._boneAxis = new THREE132.Vector3();\n this._worldSpaceBoneLength = 0;\n this._center = null;\n this._initialLocalMatrix = new THREE132.Matrix4();\n this._initialLocalRotation = new THREE132.Quaternion();\n this._initialLocalChildPosition = new THREE132.Vector3();\n var _a, _b, _c, _d, _e, _f;\n this.bone = bone;\n this.bone.matrixAutoUpdate = false;\n this.child = child;\n this.settings = {\n hitRadius: (_a = settings.hitRadius) != null ? _a : 0,\n stiffness: (_b = settings.stiffness) != null ? _b : 1,\n gravityPower: (_c = settings.gravityPower) != null ? _c : 0,\n gravityDir: (_e = (_d = settings.gravityDir) == null ? void 0 : _d.clone()) != null ? _e : new THREE132.Vector3(0, -1, 0),\n dragForce: (_f = settings.dragForce) != null ? _f : 0.4\n };\n this.colliderGroups = colliderGroups;\n }\n get center() {\n return this._center;\n }\n set center(center) {\n var _a;\n if ((_a = this._center) == null ? void 0 : _a.userData.inverseCacheProxy) {\n this._center.userData.inverseCacheProxy.revert();\n delete this._center.userData.inverseCacheProxy;\n }\n this._center = center;\n if (this._center) {\n if (!this._center.userData.inverseCacheProxy) {\n this._center.userData.inverseCacheProxy = new Matrix4InverseCache(this._center.matrixWorld);\n }\n }\n }\n get initialLocalChildPosition() {\n return this._initialLocalChildPosition;\n }\n /**\n * Returns the world matrix of its parent object.\n * Note that it returns a reference to the matrix. Don't mutate this directly!\n */\n get _parentMatrixWorld() {\n return this.bone.parent ? this.bone.parent.matrixWorld : IDENTITY_MATRIX4;\n }\n /**\n * Set the initial state of this spring bone.\n * You might want to call {@link VRMSpringBoneManager.setInitState} instead.\n */\n setInitState() {\n this._initialLocalMatrix.copy(this.bone.matrix);\n this._initialLocalRotation.copy(this.bone.quaternion);\n if (this.child) {\n this._initialLocalChildPosition.copy(this.child.position);\n } else {\n this._initialLocalChildPosition.copy(this.bone.position).normalize().multiplyScalar(0.07);\n }\n const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA2);\n this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n this._prevTail.copy(this._currentTail);\n this._boneAxis.copy(this._initialLocalChildPosition).normalize();\n }\n /**\n * Reset the state of this bone.\n * You might want to call [[VRMSpringBoneManager.reset]] instead.\n */\n reset() {\n this.bone.quaternion.copy(this._initialLocalRotation);\n this.bone.updateMatrix();\n this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA2);\n this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n this._prevTail.copy(this._currentTail);\n }\n /**\n * Update the state of this bone.\n * You might want to call [[VRMSpringBoneManager.update]] instead.\n *\n * @param delta deltaTime\n */\n update(delta) {\n if (delta <= 0) return;\n this._calcWorldSpaceBoneLength();\n _worldSpacePosition.setFromMatrixPosition(this.bone.matrixWorld);\n let matrixWorldToCenter = this._getMatrixWorldToCenter(_matA2);\n _centerSpacePosition.copy(_worldSpacePosition).applyMatrix4(matrixWorldToCenter);\n const quatWorldToCenter = _quatA8.setFromRotationMatrix(matrixWorldToCenter);\n const centerSpaceParentMatrix = _matB.copy(matrixWorldToCenter).multiply(this._parentMatrixWorld);\n const centerSpaceBoneAxis = _v3B23.copy(this._boneAxis).applyMatrix4(this._initialLocalMatrix).applyMatrix4(centerSpaceParentMatrix).sub(_centerSpacePosition).normalize();\n const centerSpaceGravity = _v3C3.copy(this.settings.gravityDir).applyQuaternion(quatWorldToCenter).normalize();\n const matrixCenterToWorld = this._getMatrixCenterToWorld(_matA2);\n _nextTail.copy(this._currentTail).add(\n _v3A62.copy(this._currentTail).sub(this._prevTail).multiplyScalar(1 - this.settings.dragForce)\n ).add(_v3A62.copy(centerSpaceBoneAxis).multiplyScalar(this.settings.stiffness * delta)).add(_v3A62.copy(centerSpaceGravity).multiplyScalar(this.settings.gravityPower * delta)).applyMatrix4(matrixCenterToWorld);\n _nextTail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n this._collision(_nextTail);\n matrixWorldToCenter = this._getMatrixWorldToCenter(_matA2);\n this._prevTail.copy(this._currentTail);\n this._currentTail.copy(_v3A62.copy(_nextTail).applyMatrix4(matrixWorldToCenter));\n const worldSpaceInitialMatrixInv = mat4InvertCompat(\n _matA2.copy(this._parentMatrixWorld).multiply(this._initialLocalMatrix)\n );\n const applyRotation = _quatA8.setFromUnitVectors(\n this._boneAxis,\n _v3A62.copy(_nextTail).applyMatrix4(worldSpaceInitialMatrixInv).normalize()\n );\n this.bone.quaternion.copy(this._initialLocalRotation).multiply(applyRotation);\n this.bone.updateMatrix();\n this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n }\n /**\n * Do collision math against every colliders attached to this bone.\n *\n * @param tail The tail you want to process\n */\n _collision(tail) {\n this.colliderGroups.forEach((colliderGroup) => {\n colliderGroup.colliders.forEach((collider) => {\n const dist = collider.shape.calculateCollision(collider.matrixWorld, tail, this.settings.hitRadius, _v3A62);\n if (dist < 0) {\n tail.add(_v3A62.multiplyScalar(-dist));\n tail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n }\n });\n });\n }\n /**\n * Calculate the {@link _worldSpaceBoneLength}.\n * Intended to be used in {@link update}.\n */\n _calcWorldSpaceBoneLength() {\n _v3A62.setFromMatrixPosition(this.bone.matrixWorld);\n if (this.child) {\n _v3B23.setFromMatrixPosition(this.child.matrixWorld);\n } else {\n _v3B23.copy(this._initialLocalChildPosition);\n _v3B23.applyMatrix4(this.bone.matrixWorld);\n }\n this._worldSpaceBoneLength = _v3A62.sub(_v3B23).length();\n }\n /**\n * Create a matrix that converts center space into world space.\n * @param target Target matrix\n */\n _getMatrixCenterToWorld(target) {\n if (this._center) {\n target.copy(this._center.matrixWorld);\n } else {\n target.identity();\n }\n return target;\n }\n /**\n * Create a matrix that converts world space into center space.\n * @param target Target matrix\n */\n _getMatrixWorldToCenter(target) {\n if (this._center) {\n target.copy(this._center.userData.inverseCacheProxy.inverse);\n } else {\n target.identity();\n }\n return target;\n }\n};\nfunction traverseAncestorsFromRoot2(object, callback) {\n const ancestors = [];\n let head = object;\n while (head !== null) {\n ancestors.unshift(head);\n head = head.parent;\n }\n ancestors.forEach((ancestor) => {\n callback(ancestor);\n });\n}\nfunction traverseChildrenUntilConditionMet(object, callback) {\n object.children.forEach((child) => {\n const result = callback(child);\n if (!result) {\n traverseChildrenUntilConditionMet(child, callback);\n }\n });\n}\nvar VRMSpringBoneManager = class {\n constructor() {\n this._joints = /* @__PURE__ */ new Set();\n this._objectSpringBonesMap = /* @__PURE__ */ new Map();\n }\n get joints() {\n return this._joints;\n }\n /**\n * @deprecated Use {@link joints} instead.\n */\n get springBones() {\n console.warn(\"VRMSpringBoneManager: springBones is deprecated. use joints instead.\");\n return this._joints;\n }\n get colliderGroups() {\n const set = /* @__PURE__ */ new Set();\n this._joints.forEach((springBone) => {\n springBone.colliderGroups.forEach((colliderGroup) => {\n set.add(colliderGroup);\n });\n });\n return Array.from(set);\n }\n get colliders() {\n const set = /* @__PURE__ */ new Set();\n this.colliderGroups.forEach((colliderGroup) => {\n colliderGroup.colliders.forEach((collider) => {\n set.add(collider);\n });\n });\n return Array.from(set);\n }\n addJoint(joint) {\n this._joints.add(joint);\n let objectSet = this._objectSpringBonesMap.get(joint.bone);\n if (objectSet == null) {\n objectSet = /* @__PURE__ */ new Set();\n this._objectSpringBonesMap.set(joint.bone, objectSet);\n }\n objectSet.add(joint);\n }\n /**\n * @deprecated Use {@link addJoint} instead.\n */\n addSpringBone(joint) {\n console.warn(\"VRMSpringBoneManager: addSpringBone() is deprecated. use addJoint() instead.\");\n this.addJoint(joint);\n }\n deleteJoint(joint) {\n this._joints.delete(joint);\n const objectSet = this._objectSpringBonesMap.get(joint.bone);\n objectSet.delete(joint);\n }\n /**\n * @deprecated Use {@link deleteJoint} instead.\n */\n deleteSpringBone(joint) {\n console.warn(\"VRMSpringBoneManager: deleteSpringBone() is deprecated. use deleteJoint() instead.\");\n this.deleteJoint(joint);\n }\n setInitState() {\n const springBonesTried = /* @__PURE__ */ new Set();\n const springBonesDone = /* @__PURE__ */ new Set();\n const objectUpdated = /* @__PURE__ */ new Set();\n for (const springBone of this._joints) {\n this._processSpringBone(\n springBone,\n springBonesTried,\n springBonesDone,\n objectUpdated,\n (springBone2) => springBone2.setInitState()\n );\n }\n }\n reset() {\n const springBonesTried = /* @__PURE__ */ new Set();\n const springBonesDone = /* @__PURE__ */ new Set();\n const objectUpdated = /* @__PURE__ */ new Set();\n for (const springBone of this._joints) {\n this._processSpringBone(\n springBone,\n springBonesTried,\n springBonesDone,\n objectUpdated,\n (springBone2) => springBone2.reset()\n );\n }\n }\n update(delta) {\n const springBonesTried = /* @__PURE__ */ new Set();\n const springBonesDone = /* @__PURE__ */ new Set();\n const objectUpdated = /* @__PURE__ */ new Set();\n for (const springBone of this._joints) {\n this._processSpringBone(\n springBone,\n springBonesTried,\n springBonesDone,\n objectUpdated,\n (springBone2) => springBone2.update(delta)\n );\n traverseChildrenUntilConditionMet(springBone.bone, (object) => {\n var _a, _b;\n if (((_b = (_a = this._objectSpringBonesMap.get(object)) == null ? void 0 : _a.size) != null ? _b : 0) > 0) {\n return true;\n }\n object.updateWorldMatrix(false, false);\n return false;\n });\n }\n }\n /**\n * Update a spring bone.\n * If there are other spring bone that are dependant, it will try to update them recursively.\n * It updates matrixWorld of all ancestors and myself.\n * It might throw an error if there are circular dependencies.\n *\n * Intended to be used in {@link update} and {@link _processSpringBone} itself recursively.\n *\n * @param springBone A springBone you want to update\n * @param springBonesTried Set of springBones that are already tried to be updated\n * @param springBonesDone Set of springBones that are already up to date\n * @param objectUpdated Set of object3D whose matrixWorld is updated\n */\n _processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, callback) {\n if (springBonesDone.has(springBone)) {\n return;\n }\n if (springBonesTried.has(springBone)) {\n throw new Error(\"VRMSpringBoneManager: Circular dependency detected while updating springbones\");\n }\n springBonesTried.add(springBone);\n const depObjects = this._getDependencies(springBone);\n for (const depObject of depObjects) {\n traverseAncestorsFromRoot2(depObject, (depObjectAncestor) => {\n const objectSet = this._objectSpringBonesMap.get(depObjectAncestor);\n if (objectSet) {\n for (const depSpringBone of objectSet) {\n this._processSpringBone(depSpringBone, springBonesTried, springBonesDone, objectUpdated, callback);\n }\n } else if (!objectUpdated.has(depObjectAncestor)) {\n depObjectAncestor.updateWorldMatrix(false, false);\n objectUpdated.add(depObjectAncestor);\n }\n });\n }\n springBone.bone.updateMatrix();\n springBone.bone.updateWorldMatrix(false, false);\n callback(springBone);\n objectUpdated.add(springBone.bone);\n springBonesDone.add(springBone);\n }\n /**\n * Return a set of objects that are dependant of given spring bone.\n * @param springBone A spring bone\n * @return A set of objects that are dependant of given spring bone\n */\n _getDependencies(springBone) {\n const set = /* @__PURE__ */ new Set();\n const parent = springBone.bone.parent;\n if (parent) {\n set.add(parent);\n }\n springBone.colliderGroups.forEach((colliderGroup) => {\n colliderGroup.colliders.forEach((collider) => {\n set.add(collider);\n });\n });\n return set;\n }\n};\nvar EXTENSION_NAME_EXTENDED_COLLIDER = \"VRMC_springBone_extended_collider\";\nvar POSSIBLE_SPEC_VERSIONS8 = /* @__PURE__ */ new Set([\"1.0\", \"1.0-beta\"]);\nvar POSSIBLE_SPEC_VERSIONS_EXTENDED_COLLIDERS = /* @__PURE__ */ new Set([\"1.0\"]);\nvar _VRMSpringBoneLoaderPlugin = class _VRMSpringBoneLoaderPlugin2 {\n get name() {\n return _VRMSpringBoneLoaderPlugin2.EXTENSION_NAME;\n }\n constructor(parser, options) {\n var _a;\n this.parser = parser;\n this.jointHelperRoot = options == null ? void 0 : options.jointHelperRoot;\n this.colliderHelperRoot = options == null ? void 0 : options.colliderHelperRoot;\n this.useExtendedColliders = (_a = options == null ? void 0 : options.useExtendedColliders) != null ? _a : true;\n }\n afterRoot(gltf) {\n return __async7(this, null, function* () {\n gltf.userData.vrmSpringBoneManager = yield this._import(gltf);\n });\n }\n /**\n * Import spring bones from a GLTF and return a {@link VRMSpringBoneManager}.\n * It might return `null` instead when it does not need to be created or something go wrong.\n *\n * @param gltf A parsed result of GLTF taken from GLTFLoader\n */\n _import(gltf) {\n return __async7(this, null, function* () {\n const v1Result = yield this._v1Import(gltf);\n if (v1Result != null) {\n return v1Result;\n }\n const v0Result = yield this._v0Import(gltf);\n if (v0Result != null) {\n return v0Result;\n }\n return null;\n });\n }\n _v1Import(gltf) {\n return __async7(this, null, function* () {\n var _a, _b, _c, _d, _e;\n const json = gltf.parser.json;\n const isSpringBoneUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(_VRMSpringBoneLoaderPlugin2.EXTENSION_NAME)) !== -1;\n if (!isSpringBoneUsed) {\n return null;\n }\n const manager = new VRMSpringBoneManager();\n const threeNodes = yield gltf.parser.getDependencies(\"node\");\n const extension = (_b = json.extensions) == null ? void 0 : _b[_VRMSpringBoneLoaderPlugin2.EXTENSION_NAME];\n if (!extension) {\n return null;\n }\n const specVersion = extension.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS8.has(specVersion)) {\n console.warn(\n `VRMSpringBoneLoaderPlugin: Unknown ${_VRMSpringBoneLoaderPlugin2.EXTENSION_NAME} specVersion \"${specVersion}\"`\n );\n return null;\n }\n const colliders = (_c = extension.colliders) == null ? void 0 : _c.map((schemaCollider, iCollider) => {\n var _a2, _b2, _c2, _d2, _e2, _f, _g, _h, _i, _j, _k, _l, _m, _n, _o;\n const node = threeNodes[schemaCollider.node];\n const schemaShape = schemaCollider.shape;\n const schemaExCollider = (_a2 = schemaCollider.extensions) == null ? void 0 : _a2[EXTENSION_NAME_EXTENDED_COLLIDER];\n if (this.useExtendedColliders && schemaExCollider != null) {\n const specVersionExCollider = schemaExCollider.specVersion;\n if (!POSSIBLE_SPEC_VERSIONS_EXTENDED_COLLIDERS.has(specVersionExCollider)) {\n console.warn(\n `VRMSpringBoneLoaderPlugin: Unknown ${EXTENSION_NAME_EXTENDED_COLLIDER} specVersion \"${specVersionExCollider}\". Fallbacking to the ${_VRMSpringBoneLoaderPlugin2.EXTENSION_NAME} definition`\n );\n } else {\n const schemaExShape = schemaExCollider.shape;\n if (schemaExShape.sphere) {\n return this._importSphereCollider(node, {\n offset: new THREE142.Vector3().fromArray((_b2 = schemaExShape.sphere.offset) != null ? _b2 : [0, 0, 0]),\n radius: (_c2 = schemaExShape.sphere.radius) != null ? _c2 : 0,\n inside: (_d2 = schemaExShape.sphere.inside) != null ? _d2 : false\n });\n } else if (schemaExShape.capsule) {\n return this._importCapsuleCollider(node, {\n offset: new THREE142.Vector3().fromArray((_e2 = schemaExShape.capsule.offset) != null ? _e2 : [0, 0, 0]),\n radius: (_f = schemaExShape.capsule.radius) != null ? _f : 0,\n tail: new THREE142.Vector3().fromArray((_g = schemaExShape.capsule.tail) != null ? _g : [0, 0, 0]),\n inside: (_h = schemaExShape.capsule.inside) != null ? _h : false\n });\n } else if (schemaExShape.plane) {\n return this._importPlaneCollider(node, {\n offset: new THREE142.Vector3().fromArray((_i = schemaExShape.plane.offset) != null ? _i : [0, 0, 0]),\n normal: new THREE142.Vector3().fromArray((_j = schemaExShape.plane.normal) != null ? _j : [0, 0, 1])\n });\n }\n }\n }\n if (schemaShape.sphere) {\n return this._importSphereCollider(node, {\n offset: new THREE142.Vector3().fromArray((_k = schemaShape.sphere.offset) != null ? _k : [0, 0, 0]),\n radius: (_l = schemaShape.sphere.radius) != null ? _l : 0,\n inside: false\n });\n } else if (schemaShape.capsule) {\n return this._importCapsuleCollider(node, {\n offset: new THREE142.Vector3().fromArray((_m = schemaShape.capsule.offset) != null ? _m : [0, 0, 0]),\n radius: (_n = schemaShape.capsule.radius) != null ? _n : 0,\n tail: new THREE142.Vector3().fromArray((_o = schemaShape.capsule.tail) != null ? _o : [0, 0, 0]),\n inside: false\n });\n }\n throw new Error(`VRMSpringBoneLoaderPlugin: The collider #${iCollider} has no valid shape`);\n });\n const colliderGroups = (_d = extension.colliderGroups) == null ? void 0 : _d.map(\n (schemaColliderGroup, iColliderGroup) => {\n var _a2;\n const cols = ((_a2 = schemaColliderGroup.colliders) != null ? _a2 : []).map((iCollider) => {\n const col = colliders == null ? void 0 : colliders[iCollider];\n if (col == null) {\n throw new Error(\n `VRMSpringBoneLoaderPlugin: The colliderGroup #${iColliderGroup} attempted to use a collider #${iCollider} but not found`\n );\n }\n return col;\n });\n return {\n colliders: cols,\n name: schemaColliderGroup.name\n };\n }\n );\n (_e = extension.springs) == null ? void 0 : _e.forEach((schemaSpring, iSpring) => {\n var _a2;\n const schemaJoints = schemaSpring.joints;\n const colliderGroupsForSpring = (_a2 = schemaSpring.colliderGroups) == null ? void 0 : _a2.map((iColliderGroup) => {\n const group = colliderGroups == null ? void 0 : colliderGroups[iColliderGroup];\n if (group == null) {\n throw new Error(\n `VRMSpringBoneLoaderPlugin: The spring #${iSpring} attempted to use a colliderGroup ${iColliderGroup} but not found`\n );\n }\n return group;\n });\n const center = schemaSpring.center != null ? threeNodes[schemaSpring.center] : void 0;\n let prevSchemaJoint;\n schemaJoints.forEach((schemaJoint) => {\n if (prevSchemaJoint) {\n const nodeIndex = prevSchemaJoint.node;\n const node = threeNodes[nodeIndex];\n const childIndex = schemaJoint.node;\n const child = threeNodes[childIndex];\n const setting = {\n hitRadius: prevSchemaJoint.hitRadius,\n dragForce: prevSchemaJoint.dragForce,\n gravityPower: prevSchemaJoint.gravityPower,\n stiffness: prevSchemaJoint.stiffness,\n gravityDir: prevSchemaJoint.gravityDir != null ? new THREE142.Vector3().fromArray(prevSchemaJoint.gravityDir) : void 0\n };\n const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n if (center) {\n joint.center = center;\n }\n manager.addJoint(joint);\n }\n prevSchemaJoint = schemaJoint;\n });\n });\n manager.setInitState();\n return manager;\n });\n }\n _v0Import(gltf) {\n return __async7(this, null, function* () {\n var _a, _b, _c;\n const json = gltf.parser.json;\n const isVRMUsed = ((_a = json.extensionsUsed) == null ? void 0 : _a.indexOf(\"VRM\")) !== -1;\n if (!isVRMUsed) {\n return null;\n }\n const extension = (_b = json.extensions) == null ? void 0 : _b[\"VRM\"];\n const schemaSecondaryAnimation = extension == null ? void 0 : extension.secondaryAnimation;\n if (!schemaSecondaryAnimation) {\n return null;\n }\n const schemaBoneGroups = schemaSecondaryAnimation == null ? void 0 : schemaSecondaryAnimation.boneGroups;\n if (!schemaBoneGroups) {\n return null;\n }\n const manager = new VRMSpringBoneManager();\n const threeNodes = yield gltf.parser.getDependencies(\"node\");\n const colliderGroups = (_c = schemaSecondaryAnimation.colliderGroups) == null ? void 0 : _c.map(\n (schemaColliderGroup) => {\n var _a2;\n const node = threeNodes[schemaColliderGroup.node];\n const colliders = ((_a2 = schemaColliderGroup.colliders) != null ? _a2 : []).map((schemaCollider, iCollider) => {\n var _a3, _b2, _c2;\n const offset = new THREE142.Vector3(0, 0, 0);\n if (schemaCollider.offset) {\n offset.set(\n (_a3 = schemaCollider.offset.x) != null ? _a3 : 0,\n (_b2 = schemaCollider.offset.y) != null ? _b2 : 0,\n schemaCollider.offset.z ? -schemaCollider.offset.z : 0\n // z is opposite in VRM0.0\n );\n }\n return this._importSphereCollider(node, {\n offset,\n radius: (_c2 = schemaCollider.radius) != null ? _c2 : 0,\n inside: false\n });\n });\n return { colliders };\n }\n );\n schemaBoneGroups == null ? void 0 : schemaBoneGroups.forEach((schemaBoneGroup, iBoneGroup) => {\n const rootIndices = schemaBoneGroup.bones;\n if (!rootIndices) {\n return;\n }\n rootIndices.forEach((rootIndex) => {\n var _a2, _b2, _c2, _d;\n const root = threeNodes[rootIndex];\n const gravityDir = new THREE142.Vector3();\n if (schemaBoneGroup.gravityDir) {\n gravityDir.set(\n (_a2 = schemaBoneGroup.gravityDir.x) != null ? _a2 : 0,\n (_b2 = schemaBoneGroup.gravityDir.y) != null ? _b2 : 0,\n (_c2 = schemaBoneGroup.gravityDir.z) != null ? _c2 : 0\n );\n } else {\n gravityDir.set(0, -1, 0);\n }\n const center = schemaBoneGroup.center != null ? threeNodes[schemaBoneGroup.center] : void 0;\n const setting = {\n hitRadius: schemaBoneGroup.hitRadius,\n dragForce: schemaBoneGroup.dragForce,\n gravityPower: schemaBoneGroup.gravityPower,\n stiffness: schemaBoneGroup.stiffiness,\n gravityDir\n };\n const colliderGroupsForSpring = (_d = schemaBoneGroup.colliderGroups) == null ? void 0 : _d.map((iColliderGroup) => {\n const group = colliderGroups == null ? void 0 : colliderGroups[iColliderGroup];\n if (group == null) {\n throw new Error(\n `VRMSpringBoneLoaderPlugin: The spring #${iBoneGroup} attempted to use a colliderGroup ${iColliderGroup} but not found`\n );\n }\n return group;\n });\n root.traverse((node) => {\n var _a3;\n const child = (_a3 = node.children[0]) != null ? _a3 : null;\n const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n if (center) {\n joint.center = center;\n }\n manager.addJoint(joint);\n });\n });\n });\n gltf.scene.updateMatrixWorld();\n manager.setInitState();\n return manager;\n });\n }\n _importJoint(node, child, setting, colliderGroupsForSpring) {\n const springBone = new VRMSpringBoneJoint(node, child, setting, colliderGroupsForSpring);\n if (this.jointHelperRoot) {\n const helper = new VRMSpringBoneJointHelper(springBone);\n this.jointHelperRoot.add(helper);\n helper.renderOrder = this.jointHelperRoot.renderOrder;\n }\n return springBone;\n }\n _importSphereCollider(destination, params) {\n const shape = new VRMSpringBoneColliderShapeSphere(params);\n const collider = new VRMSpringBoneCollider(shape);\n destination.add(collider);\n if (this.colliderHelperRoot) {\n const helper = new VRMSpringBoneColliderHelper(collider);\n this.colliderHelperRoot.add(helper);\n helper.renderOrder = this.colliderHelperRoot.renderOrder;\n }\n return collider;\n }\n _importCapsuleCollider(destination, params) {\n const shape = new VRMSpringBoneColliderShapeCapsule(params);\n const collider = new VRMSpringBoneCollider(shape);\n destination.add(collider);\n if (this.colliderHelperRoot) {\n const helper = new VRMSpringBoneColliderHelper(collider);\n this.colliderHelperRoot.add(helper);\n helper.renderOrder = this.colliderHelperRoot.renderOrder;\n }\n return collider;\n }\n _importPlaneCollider(destination, params) {\n const shape = new VRMSpringBoneColliderShapePlane(params);\n const collider = new VRMSpringBoneCollider(shape);\n destination.add(collider);\n if (this.colliderHelperRoot) {\n const helper = new VRMSpringBoneColliderHelper(collider);\n this.colliderHelperRoot.add(helper);\n helper.renderOrder = this.colliderHelperRoot.renderOrder;\n }\n return collider;\n }\n};\n_VRMSpringBoneLoaderPlugin.EXTENSION_NAME = \"VRMC_springBone\";\nvar VRMSpringBoneLoaderPlugin = _VRMSpringBoneLoaderPlugin;\n\n// src/VRMLoaderPlugin.ts\nvar VRMLoaderPlugin = class {\n get name() {\n return \"VRMLoaderPlugin\";\n }\n constructor(parser, options) {\n var _a, _b, _c, _d, _e, _f, _g, _h, _i, _j;\n this.parser = parser;\n const helperRoot = options == null ? void 0 : options.helperRoot;\n const autoUpdateHumanBones = options == null ? void 0 : options.autoUpdateHumanBones;\n this.expressionPlugin = (_a = options == null ? void 0 : options.expressionPlugin) != null ? _a : new VRMExpressionLoaderPlugin(parser);\n this.firstPersonPlugin = (_b = options == null ? void 0 : options.firstPersonPlugin) != null ? _b : new VRMFirstPersonLoaderPlugin(parser);\n this.humanoidPlugin = (_c = options == null ? void 0 : options.humanoidPlugin) != null ? _c : new VRMHumanoidLoaderPlugin(parser, {\n helperRoot,\n autoUpdateHumanBones\n });\n this.lookAtPlugin = (_d = options == null ? void 0 : options.lookAtPlugin) != null ? _d : new VRMLookAtLoaderPlugin(parser, { helperRoot });\n this.metaPlugin = (_e = options == null ? void 0 : options.metaPlugin) != null ? _e : new VRMMetaLoaderPlugin(parser);\n this.mtoonMaterialPlugin = (_f = options == null ? void 0 : options.mtoonMaterialPlugin) != null ? _f : new MToonMaterialLoaderPlugin(parser);\n this.materialsHDREmissiveMultiplierPlugin = (_g = options == null ? void 0 : options.materialsHDREmissiveMultiplierPlugin) != null ? _g : new VRMMaterialsHDREmissiveMultiplierLoaderPlugin(parser);\n this.materialsV0CompatPlugin = (_h = options == null ? void 0 : options.materialsV0CompatPlugin) != null ? _h : new VRMMaterialsV0CompatPlugin(parser);\n this.springBonePlugin = (_i = options == null ? void 0 : options.springBonePlugin) != null ? _i : new VRMSpringBoneLoaderPlugin(parser, {\n colliderHelperRoot: helperRoot,\n jointHelperRoot: helperRoot\n });\n this.nodeConstraintPlugin = (_j = options == null ? void 0 : options.nodeConstraintPlugin) != null ? _j : new VRMNodeConstraintLoaderPlugin(parser, { helperRoot });\n }\n beforeRoot() {\n return __async(this, null, function* () {\n yield this.materialsV0CompatPlugin.beforeRoot();\n yield this.mtoonMaterialPlugin.beforeRoot();\n });\n }\n loadMesh(meshIndex) {\n return __async(this, null, function* () {\n return yield this.mtoonMaterialPlugin.loadMesh(meshIndex);\n });\n }\n getMaterialType(materialIndex) {\n const mtoonType = this.mtoonMaterialPlugin.getMaterialType(materialIndex);\n if (mtoonType != null) {\n return mtoonType;\n }\n return null;\n }\n extendMaterialParams(materialIndex, materialParams) {\n return __async(this, null, function* () {\n yield this.materialsHDREmissiveMultiplierPlugin.extendMaterialParams(materialIndex, materialParams);\n yield this.mtoonMaterialPlugin.extendMaterialParams(materialIndex, materialParams);\n });\n }\n afterRoot(gltf) {\n return __async(this, null, function* () {\n yield this.metaPlugin.afterRoot(gltf);\n yield this.humanoidPlugin.afterRoot(gltf);\n yield this.expressionPlugin.afterRoot(gltf);\n yield this.lookAtPlugin.afterRoot(gltf);\n yield this.firstPersonPlugin.afterRoot(gltf);\n yield this.springBonePlugin.afterRoot(gltf);\n yield this.nodeConstraintPlugin.afterRoot(gltf);\n yield this.mtoonMaterialPlugin.afterRoot(gltf);\n const meta = gltf.userData.vrmMeta;\n const humanoid = gltf.userData.vrmHumanoid;\n if (meta && humanoid) {\n const vrm = new VRM({\n scene: gltf.scene,\n expressionManager: gltf.userData.vrmExpressionManager,\n firstPerson: gltf.userData.vrmFirstPerson,\n humanoid,\n lookAt: gltf.userData.vrmLookAt,\n meta,\n materials: gltf.userData.vrmMToonMaterials,\n springBoneManager: gltf.userData.vrmSpringBoneManager,\n nodeConstraintManager: gltf.userData.vrmNodeConstraintManager\n });\n gltf.userData.vrm = vrm;\n }\n });\n }\n};\n\n// src/VRMUtils/deepDispose.ts\nfunction disposeMaterial(material) {\n Object.values(material).forEach((value) => {\n if (value == null ? void 0 : value.isTexture) {\n const texture = value;\n texture.dispose();\n }\n });\n if (material.isShaderMaterial) {\n const uniforms = material.uniforms;\n if (uniforms) {\n Object.values(uniforms).forEach((uniform) => {\n const value = uniform.value;\n if (value == null ? void 0 : value.isTexture) {\n const texture = value;\n texture.dispose();\n }\n });\n }\n }\n material.dispose();\n}\nfunction dispose(object3D) {\n const geometry = object3D.geometry;\n if (geometry) {\n geometry.dispose();\n }\n const skeleton = object3D.skeleton;\n if (skeleton) {\n skeleton.dispose();\n }\n const material = object3D.material;\n if (material) {\n if (Array.isArray(material)) {\n material.forEach((material2) => disposeMaterial(material2));\n } else if (material) {\n disposeMaterial(material);\n }\n }\n}\nfunction deepDispose(object3D) {\n object3D.traverse(dispose);\n}\n\n// src/VRMUtils/removeUnnecessaryJoints.ts\nvar THREE21 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nfunction removeUnnecessaryJoints(root, options) {\n var _a;\n const experimentalSameBoneCounts = (_a = options == null ? void 0 : options.experimentalSameBoneCounts) != null ? _a : false;\n const skinnedMeshes = [];\n root.traverse((obj) => {\n if (obj.type !== \"SkinnedMesh\") {\n return;\n }\n skinnedMeshes.push(obj);\n });\n const bonesList = /* @__PURE__ */ new Map();\n let maxBones = 0;\n for (const mesh of skinnedMeshes) {\n const geometry = mesh.geometry;\n const attribute = geometry.getAttribute(\"skinIndex\");\n const bones = [];\n const boneInverses = [];\n const boneIndexMap = {};\n const array = attribute.array;\n for (let i = 0; i < array.length; i++) {\n const index = array[i];\n if (boneIndexMap[index] == null) {\n boneIndexMap[index] = bones.length;\n bones.push(mesh.skeleton.bones[index]);\n boneInverses.push(mesh.skeleton.boneInverses[index]);\n }\n array[i] = boneIndexMap[index];\n }\n attribute.copyArray(array);\n attribute.needsUpdate = true;\n bonesList.set(mesh, { bones, boneInverses });\n maxBones = Math.max(maxBones, bones.length);\n }\n for (const mesh of skinnedMeshes) {\n const { bones, boneInverses } = bonesList.get(mesh);\n if (experimentalSameBoneCounts) {\n for (let i = bones.length; i < maxBones; i++) {\n bones[i] = bones[0];\n boneInverses[i] = boneInverses[0];\n }\n }\n const skeleton = new THREE21.Skeleton(bones, boneInverses);\n mesh.bind(skeleton, new THREE21.Matrix4());\n }\n}\n\n// src/VRMUtils/removeUnnecessaryVertices.ts\nvar THREE25 = __toESM(__webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\"), 1);\nvar import_three = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nfunction removeUnnecessaryVertices(root) {\n const geometryMap = /* @__PURE__ */ new Map();\n root.traverse((obj) => {\n var _a, _b, _c, _d;\n if (!obj.isMesh) {\n return;\n }\n const mesh = obj;\n const geometry = mesh.geometry;\n const origianlIndex = geometry.index;\n if (origianlIndex == null) {\n return;\n }\n const newGeometryAlreadyExisted = geometryMap.get(geometry);\n if (newGeometryAlreadyExisted != null) {\n mesh.geometry = newGeometryAlreadyExisted;\n return;\n }\n const newGeometry = new THREE25.BufferGeometry();\n newGeometry.name = geometry.name;\n newGeometry.morphTargetsRelative = geometry.morphTargetsRelative;\n geometry.groups.forEach((group) => {\n newGeometry.addGroup(group.start, group.count, group.materialIndex);\n });\n newGeometry.boundingBox = (_b = (_a = geometry.boundingBox) == null ? void 0 : _a.clone()) != null ? _b : null;\n newGeometry.boundingSphere = (_d = (_c = geometry.boundingSphere) == null ? void 0 : _c.clone()) != null ? _d : null;\n newGeometry.setDrawRange(geometry.drawRange.start, geometry.drawRange.count);\n newGeometry.userData = geometry.userData;\n geometryMap.set(geometry, newGeometry);\n const originalIndexNewIndexMap = [];\n const newIndexOriginalIndexMap = [];\n {\n const originalIndexArray = origianlIndex.array;\n const newIndexArray = new originalIndexArray.constructor(originalIndexArray.length);\n let indexHead = 0;\n for (let i = 0; i < originalIndexArray.length; i++) {\n const originalIndex = originalIndexArray[i];\n let newIndex = originalIndexNewIndexMap[originalIndex];\n if (newIndex == null) {\n originalIndexNewIndexMap[originalIndex] = indexHead;\n newIndexOriginalIndexMap[indexHead] = originalIndex;\n newIndex = indexHead;\n indexHead++;\n }\n newIndexArray[i] = newIndex;\n }\n newGeometry.setIndex(new import_three.BufferAttribute(newIndexArray, 1, false));\n }\n Object.keys(geometry.attributes).forEach((attributeName) => {\n const originalAttribute = geometry.attributes[attributeName];\n if (originalAttribute.isInterleavedBufferAttribute) {\n throw new Error(\"removeUnnecessaryVertices: InterleavedBufferAttribute is not supported\");\n }\n const originalAttributeArray = originalAttribute.array;\n const { itemSize, normalized } = originalAttribute;\n const newAttributeArray = new originalAttributeArray.constructor(\n newIndexOriginalIndexMap.length * itemSize\n );\n newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n for (let j = 0; j < itemSize; j++) {\n newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n }\n });\n newGeometry.setAttribute(attributeName, new import_three.BufferAttribute(newAttributeArray, itemSize, normalized));\n });\n let isNullMorph = true;\n Object.keys(geometry.morphAttributes).forEach((attributeName) => {\n newGeometry.morphAttributes[attributeName] = [];\n const morphs = geometry.morphAttributes[attributeName];\n for (let iMorph = 0; iMorph < morphs.length; iMorph++) {\n const originalAttribute = morphs[iMorph];\n if (originalAttribute.isInterleavedBufferAttribute) {\n throw new Error(\"removeUnnecessaryVertices: InterleavedBufferAttribute is not supported\");\n }\n const originalAttributeArray = originalAttribute.array;\n const { itemSize, normalized } = originalAttribute;\n const newAttributeArray = new originalAttributeArray.constructor(\n newIndexOriginalIndexMap.length * itemSize\n );\n newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n for (let j = 0; j < itemSize; j++) {\n newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n }\n });\n isNullMorph = isNullMorph && newAttributeArray.every((v) => v === 0);\n newGeometry.morphAttributes[attributeName][iMorph] = new import_three.BufferAttribute(\n newAttributeArray,\n itemSize,\n normalized\n );\n }\n });\n if (isNullMorph) {\n newGeometry.morphAttributes = {};\n }\n mesh.geometry = newGeometry;\n });\n Array.from(geometryMap.keys()).forEach((originalGeometry) => {\n originalGeometry.dispose();\n });\n}\n\n// src/VRMUtils/rotateVRM0.ts\nfunction rotateVRM0(vrm) {\n var _a;\n if (((_a = vrm.meta) == null ? void 0 : _a.metaVersion) === \"0\") {\n vrm.scene.rotation.y = Math.PI;\n }\n}\n\n// src/VRMUtils/index.ts\nvar VRMUtils = class {\n constructor() {\n }\n};\nVRMUtils.deepDispose = deepDispose;\nVRMUtils.removeUnnecessaryJoints = removeUnnecessaryJoints;\nVRMUtils.removeUnnecessaryVertices = removeUnnecessaryVertices;\nVRMUtils.rotateVRM0 = rotateVRM0;\n/*!\n * @pixiv/three-vrm-core v3.1.0\n * The implementation of core features of VRM, for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-core is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/*!\n * @pixiv/three-vrm-materials-mtoon v3.1.0\n * MToon (toon material) module for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-mtoon is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/*!\n * @pixiv/three-vrm-materials-hdr-emissive-multiplier v3.1.0\n * Support VRMC_hdr_emissiveMultiplier for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-hdr-emissive-multiplier is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/*!\n * @pixiv/three-vrm-materials-v0compat v3.1.0\n * VRM0.0 materials compatibility layer plugin for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-materials-v0compat is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/*!\n * @pixiv/three-vrm-node-constraint v3.1.0\n * Node constraint module for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-node-constraint is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n/*!\n * @pixiv/three-vrm-springbone v3.1.0\n * Spring bone module for @pixiv/three-vrm\n *\n * Copyright (c) 2019-2024 pixiv Inc.\n * @pixiv/three-vrm-springbone is distributed under MIT License\n * https://github.com/pixiv/three-vrm/blob/release/LICENSE\n */\n//# sourceMappingURL=data:application/json;base64,{
  "version": 3,
  "sources": ["../src/index.ts", "../../three-vrm-core/src/expressions/VRMExpression.ts", "../../three-vrm-core/src/expressions/VRMExpressionLoaderPlugin.ts", "../../three-vrm-core/src/utils/gltfExtractPrimitivesFromNode.ts", "../../three-vrm-core/src/expressions/VRMExpressionPresetName.ts", "../../three-vrm-core/src/utils/saturate.ts", "../../three-vrm-core/src/expressions/VRMExpressionManager.ts", "../../three-vrm-core/src/expressions/VRMExpressionMaterialColorType.ts", "../../three-vrm-core/src/expressions/VRMExpressionMaterialColorBind.ts", "../../three-vrm-core/src/expressions/VRMExpressionMorphTargetBind.ts", "../../three-vrm-core/src/expressions/VRMExpressionTextureTransformBind.ts", "../../three-vrm-core/src/expressions/VRMExpressionOverrideType.ts", "../../three-vrm-core/src/firstPerson/VRMFirstPerson.ts", "../../three-vrm-core/src/firstPerson/VRMFirstPersonLoaderPlugin.ts", "../../three-vrm-core/src/firstPerson/VRMFirstPersonMeshAnnotationType.ts", "../../three-vrm-core/src/humanoid/helpers/VRMHumanoidHelper.ts", "../../three-vrm-core/src/humanoid/VRMHumanBoneList.ts", "../../three-vrm-core/src/humanoid/VRMHumanBoneName.ts", "../../three-vrm-core/src/humanoid/VRMHumanBoneParentMap.ts", "../../three-vrm-core/src/humanoid/VRMRig.ts", "../../three-vrm-core/src/utils/quatInvertCompat.ts", "../../three-vrm-core/src/humanoid/VRMHumanoidRig.ts", "../../three-vrm-core/src/humanoid/VRMHumanoid.ts", "../../three-vrm-core/src/humanoid/VRMRequiredHumanBoneName.ts", "../../three-vrm-core/src/humanoid/VRMHumanoidLoaderPlugin.ts", "../../three-vrm-core/src/lookAt/helpers/VRMLookAtHelper.ts", "../../three-vrm-core/src/lookAt/helpers/utils/FanBufferGeometry.ts", "../../three-vrm-core/src/lookAt/helpers/utils/LineAndSphereBufferGeometry.ts", "../../three-vrm-core/src/lookAt/VRMLookAt.ts", "../../three-vrm-core/src/utils/getWorldQuaternionLite.ts", "../../three-vrm-core/src/lookAt/utils/calcAzimuthAltitude.ts", "../../three-vrm-core/src/lookAt/utils/sanitizeAngle.ts", "../../three-vrm-core/src/lookAt/VRMLookAtBoneApplier.ts", "../../three-vrm-core/src/lookAt/VRMLookAtExpressionApplier.ts", "../../three-vrm-core/src/lookAt/VRMLookAtRangeMap.ts", "../../three-vrm-core/src/lookAt/VRMLookAtLoaderPlugin.ts", "../../three-vrm-core/src/lookAt/VRMLookAtTypeName.ts", "../../three-vrm-core/src/meta/VRMMetaLoaderPlugin.ts", "../../three-vrm-core/src/utils/resolveURL.ts", "../../three-vrm-core/src/VRMCore.ts", "../../three-vrm-core/src/VRMCoreLoaderPlugin.ts", "../src/VRM.ts", "../../three-vrm-materials-mtoon/src/MToonMaterialLoaderPlugin.ts", "../../three-vrm-materials-mtoon/src/GLTFMToonMaterialParamsAssignHelper.ts", "../../three-vrm-materials-mtoon/src/utils/setTextureColorSpace.ts", "../../three-vrm-materials-mtoon/src/MToonMaterial.ts", "../../three-vrm-materials-mtoon/src/shaders/mtoon.vert", "../../three-vrm-materials-mtoon/src/shaders/mtoon.frag", "../../three-vrm-materials-mtoon/src/MToonMaterialDebugMode.ts", "../../three-vrm-materials-mtoon/src/MToonMaterialOutlineWidthMode.ts", "../../three-vrm-materials-mtoon/src/utils/getTextureColorSpace.ts", "../../three-vrm-materials-hdr-emissive-multiplier/src/VRMMaterialsHDREmissiveMultiplierLoaderPlugin.ts", "../../three-vrm-materials-v0compat/src/VRMMaterialsV0CompatPlugin.ts", "../../three-vrm-materials-v0compat/src/utils/gammaEOTF.ts", "../../three-vrm-node-constraint/src/helpers/VRMNodeConstraintHelper.ts", "../../three-vrm-node-constraint/src/VRMAimConstraint.ts", "../../three-vrm-node-constraint/src/utils/decomposePosition.ts", "../../three-vrm-node-constraint/src/utils/decomposeRotation.ts", "../../three-vrm-node-constraint/src/utils/quatInvertCompat.ts", "../../three-vrm-node-constraint/src/VRMNodeConstraint.ts", "../../three-vrm-node-constraint/src/utils/traverseAncestorsFromRoot.ts", "../../three-vrm-node-constraint/src/VRMNodeConstraintManager.ts", "../../three-vrm-node-constraint/src/VRMRotationConstraint.ts", "../../three-vrm-node-constraint/src/VRMRollConstraint.ts", "../../three-vrm-node-constraint/src/VRMNodeConstraintLoaderPlugin.ts", "../../three-vrm-springbone/src/helpers/VRMSpringBoneColliderHelper.ts", "../../three-vrm-springbone/src/VRMSpringBoneColliderShapeCapsule.ts", "../../three-vrm-springbone/src/VRMSpringBoneColliderShape.ts", "../../three-vrm-springbone/src/VRMSpringBoneColliderShapePlane.ts", "../../three-vrm-springbone/src/VRMSpringBoneColliderShapeSphere.ts", "../../three-vrm-springbone/src/helpers/utils/ColliderShapeCapsuleBufferGeometry.ts", "../../three-vrm-springbone/src/helpers/utils/ColliderShapePlaneBufferGeometry.ts", "../../three-vrm-springbone/src/helpers/utils/ColliderShapeSphereBufferGeometry.ts", "../../three-vrm-springbone/src/helpers/VRMSpringBoneJointHelper.ts", "../../three-vrm-springbone/src/helpers/utils/SpringBoneBufferGeometry.ts", "../../three-vrm-springbone/src/VRMSpringBoneCollider.ts", "../../three-vrm-springbone/src/VRMSpringBoneJoint.ts", "../../three-vrm-springbone/src/utils/mat4InvertCompat.ts", "../../three-vrm-springbone/src/utils/Matrix4InverseCache.ts", "../../three-vrm-springbone/src/VRMSpringBoneLoaderPlugin.ts", "../../three-vrm-springbone/src/utils/traverseAncestorsFromRoot.ts", "../../three-vrm-springbone/src/utils/traverseChildrenUntilConditionMet.ts", "../../three-vrm-springbone/src/VRMSpringBoneManager.ts", "../src/VRMLoaderPlugin.ts", "../src/VRMUtils/deepDispose.ts", "../src/VRMUtils/removeUnnecessaryJoints.ts", "../src/VRMUtils/removeUnnecessaryVertices.ts", "../src/VRMUtils/rotateVRM0.ts", "../src/VRMUtils/index.ts"],
  "sourcesContent": ["export { VRM } from './VRM';\nexport { VRMLoaderPlugin } from './VRMLoaderPlugin';\nexport type { VRMLoaderPluginOptions } from './VRMLoaderPluginOptions';\nexport type { VRMParameters } from './VRMParameters';\n\nexport * from './VRMUtils';\n\nexport * from '@pixiv/three-vrm-core';\nexport * from '@pixiv/three-vrm-materials-mtoon';\nexport * from '@pixiv/three-vrm-node-constraint';\nexport * from '@pixiv/three-vrm-springbone';\n", "import * as THREE from 'three';\nimport { VRMExpressionBind } from './VRMExpressionBind';\nimport type { VRMExpressionOverrideType } from './VRMExpressionOverrideType';\n\n// animationMixer \u306E\u76E3\u8996\u5BFE\u8C61\u306F\u3001Scene \u306E\u4E2D\u306B\u5165\u3063\u3066\u3044\u308B\u5FC5\u8981\u304C\u3042\u308B\u3002\n// \u305D\u306E\u305F\u3081\u3001\u8868\u793A\u30AA\u30D6\u30B8\u30A7\u30AF\u30C8\u3067\u306F\u306A\u3044\u3051\u308C\u3069\u3001Object3D \u3092\u7D99\u627F\u3057\u3066 Scene \u306B\u6295\u5165\u3067\u304D\u308B\u3088\u3046\u306B\u3059\u308B\u3002\nexport class VRMExpression extends THREE.Object3D {\n  /**\n   * Name of this expression.\n   * Distinguished with `name` since `name` will be conflicted with Object3D.\n   */\n  public expressionName: string;\n\n  /**\n   * The current weight of the expression.\n   */\n  public weight = 0.0;\n\n  /**\n   * Interpret values greater than 0.5 as 1.0, ortherwise 0.0.\n   */\n  public isBinary = false;\n\n  /**\n   * Specify how the expression overrides blink expressions.\n   */\n  public overrideBlink: VRMExpressionOverrideType = 'none';\n\n  /**\n   * Specify how the expression overrides lookAt expressions.\n   */\n  public overrideLookAt: VRMExpressionOverrideType = 'none';\n\n  /**\n   * Specify how the expression overrides mouth expressions.\n   */\n  public overrideMouth: VRMExpressionOverrideType = 'none';\n\n  private _binds: VRMExpressionBind[] = [];\n\n  override readonly type: string | 'VRMExpression';\n\n  /**\n   * A value represents how much it should override blink expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideBlinkAmount(): number {\n    if (this.overrideBlink === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideBlink === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  /**\n   * A value represents how much it should override lookAt expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideLookAtAmount(): number {\n    if (this.overrideLookAt === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideLookAt === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  /**\n   * A value represents how much it should override mouth expressions.\n   * `0.0` == no override at all, `1.0` == completely block the expressions.\n   */\n  public get overrideMouthAmount(): number {\n    if (this.overrideMouth === 'block') {\n      return 0.0 < this.weight ? 1.0 : 0.0;\n    } else if (this.overrideMouth === 'blend') {\n      return this.weight;\n    } else {\n      return 0.0;\n    }\n  }\n\n  constructor(expressionName: string) {\n    super();\n\n    this.name = `VRMExpression_${expressionName}`;\n    this.expressionName = expressionName;\n\n    // traverse \u6642\u306E\u6551\u6E08\u624B\u6BB5\u3068\u3057\u3066 Object3D \u3067\u306F\u306A\u3044\u3053\u3068\u3092\u660E\u793A\u3057\u3066\u304A\u304F\n    this.type = 'VRMExpression';\n\n    // \u8868\u793A\u76EE\u7684\u306E\u30AA\u30D6\u30B8\u30A7\u30AF\u30C8\u3067\u306F\u306A\u3044\u306E\u3067\u3001\u8CA0\u8377\u8EFD\u6E1B\u306E\u305F\u3081\u306B visible \u3092 false \u306B\u3057\u3066\u304A\u304F\u3002\n    // \u3053\u308C\u306B\u3088\u308A\u3001\u3053\u306E\u30A4\u30F3\u30B9\u30BF\u30F3\u30B9\u306B\u5BFE\u3059\u308B\u6BCE\u30D5\u30EC\u30FC\u30E0\u306E matrix \u81EA\u52D5\u8A08\u7B97\u3092\u7701\u7565\u3067\u304D\u308B\u3002\n    this.visible = false;\n  }\n\n  public addBind(bind: VRMExpressionBind): void {\n    this._binds.push(bind);\n  }\n\n  /**\n   * Apply weight to every assigned blend shapes.\n   * Should be called every frame.\n   */\n  public applyWeight(options?: {\n    /**\n     * Multiplies a value to its weight to apply.\n     * Intended to be used for overriding an expression weight by another expression.\n     * See also: {@link overrideBlink}, {@link overrideLookAt}, {@link overrideMouth}\n     */\n    multiplier?: number;\n  }): void {\n    let actualWeight = this.isBinary ? (this.weight <= 0.5 ? 0.0 : 1.0) : this.weight;\n    actualWeight *= options?.multiplier ?? 1.0;\n\n    this._binds.forEach((bind) => bind.applyWeight(actualWeight));\n  }\n\n  /**\n   * Clear previously assigned blend shapes.\n   */\n  public clearAppliedWeight(): void {\n    this._binds.forEach((bind) => bind.clearAppliedWeight());\n  }\n}\n", "import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { gltfExtractPrimitivesFromNode } from '../utils/gltfExtractPrimitivesFromNode';\nimport { VRMExpression } from './VRMExpression';\nimport { VRMExpressionManager } from './VRMExpressionManager';\nimport { v0ExpressionMaterialColorMap } from './VRMExpressionMaterialColorType';\nimport { VRMExpressionMaterialColorBind } from './VRMExpressionMaterialColorBind';\nimport { VRMExpressionMorphTargetBind } from './VRMExpressionMorphTargetBind';\nimport { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { VRMExpressionTextureTransformBind } from './VRMExpressionTextureTransformBind';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMExpressionManager} from a VRM extension of a GLTF.\n */\nexport class VRMExpressionLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly v0v1PresetNameMap: { [v0Name in V0VRM.BlendShapePresetName]?: VRMExpressionPresetName } = {\n    a: 'aa',\n    e: 'ee',\n    i: 'ih',\n    o: 'oh',\n    u: 'ou',\n    blink: 'blink',\n    joy: 'happy',\n    angry: 'angry',\n    sorrow: 'sad',\n    fun: 'relaxed',\n    lookup: 'lookUp',\n    lookdown: 'lookDown',\n    lookleft: 'lookLeft',\n    lookright: 'lookRight',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_l: 'blinkLeft',\n    // eslint-disable-next-line @typescript-eslint/naming-convention\n    blink_r: 'blinkRight',\n    neutral: 'neutral',\n  };\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMExpressionLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmExpressionManager = await this._import(gltf);\n  }\n\n  /**\n   * Import a {@link VRMExpressionManager} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaExpressions = extension.expressions;\n    if (!schemaExpressions) {\n      return null;\n    }\n\n    // list expressions\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n    const nameSchemaExpressionMap = new Map<string, V1VRMSchema.Expression>();\n\n    if (schemaExpressions.preset != null) {\n      Object.entries(schemaExpressions.preset).forEach(([name, schemaExpression]) => {\n        if (schemaExpression == null) {\n          return;\n        } // typescript\n\n        if (!presetNameSet.has(name)) {\n          console.warn(`VRMExpressionLoaderPlugin: Unknown preset name \"${name}\" detected. Ignoring the expression`);\n          return;\n        }\n\n        nameSchemaExpressionMap.set(name, schemaExpression);\n      });\n    }\n\n    if (schemaExpressions.custom != null) {\n      Object.entries(schemaExpressions.custom).forEach(([name, schemaExpression]) => {\n        if (presetNameSet.has(name)) {\n          console.warn(\n            `VRMExpressionLoaderPlugin: Custom expression cannot have preset name \"${name}\". Ignoring the expression`,\n          );\n          return;\n        }\n\n        nameSchemaExpressionMap.set(name, schemaExpression);\n      });\n    }\n\n    // prepare manager\n    const manager = new VRMExpressionManager();\n\n    // load expressions\n    await Promise.all(\n      Array.from(nameSchemaExpressionMap.entries()).map(async ([name, schemaExpression]) => {\n        const expression = new VRMExpression(name);\n        gltf.scene.add(expression);\n\n        expression.isBinary = schemaExpression.isBinary ?? false;\n        expression.overrideBlink = schemaExpression.overrideBlink ?? 'none';\n        expression.overrideLookAt = schemaExpression.overrideLookAt ?? 'none';\n        expression.overrideMouth = schemaExpression.overrideMouth ?? 'none';\n\n        schemaExpression.morphTargetBinds?.forEach(async (bind) => {\n          if (bind.node === undefined || bind.index === undefined) {\n            return;\n          }\n\n          const primitives = (await gltfExtractPrimitivesFromNode(gltf, bind.node))!;\n          const morphTargetIndex = bind.index;\n\n          // check if the mesh has the target morph target\n          if (\n            !primitives.every(\n              (primitive) =>\n                Array.isArray(primitive.morphTargetInfluences) &&\n                morphTargetIndex < primitive.morphTargetInfluences.length,\n            )\n          ) {\n            console.warn(\n              `VRMExpressionLoaderPlugin: ${schemaExpression.name} attempts to index morph #${morphTargetIndex} but not found.`,\n            );\n            return;\n          }\n\n          expression.addBind(\n            new VRMExpressionMorphTargetBind({\n              primitives,\n              index: morphTargetIndex,\n              weight: bind.weight ?? 1.0,\n            }),\n          );\n        });\n\n        if (schemaExpression.materialColorBinds || schemaExpression.textureTransformBinds) {\n          // list up every material in `gltf.scene`\n          const gltfMaterials: THREE.Material[] = [];\n          gltf.scene.traverse((object) => {\n            const material = (object as any).material as THREE.Material | undefined;\n            if (material) {\n              gltfMaterials.push(material);\n            }\n          });\n\n          schemaExpression.materialColorBinds?.forEach(async (bind) => {\n            const materials = gltfMaterials.filter((material) => {\n              const materialIndex = this.parser.associations.get(material)?.materials;\n              return bind.material === materialIndex;\n            });\n\n            materials.forEach((material) => {\n              expression.addBind(\n                new VRMExpressionMaterialColorBind({\n                  material,\n                  type: bind.type,\n                  targetValue: new THREE.Color().fromArray(bind.targetValue),\n                  targetAlpha: bind.targetValue[3],\n                }),\n              );\n            });\n          });\n\n          schemaExpression.textureTransformBinds?.forEach(async (bind) => {\n            const materials = gltfMaterials.filter((material) => {\n              const materialIndex = this.parser.associations.get(material)?.materials;\n              return bind.material === materialIndex;\n            });\n\n            materials.forEach((material) => {\n              expression.addBind(\n                new VRMExpressionTextureTransformBind({\n                  material,\n                  offset: new THREE.Vector2().fromArray(bind.offset ?? [0.0, 0.0]),\n                  scale: new THREE.Vector2().fromArray(bind.scale ?? [1.0, 1.0]),\n                }),\n              );\n            });\n          });\n        }\n\n        manager.registerExpression(expression);\n      }),\n    );\n\n    return manager;\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRMExpressionManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaBlendShape = vrmExt.blendShapeMaster;\n    if (!schemaBlendShape) {\n      return null;\n    }\n\n    const manager = new VRMExpressionManager();\n\n    const schemaBlendShapeGroups = schemaBlendShape.blendShapeGroups;\n    if (!schemaBlendShapeGroups) {\n      return manager;\n    }\n\n    const blendShapeNameSet = new Set<string>();\n\n    await Promise.all(\n      schemaBlendShapeGroups.map(async (schemaGroup) => {\n        const v0PresetName = schemaGroup.presetName;\n        const v1PresetName =\n          (v0PresetName != null && VRMExpressionLoaderPlugin.v0v1PresetNameMap[v0PresetName]) || null;\n        const name = v1PresetName ?? schemaGroup.name;\n\n        if (name == null) {\n          console.warn('VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression');\n          return;\n        }\n\n        // duplication check\n        if (blendShapeNameSet.has(name)) {\n          console.warn(\n            `VRMExpressionLoaderPlugin: An expression preset ${v0PresetName} has duplicated entries. Ignoring the expression`,\n          );\n          return;\n        }\n\n        blendShapeNameSet.add(name);\n\n        const expression = new VRMExpression(name);\n        gltf.scene.add(expression);\n\n        expression.isBinary = schemaGroup.isBinary ?? false;\n        // v0 doesn't have ignore properties\n\n        // Bind morphTarget\n        if (schemaGroup.binds) {\n          schemaGroup.binds.forEach(async (bind) => {\n            if (bind.mesh === undefined || bind.index === undefined) {\n              return;\n            }\n\n            const nodesUsingMesh: number[] = [];\n            json.nodes?.forEach((node, i) => {\n              if (node.mesh === bind.mesh) {\n                nodesUsingMesh.push(i);\n              }\n            });\n\n            const morphTargetIndex = bind.index;\n\n            await Promise.all(\n              nodesUsingMesh.map(async (nodeIndex) => {\n                const primitives = (await gltfExtractPrimitivesFromNode(gltf, nodeIndex))!;\n\n                // check if the mesh has the target morph target\n                if (\n                  !primitives.every(\n                    (primitive) =>\n                      Array.isArray(primitive.morphTargetInfluences) &&\n                      morphTargetIndex < primitive.morphTargetInfluences.length,\n                  )\n                ) {\n                  console.warn(\n                    `VRMExpressionLoaderPlugin: ${schemaGroup.name} attempts to index ${morphTargetIndex}th morph but not found.`,\n                  );\n                  return;\n                }\n\n                expression.addBind(\n                  new VRMExpressionMorphTargetBind({\n                    primitives,\n                    index: morphTargetIndex,\n                    weight: 0.01 * (bind.weight ?? 100), // narrowing the range from [ 0.0 - 100.0 ] to [ 0.0 - 1.0 ]\n                  }),\n                );\n              }),\n            );\n          });\n        }\n\n        // Bind MaterialColor and TextureTransform\n        const materialValues = schemaGroup.materialValues;\n        if (materialValues && materialValues.length !== 0) {\n          materialValues.forEach((materialValue) => {\n            if (\n              materialValue.materialName === undefined ||\n              materialValue.propertyName === undefined ||\n              materialValue.targetValue === undefined\n            ) {\n              return;\n            }\n\n            /**\n             * \u30A2\u30D0\u30BF\u30FC\u306E\u30AA\u30D6\u30B8\u30A7\u30AF\u30C8\u306B\u8A2D\u5B9A\u3055\u308C\u3066\u3044\u308B\u30DE\u30C6\u30EA\u30A2\u30EB\u306E\u5185\u304B\u3089\n             * materialValue\u3067\u6307\u5B9A\u3055\u308C\u3066\u3044\u308B\u30DE\u30C6\u30EA\u30A2\u30EB\u3092\u96C6\u3081\u308B\u3002\n             *\n             * \u7279\u5B9A\u306B\u306F\u540D\u524D\u3092\u4F7F\u7528\u3059\u308B\u3002\n             * \u30A2\u30A6\u30C8\u30E9\u30A4\u30F3\u63CF\u753B\u7528\u306E\u30DE\u30C6\u30EA\u30A2\u30EB\u3082\u540C\u6642\u306B\u96C6\u3081\u308B\u3002\n             */\n            const materials: THREE.Material[] = [];\n            gltf.scene.traverse((object) => {\n              if ((object as any).material) {\n                const material: THREE.Material[] | THREE.Material = (object as any).material;\n                if (Array.isArray(material)) {\n                  materials.push(\n                    ...material.filter(\n                      (mtl) =>\n                        (mtl.name === materialValue.materialName! ||\n                          mtl.name === materialValue.materialName! + ' (Outline)') &&\n                        materials.indexOf(mtl) === -1,\n                    ),\n                  );\n                } else if (material.name === materialValue.materialName && materials.indexOf(material) === -1) {\n                  materials.push(material);\n                }\n              }\n            });\n\n            const materialPropertyName = materialValue.propertyName;\n            materials.forEach((material) => {\n              // TextureTransformBind\n              if (materialPropertyName === '_MainTex_ST') {\n                const scale = new THREE.Vector2(materialValue.targetValue![0], materialValue.targetValue![1]);\n                const offset = new THREE.Vector2(materialValue.targetValue![2], materialValue.targetValue![3]);\n\n                offset.y = 1.0 - offset.y - scale.y;\n\n                expression.addBind(\n                  new VRMExpressionTextureTransformBind({\n                    material,\n                    scale,\n                    offset,\n                  }),\n                );\n\n                return;\n              }\n\n              // MaterialColorBind\n              const materialColorType = v0ExpressionMaterialColorMap[materialPropertyName];\n              if (materialColorType) {\n                expression.addBind(\n                  new VRMExpressionMaterialColorBind({\n                    material,\n                    type: materialColorType,\n                    targetValue: new THREE.Color().fromArray(materialValue.targetValue!),\n                    targetAlpha: materialValue.targetValue![3],\n                  }),\n                );\n\n                return;\n              }\n\n              console.warn(materialPropertyName + ' is not supported');\n            });\n          });\n        }\n\n        manager.registerExpression(expression);\n      }),\n    );\n\n    return manager;\n  }\n}\n", "import type * as THREE from 'three';\nimport type { GLTF } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nfunction extractPrimitivesInternal(gltf: GLTF, nodeIndex: number, node: THREE.Object3D): THREE.Mesh[] | null {\n  const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n  /**\n   * Let's list up every possible patterns that parsed gltf nodes with a mesh can have,,,\n   *\n   * \"*\" indicates that those meshes should be listed up using this function\n   *\n   * ### A node with a (mesh, a signle primitive)\n   *\n   * - `THREE.Mesh`: The only primitive of the mesh *\n   *\n   * ### A node with a (mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, a single primitive)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Mesh`: A primitive of a MESH OF THE CHILD\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives)\n   *\n   * - `THREE.Group`: The root of the mesh\n   *   - `THREE.Mesh`: A primitive of the mesh *\n   *   - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ### A node with a (mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *\n   * ### A node with a (mesh, multiple primitives) AND (a child with a mesh, multiple primitives) BUT the node is a bone\n   *\n   * - `THREE.Bone`: The root of the node, as a bone\n   *   - `THREE.Group`: The root of the mesh\n   *     - `THREE.Mesh`: A primitive of the mesh *\n   *     - `THREE.Mesh`: A primitive of the mesh (2) *\n   *   - `THREE.Group`: The root of a MESH OF THE CHILD\n   *     - `THREE.Mesh`: A primitive of the mesh of the child\n   *     - `THREE.Mesh`: A primitive of the mesh of the child (2)\n   *\n   * ...I will take a strategy that traverses the root of the node and take first (primitiveCount) meshes.\n   */\n\n  // Make sure that the node has a mesh\n  const schemaNode = json.nodes?.[nodeIndex];\n  if (schemaNode == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use nodes[${nodeIndex}] of glTF but the node doesn't exist`);\n    return null;\n  }\n\n  const meshIndex = schemaNode.mesh;\n  if (meshIndex == null) {\n    return null;\n  }\n\n  // How many primitives the mesh has?\n  const schemaMesh = json.meshes?.[meshIndex];\n  if (schemaMesh == null) {\n    console.warn(`extractPrimitivesInternal: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`);\n    return null;\n  }\n\n  const primitiveCount = schemaMesh.primitives.length;\n\n  // Traverse the node and take first (primitiveCount) meshes\n  const primitives: THREE.Mesh[] = [];\n  node.traverse((object) => {\n    if (primitives.length < primitiveCount) {\n      if ((object as any).isMesh) {\n        primitives.push(object as THREE.Mesh);\n      }\n    }\n  });\n\n  return primitives;\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of a node from a loaded GLTF.\n * The main purpose of this function is to distinguish primitives and children from a node that has both meshes and children.\n *\n * It utilizes the behavior that GLTFLoader adds mesh primitives to the node object ( `THREE.Group` ) first then adds its children.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n * @param nodeIndex The index of the node\n */\nexport async function gltfExtractPrimitivesFromNode(gltf: GLTF, nodeIndex: number): Promise<THREE.Mesh[] | null> {\n  const node: THREE.Object3D = await gltf.parser.getDependency('node', nodeIndex);\n  return extractPrimitivesInternal(gltf, nodeIndex, node);\n}\n\n/**\n * Extract primitives ( `THREE.Mesh[]` ) of nodes from a loaded GLTF.\n * See {@link gltfExtractPrimitivesFromNode} for more details.\n *\n * It returns a map from node index to extraction result.\n * If a node does not have a mesh, the entry for the node will not be put in the returning map.\n *\n * @param gltf A GLTF object taken from GLTFLoader\n */\nexport async function gltfExtractPrimitivesFromNodes(gltf: GLTF): Promise<Map<number, THREE.Mesh[]>> {\n  const nodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n  const map = new Map<number, THREE.Mesh[]>();\n\n  nodes.forEach((node, index) => {\n    const result = extractPrimitivesInternal(gltf, index, node);\n    if (result != null) {\n      map.set(index, result);\n    }\n  });\n\n  return map;\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionPresetName = {\n  Aa: 'aa',\n  Ih: 'ih',\n  Ou: 'ou',\n  Ee: 'ee',\n  Oh: 'oh',\n  Blink: 'blink',\n  Happy: 'happy',\n  Angry: 'angry',\n  Sad: 'sad',\n  Relaxed: 'relaxed',\n  LookUp: 'lookUp',\n  Surprised: 'surprised',\n  LookDown: 'lookDown',\n  LookLeft: 'lookLeft',\n  LookRight: 'lookRight',\n  BlinkLeft: 'blinkLeft',\n  BlinkRight: 'blinkRight',\n  Neutral: 'neutral',\n} as const;\n\nexport type VRMExpressionPresetName = typeof VRMExpressionPresetName[keyof typeof VRMExpressionPresetName];\n", "/**\n * Clamp the input value within [0.0 - 1.0].\n *\n * @param value The input value\n */\nexport function saturate(value: number): number {\n  return Math.max(Math.min(value, 1.0), 0.0);\n}\n", "import { VRMExpressionPresetName } from './VRMExpressionPresetName';\nimport { saturate } from '../utils/saturate';\nimport type { VRMExpression } from './VRMExpression';\n\nexport class VRMExpressionManager {\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideBlink}.\n   */\n  public blinkExpressionNames = ['blink', 'blinkLeft', 'blinkRight'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideLookAt}.\n   */\n  public lookAtExpressionNames = ['lookLeft', 'lookRight', 'lookUp', 'lookDown'];\n\n  /**\n   * A set of name or preset name of expressions that will be overridden by {@link VRMExpression.overrideMouth}.\n   */\n  public mouthExpressionNames = ['aa', 'ee', 'ih', 'oh', 'ou'];\n\n  /**\n   * A set of {@link VRMExpression}.\n   * When you want to register expressions, use {@link registerExpression}\n   */\n  private _expressions: VRMExpression[] = [];\n  public get expressions(): VRMExpression[] {\n    return this._expressions.concat();\n  }\n\n  /**\n   * A map from name to expression.\n   */\n  private _expressionMap: { [name: string]: VRMExpression } = {};\n  public get expressionMap(): { [name: string]: VRMExpression } {\n    return Object.assign({}, this._expressionMap);\n  }\n\n  /**\n   * A map from name to expression, but excluding custom expressions.\n   */\n  public get presetExpressionMap(): { [name in VRMExpressionPresetName]?: VRMExpression } {\n    const result: { [name in VRMExpressionPresetName]?: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (presetNameSet.has(name)) {\n        result[name as VRMExpressionPresetName] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * A map from name to expression, but excluding preset expressions.\n   */\n  public get customExpressionMap(): { [name: string]: VRMExpression } {\n    const result: { [name: string]: VRMExpression } = {};\n\n    const presetNameSet = new Set<string>(Object.values(VRMExpressionPresetName));\n\n    Object.entries(this._expressionMap).forEach(([name, expression]) => {\n      if (!presetNameSet.has(name)) {\n        result[name] = expression;\n      }\n    });\n\n    return result;\n  }\n\n  /**\n   * Create a new {@link VRMExpressionManager}.\n   */\n  public constructor() {\n    // do nothing\n  }\n\n  /**\n   * Copy the given {@link VRMExpressionManager} into this one.\n   * @param source The {@link VRMExpressionManager} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMExpressionManager): this {\n    // first unregister all the expression it has\n    const expressions = this._expressions.concat();\n    expressions.forEach((expression) => {\n      this.unregisterExpression(expression);\n    });\n\n    // then register all the expression of the source\n    source._expressions.forEach((expression) => {\n      this.registerExpression(expression);\n    });\n\n    // copy remaining members\n    this.blinkExpressionNames = source.blinkExpressionNames.concat();\n    this.lookAtExpressionNames = source.lookAtExpressionNames.concat();\n    this.mouthExpressionNames = source.mouthExpressionNames.concat();\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMExpressionManager}.\n   * @returns Copied {@link VRMExpressionManager}\n   */\n  public clone(): VRMExpressionManager {\n    return new VRMExpressionManager().copy(this);\n  }\n\n  /**\n   * Return a registered expression.\n   * If it cannot find an expression, it will return `null` instead.\n   *\n   * @param name Name or preset name of the expression\n   */\n  public getExpression(name: VRMExpressionPresetName | string): VRMExpression | null {\n    return this._expressionMap[name] ?? null;\n  }\n\n  /**\n   * Register an expression.\n   *\n   * @param expression {@link VRMExpression} that describes the expression\n   */\n  public registerExpression(expression: VRMExpression): void {\n    this._expressions.push(expression);\n    this._expressionMap[expression.expressionName] = expression;\n  }\n\n  /**\n   * Unregister an expression.\n   *\n   * @param expression The expression you want to unregister\n   */\n  public unregisterExpression(expression: VRMExpression): void {\n    const index = this._expressions.indexOf(expression);\n    if (index === -1) {\n      console.warn('VRMExpressionManager: The specified expressions is not registered');\n    }\n\n    this._expressions.splice(index, 1);\n    delete this._expressionMap[expression.expressionName];\n  }\n\n  /**\n   * Get the current weight of the specified expression.\n   * If it doesn't have an expression of given name, it will return `null` instead.\n   *\n   * @param name Name of the expression\n   */\n  public getValue(name: VRMExpressionPresetName | string): number | null {\n    const expression = this.getExpression(name);\n    return expression?.weight ?? null;\n  }\n\n  /**\n   * Set a weight to the specified expression.\n   *\n   * @param name Name of the expression\n   * @param weight Weight\n   */\n  public setValue(name: VRMExpressionPresetName | string, weight: number): void {\n    const expression = this.getExpression(name);\n    if (expression) {\n      expression.weight = saturate(weight);\n    }\n  }\n\n  /**\n   * Reset weights of all expressions to `0.0`.\n   */\n  public resetValues(): void {\n    this._expressions.forEach((expression) => {\n      expression.weight = 0.0;\n    });\n  }\n\n  /**\n   * Get a track name of specified expression.\n   * This track name is needed to manipulate its expression via keyframe animations.\n   *\n   * @example Manipulate an expression using keyframe animation\n   * ```js\n   * const trackName = vrm.expressionManager.getExpressionTrackName( 'blink' );\n   * const track = new THREE.NumberKeyframeTrack(\n   *   name,\n   *   [ 0.0, 0.5, 1.0 ], // times\n   *   [ 0.0, 1.0, 0.0 ] // values\n   * );\n   *\n   * const clip = new THREE.AnimationClip(\n   *   'blink', // name\n   *   1.0, // duration\n   *   [ track ] // tracks\n   * );\n   *\n   * const mixer = new THREE.AnimationMixer( vrm.scene );\n   * const action = mixer.clipAction( clip );\n   * action.play();\n   * ```\n   *\n   * @param name Name of the expression\n   */\n  public getExpressionTrackName(name: VRMExpressionPresetName | string): string | null {\n    const expression = this.getExpression(name);\n    return expression ? `${expression.name}.weight` : null;\n  }\n\n  /**\n   * Update every expressions.\n   */\n  public update(): void {\n    // see how much we should override certain expressions\n    const weightMultipliers = this._calculateWeightMultipliers();\n\n    // reset expression binds first\n    this._expressions.forEach((expression) => {\n      expression.clearAppliedWeight();\n    });\n\n    // then apply binds\n    this._expressions.forEach((expression) => {\n      let multiplier = 1.0;\n      const name = expression.expressionName;\n\n      if (this.blinkExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.blink;\n      }\n\n      if (this.lookAtExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.lookAt;\n      }\n\n      if (this.mouthExpressionNames.indexOf(name) !== -1) {\n        multiplier *= weightMultipliers.mouth;\n      }\n\n      expression.applyWeight({ multiplier });\n    });\n  }\n\n  /**\n   * Calculate sum of override amounts to see how much we should multiply weights of certain expressions.\n   */\n  private _calculateWeightMultipliers(): {\n    blink: number;\n    lookAt: number;\n    mouth: number;\n  } {\n    let blink = 1.0;\n    let lookAt = 1.0;\n    let mouth = 1.0;\n\n    this._expressions.forEach((expression) => {\n      blink -= expression.overrideBlinkAmount;\n      lookAt -= expression.overrideLookAtAmount;\n      mouth -= expression.overrideMouthAmount;\n    });\n\n    blink = Math.max(0.0, blink);\n    lookAt = Math.max(0.0, lookAt);\n    mouth = Math.max(0.0, mouth);\n\n    return { blink, lookAt, mouth };\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionMaterialColorType = {\n  Color: 'color',\n  EmissionColor: 'emissionColor',\n  ShadeColor: 'shadeColor',\n  MatcapColor: 'matcapColor',\n  RimColor: 'rimColor',\n  OutlineColor: 'outlineColor',\n} as const;\n\nexport type VRMExpressionMaterialColorType =\n  typeof VRMExpressionMaterialColorType[keyof typeof VRMExpressionMaterialColorType];\n\nexport const v0ExpressionMaterialColorMap: { [key: string]: VRMExpressionMaterialColorType | undefined } = {\n  _Color: VRMExpressionMaterialColorType.Color,\n  _EmissionColor: VRMExpressionMaterialColorType.EmissionColor,\n  _ShadeColor: VRMExpressionMaterialColorType.ShadeColor,\n  _RimColor: VRMExpressionMaterialColorType.RimColor,\n  _OutlineColor: VRMExpressionMaterialColorType.OutlineColor,\n};\n", "import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\nimport type { VRMExpressionMaterialColorType } from './VRMExpressionMaterialColorType';\n\nconst _color = new THREE.Color();\n\ninterface ColorBindState {\n  propertyName: string;\n  initialValue: THREE.Color;\n  deltaValue: THREE.Color;\n}\n\ninterface AlphaBindState {\n  propertyName: string;\n  initialValue: number;\n  deltaValue: number;\n}\n\ninterface BindState {\n  color: ColorBindState | null;\n  alpha: AlphaBindState | null;\n}\n\n/**\n * A bind of expression influences to a material color.\n */\nexport class VRMExpressionMaterialColorBind implements VRMExpressionBind {\n  /**\n   * Mapping of property names from VRMC/materialColorBinds.type to three.js/Material.\n   * The first element stands for color channels, the second element stands for the alpha channel.\n   * The second element can be null if the target property doesn't exist.\n   */\n  // TODO: We might want to use the `satisfies` operator once we bump TS to 4.9 or higher\n  // See: https://github.com/pixiv/three-vrm/pull/1323#discussion_r1374020035\n  private static _propertyNameMapMap: {\n    [distinguisher: string]: { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] };\n  } = {\n    isMeshStandardMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n    },\n    isMeshBasicMaterial: {\n      color: ['color', 'opacity'],\n    },\n    isMToonMaterial: {\n      color: ['color', 'opacity'],\n      emissionColor: ['emissive', null],\n      outlineColor: ['outlineColorFactor', null],\n      matcapColor: ['matcapFactor', null],\n      rimColor: ['parametricRimColorFactor', null],\n      shadeColor: ['shadeColorFactor', null],\n    },\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The type of the target property of the material.\n   */\n  public readonly type: VRMExpressionMaterialColorType;\n\n  /**\n   * The target color.\n   */\n  public readonly targetValue: THREE.Color;\n\n  /**\n   * The target alpha.\n   */\n  public readonly targetAlpha: number;\n\n  /**\n   * Its binding state.\n   * If it cannot find the target property in the constructor, each property will be null instead.\n   */\n  private _state: BindState;\n\n  public constructor({\n    material,\n    type,\n    targetValue,\n    targetAlpha,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The type of the target property of the material.\n     */\n    type: VRMExpressionMaterialColorType;\n\n    /**\n     * The target color.\n     */\n    targetValue: THREE.Color;\n\n    /**\n     * The target alpha.\n     */\n    targetAlpha?: number;\n  }) {\n    this.material = material;\n    this.type = type;\n    this.targetValue = targetValue;\n    this.targetAlpha = targetAlpha ?? 1.0;\n\n    // init bind state\n    const color = this._initColorBindState();\n    const alpha = this._initAlphaBindState();\n    this._state = { color, alpha };\n  }\n\n  public applyWeight(weight: number): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, deltaValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.add(_color.copy(deltaValue).multiplyScalar(weight));\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, deltaValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) += deltaValue * weight;\n      }\n    }\n  }\n\n  public clearAppliedWeight(): void {\n    const { color, alpha } = this._state;\n\n    if (color != null) {\n      const { propertyName, initialValue } = color;\n\n      const target = (this.material as any)[propertyName] as THREE.Color;\n      if (target != undefined) {\n        target.copy(initialValue);\n      }\n    }\n\n    if (alpha != null) {\n      const { propertyName, initialValue } = alpha;\n\n      const target = (this.material as any)[propertyName] as number;\n      if (target != undefined) {\n        ((this.material as any)[propertyName] as number) = initialValue;\n      }\n    }\n  }\n\n  private _initColorBindState(): ColorBindState | null {\n    const { material, type, targetValue } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[0] ?? null;\n\n    if (propertyName == null) {\n      console.warn(\n        `Tried to add a material color bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type is not supported.`,\n      );\n\n      return null;\n    }\n\n    const target = (material as any)[propertyName] as THREE.Color;\n\n    const initialValue = target.clone();\n\n    // \u8CA0\u306E\u5024\u3092\u4FDD\u6301\u3059\u308B\u305F\u3081\u306BColor.sub\u3092\u4F7F\u308F\u305A\u306B\u5DEE\u5206\u3092\u8A08\u7B97\u3059\u308B\n    const deltaValue = new THREE.Color(\n      targetValue.r - initialValue.r,\n      targetValue.g - initialValue.g,\n      targetValue.b - initialValue.b,\n    );\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _initAlphaBindState(): AlphaBindState | null {\n    const { material, type, targetAlpha } = this;\n\n    const propertyNameMap = this._getPropertyNameMap();\n    const propertyName = propertyNameMap?.[type]?.[1] ?? null;\n\n    if (propertyName == null && targetAlpha !== 1.0) {\n      console.warn(\n        `Tried to add a material alpha bind to the material ${\n          material.name ?? '(no name)'\n        }, the type ${type} but the material or the type does not support alpha.`,\n      );\n\n      return null;\n    }\n\n    if (propertyName == null) {\n      return null;\n    }\n\n    const initialValue = (material as any)[propertyName] as number;\n\n    const deltaValue = targetAlpha - initialValue;\n\n    return { propertyName, initialValue, deltaValue };\n  }\n\n  private _getPropertyNameMap():\n    | { [type in VRMExpressionMaterialColorType]?: readonly [string, string | null] }\n    | null {\n    return (\n      Object.entries(VRMExpressionMaterialColorBind._propertyNameMapMap).find(([distinguisher]) => {\n        return (this.material as any)[distinguisher] === true;\n      })?.[1] ?? null\n    );\n  }\n}\n", "import type * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\n/**\n * A bind of {@link VRMExpression} influences to morph targets.\n */\nexport class VRMExpressionMorphTargetBind implements VRMExpressionBind {\n  /**\n   * The mesh primitives that attached to target mesh.\n   */\n  public readonly primitives: THREE.Mesh[];\n\n  /**\n   * The index of the morph target in the mesh.\n   */\n  public readonly index: number;\n\n  /**\n   * The weight value of target morph target. Ranging in [0.0 - 1.0].\n   */\n  public readonly weight: number;\n\n  public constructor({\n    primitives,\n    index,\n    weight,\n  }: {\n    /**\n     * The mesh primitives that attached to target mesh.\n     */\n    primitives: THREE.Mesh[];\n\n    /**\n     * The index of the morph target in the mesh.\n     */\n    index: number;\n\n    /**\n     * The weight value of target morph target. Ranging in [0.0 - 1.0].\n     */\n    weight: number;\n  }) {\n    this.primitives = primitives;\n    this.index = index;\n    this.weight = weight;\n  }\n\n  public applyWeight(weight: number): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] += this.weight * weight;\n      }\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this.primitives.forEach((mesh) => {\n      if (mesh.morphTargetInfluences?.[this.index] != null) {\n        mesh.morphTargetInfluences[this.index] = 0.0;\n      }\n    });\n  }\n}\n", "import * as THREE from 'three';\nimport type { VRMExpressionBind } from './VRMExpressionBind';\n\nconst _v2 = new THREE.Vector2();\n\n/**\n * A bind of expression influences to texture transforms.\n */\nexport class VRMExpressionTextureTransformBind implements VRMExpressionBind {\n  private static _propertyNamesMap: { [distinguisher: string]: string[] } = {\n    isMeshStandardMaterial: [\n      'map',\n      'emissiveMap',\n      'bumpMap',\n      'normalMap',\n      'displacementMap',\n      'roughnessMap',\n      'metalnessMap',\n      'alphaMap',\n    ],\n    isMeshBasicMaterial: ['map', 'specularMap', 'alphaMap'],\n    isMToonMaterial: [\n      'map',\n      'normalMap',\n      'emissiveMap',\n      'shadeMultiplyTexture',\n      'rimMultiplyTexture',\n      'outlineWidthMultiplyTexture',\n      'uvAnimationMaskTexture',\n    ],\n  };\n\n  /**\n   * The target material.\n   */\n  public readonly material: THREE.Material;\n\n  /**\n   * The uv scale of the texture.\n   */\n  public readonly scale: THREE.Vector2;\n\n  /**\n   * The uv offset of the texture.\n   */\n  public readonly offset: THREE.Vector2;\n\n  /**\n   * The list of texture names and its state that should be transformed by this bind.\n   */\n  private _properties: {\n    name: string;\n    initialOffset: THREE.Vector2;\n    initialScale: THREE.Vector2;\n    deltaOffset: THREE.Vector2;\n    deltaScale: THREE.Vector2;\n  }[];\n\n  public constructor({\n    material,\n    scale,\n    offset,\n  }: {\n    /**\n     * The target material.\n     */\n    material: THREE.Material;\n\n    /**\n     * The uv scale of the texture.\n     */\n    scale: THREE.Vector2;\n\n    /**\n     * The uv offset of the texture.\n     */\n    offset: THREE.Vector2;\n  }) {\n    this.material = material;\n    this.scale = scale;\n    this.offset = offset;\n\n    const propertyNames = Object.entries(VRMExpressionTextureTransformBind._propertyNamesMap).find(\n      ([distinguisher]) => {\n        return (material as any)[distinguisher] === true;\n      },\n    )?.[1];\n\n    if (propertyNames == null) {\n      console.warn(\n        `Tried to add a texture transform bind to the material ${\n          material.name ?? '(no name)'\n        } but the material is not supported.`,\n      );\n\n      this._properties = [];\n    } else {\n      this._properties = [];\n\n      propertyNames.forEach((propertyName) => {\n        const texture = ((material as any)[propertyName] as THREE.Texture | undefined)?.clone();\n        if (!texture) {\n          return null;\n        }\n\n        (material as any)[propertyName] = texture; // because the texture is cloned\n\n        const initialOffset = texture.offset.clone();\n        const initialScale = texture.repeat.clone();\n        const deltaOffset = offset.clone().sub(initialOffset);\n        const deltaScale = scale.clone().sub(initialScale);\n\n        this._properties.push({\n          name: propertyName,\n          initialOffset,\n          deltaOffset,\n          initialScale,\n          deltaScale,\n        });\n      });\n    }\n  }\n\n  public applyWeight(weight: number): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.add(_v2.copy(property.deltaOffset).multiplyScalar(weight));\n      target.repeat.add(_v2.copy(property.deltaScale).multiplyScalar(weight));\n    });\n  }\n\n  public clearAppliedWeight(): void {\n    this._properties.forEach((property) => {\n      const target = (this.material as any)[property.name] as THREE.Texture;\n      if (target === undefined) {\n        return;\n      } // TODO: we should kick this at `addMaterialValue`\n\n      target.offset.copy(property.initialOffset);\n      target.repeat.copy(property.initialScale);\n    });\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMExpressionOverrideType = {\n  None: 'none',\n  Block: 'block',\n  Blend: 'blend',\n} as const;\n\nexport type VRMExpressionOverrideType = typeof VRMExpressionOverrideType[keyof typeof VRMExpressionOverrideType];\n", "import type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport * as THREE from 'three';\nimport type { VRMHumanoid } from '../humanoid';\n\nexport class VRMFirstPerson {\n  /**\n   * A default camera layer for `FirstPersonOnly` layer.\n   *\n   * @see [[getFirstPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_FIRSTPERSON_ONLY_LAYER = 9;\n\n  /**\n   * A default camera layer for `ThirdPersonOnly` layer.\n   *\n   * @see [[getThirdPersonOnlyLayer]]\n   */\n  public static readonly DEFAULT_THIRDPERSON_ONLY_LAYER = 10;\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n  public meshAnnotations: VRMFirstPersonMeshAnnotation[];\n\n  private _firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER;\n  private _thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER;\n\n  private _initializedLayers = false;\n\n  /**\n   * Create a new VRMFirstPerson object.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param meshAnnotations A renderer settings. See the description of [[RendererFirstPersonFlags]] for more info\n   */\n  public constructor(humanoid: VRMHumanoid, meshAnnotations: VRMFirstPersonMeshAnnotation[]) {\n    this.humanoid = humanoid;\n    this.meshAnnotations = meshAnnotations;\n  }\n\n  /**\n   * Copy the given {@link VRMFirstPerson} into this one.\n   * {@link humanoid} must be same as the source one.\n   * @param source The {@link VRMFirstPerson} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMFirstPerson): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMFirstPerson: humanoid must be same in order to copy');\n    }\n\n    this.meshAnnotations = source.meshAnnotations.map((annotation) => ({\n      meshes: annotation.meshes.concat(),\n      type: annotation.type,\n    }));\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMFirstPerson}.\n   * @returns Copied {@link VRMFirstPerson}\n   */\n  public clone(): VRMFirstPerson {\n    return new VRMFirstPerson(this.humanoid, this.meshAnnotations).copy(this);\n  }\n\n  /**\n   * A camera layer represents `FirstPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_FIRSTPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get firstPersonOnlyLayer(): number {\n    return this._firstPersonOnlyLayer;\n  }\n\n  /**\n   * A camera layer represents `ThirdPersonOnly` layer.\n   * Note that **you must call {@link setup} first before you use the layer feature** or it does not work properly.\n   *\n   * The value is {@link DEFAULT_THIRDPERSON_ONLY_LAYER} by default but you can change the layer by specifying via {@link setup} if you prefer.\n   *\n   * @see https://vrm.dev/en/univrm/api/univrm_use_firstperson/\n   * @see https://threejs.org/docs/#api/en/core/Layers\n   */\n  public get thirdPersonOnlyLayer(): number {\n    return this._thirdPersonOnlyLayer;\n  }\n\n  /**\n   * In this method, it assigns layers for every meshes based on mesh annotations.\n   * You must call this method first before you use the layer feature.\n   *\n   * This is an equivalent of [VRMFirstPerson.Setup](https://github.com/vrm-c/UniVRM/blob/73a5bd8fcddaa2a7a8735099a97e63c9db3e5ea0/Assets/VRM/Runtime/FirstPerson/VRMFirstPerson.cs#L295-L299) of the UniVRM.\n   *\n   * The `cameraLayer` parameter specifies which layer will be assigned for `FirstPersonOnly` / `ThirdPersonOnly`.\n   * In UniVRM, we specified those by naming each desired layer as `FIRSTPERSON_ONLY_LAYER` / `THIRDPERSON_ONLY_LAYER`\n   * but we are going to specify these layers at here since we are unable to name layers in Three.js.\n   *\n   * @param cameraLayer Specify which layer will be for `FirstPersonOnly` / `ThirdPersonOnly`.\n   */\n  public setup({\n    firstPersonOnlyLayer = VRMFirstPerson.DEFAULT_FIRSTPERSON_ONLY_LAYER,\n    thirdPersonOnlyLayer = VRMFirstPerson.DEFAULT_THIRDPERSON_ONLY_LAYER,\n  } = {}): void {\n    if (this._initializedLayers) {\n      return;\n    }\n    this._firstPersonOnlyLayer = firstPersonOnlyLayer;\n    this._thirdPersonOnlyLayer = thirdPersonOnlyLayer;\n\n    this.meshAnnotations.forEach((item) => {\n      item.meshes.forEach((mesh) => {\n        if (item.type === 'firstPersonOnly') {\n          mesh.layers.set(this._firstPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._firstPersonOnlyLayer));\n        } else if (item.type === 'thirdPersonOnly') {\n          mesh.layers.set(this._thirdPersonOnlyLayer);\n          mesh.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n        } else if (item.type === 'auto') {\n          this._createHeadlessModel(mesh);\n        }\n      });\n    });\n\n    this._initializedLayers = true;\n  }\n\n  private _excludeTriangles(triangles: number[], bws: number[][], skinIndex: number[][], exclude: number[]): number {\n    let count = 0;\n    if (bws != null && bws.length > 0) {\n      for (let i = 0; i < triangles.length; i += 3) {\n        const a = triangles[i];\n        const b = triangles[i + 1];\n        const c = triangles[i + 2];\n        const bw0 = bws[a];\n        const skin0 = skinIndex[a];\n\n        if (bw0[0] > 0 && exclude.includes(skin0[0])) continue;\n        if (bw0[1] > 0 && exclude.includes(skin0[1])) continue;\n        if (bw0[2] > 0 && exclude.includes(skin0[2])) continue;\n        if (bw0[3] > 0 && exclude.includes(skin0[3])) continue;\n\n        const bw1 = bws[b];\n        const skin1 = skinIndex[b];\n        if (bw1[0] > 0 && exclude.includes(skin1[0])) continue;\n        if (bw1[1] > 0 && exclude.includes(skin1[1])) continue;\n        if (bw1[2] > 0 && exclude.includes(skin1[2])) continue;\n        if (bw1[3] > 0 && exclude.includes(skin1[3])) continue;\n\n        const bw2 = bws[c];\n        const skin2 = skinIndex[c];\n        if (bw2[0] > 0 && exclude.includes(skin2[0])) continue;\n        if (bw2[1] > 0 && exclude.includes(skin2[1])) continue;\n        if (bw2[2] > 0 && exclude.includes(skin2[2])) continue;\n        if (bw2[3] > 0 && exclude.includes(skin2[3])) continue;\n\n        triangles[count++] = a;\n        triangles[count++] = b;\n        triangles[count++] = c;\n      }\n    }\n    return count;\n  }\n\n  private _createErasedMesh(src: THREE.SkinnedMesh, erasingBonesIndex: number[]): THREE.SkinnedMesh {\n    const dst = new THREE.SkinnedMesh(src.geometry.clone(), src.material);\n    dst.name = `${src.name}(erase)`;\n    dst.frustumCulled = src.frustumCulled;\n    dst.layers.set(this._firstPersonOnlyLayer);\n\n    const geometry = dst.geometry;\n\n    const skinIndexAttr = geometry.getAttribute('skinIndex');\n    const skinIndexAttrArray = skinIndexAttr instanceof THREE.GLBufferAttribute ? [] : skinIndexAttr.array;\n    const skinIndex = [];\n    for (let i = 0; i < skinIndexAttrArray.length; i += 4) {\n      skinIndex.push([\n        skinIndexAttrArray[i],\n        skinIndexAttrArray[i + 1],\n        skinIndexAttrArray[i + 2],\n        skinIndexAttrArray[i + 3],\n      ]);\n    }\n\n    const skinWeightAttr = geometry.getAttribute('skinWeight');\n    const skinWeightAttrArray = skinWeightAttr instanceof THREE.GLBufferAttribute ? [] : skinWeightAttr.array;\n    const skinWeight = [];\n    for (let i = 0; i < skinWeightAttrArray.length; i += 4) {\n      skinWeight.push([\n        skinWeightAttrArray[i],\n        skinWeightAttrArray[i + 1],\n        skinWeightAttrArray[i + 2],\n        skinWeightAttrArray[i + 3],\n      ]);\n    }\n\n    const index = geometry.getIndex();\n    if (!index) {\n      throw new Error(\"The geometry doesn't have an index buffer\");\n    }\n    const oldTriangles = Array.from(index.array);\n\n    const count = this._excludeTriangles(oldTriangles, skinWeight, skinIndex, erasingBonesIndex);\n    const newTriangle: number[] = [];\n    for (let i = 0; i < count; i++) {\n      newTriangle[i] = oldTriangles[i];\n    }\n    geometry.setIndex(newTriangle);\n\n    // mtoon material includes onBeforeRender. this is unsupported at SkinnedMesh#clone\n    if (src.onBeforeRender) {\n      dst.onBeforeRender = src.onBeforeRender;\n    }\n    dst.bind(new THREE.Skeleton(src.skeleton.bones, src.skeleton.boneInverses), new THREE.Matrix4());\n    return dst;\n  }\n\n  private _createHeadlessModelForSkinnedMesh(parent: THREE.Object3D, mesh: THREE.SkinnedMesh): void {\n    const eraseBoneIndexes: number[] = [];\n    mesh.skeleton.bones.forEach((bone, index) => {\n      if (this._isEraseTarget(bone)) eraseBoneIndexes.push(index);\n    });\n\n    // Unlike UniVRM we don't copy mesh if no invisible bone was found\n    if (!eraseBoneIndexes.length) {\n      mesh.layers.enable(this._thirdPersonOnlyLayer);\n      mesh.layers.enable(this._firstPersonOnlyLayer);\n      return;\n    }\n    mesh.layers.set(this._thirdPersonOnlyLayer);\n    const newMesh = this._createErasedMesh(mesh, eraseBoneIndexes);\n    parent.add(newMesh);\n  }\n\n  private _createHeadlessModel(node: THREE.Object3D): void {\n    if (node.type === 'Group') {\n      node.layers.set(this._thirdPersonOnlyLayer);\n      if (this._isEraseTarget(node)) {\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      } else {\n        const parent = new THREE.Group();\n        parent.name = `_headless_${node.name}`;\n        parent.layers.set(this._firstPersonOnlyLayer);\n        node.parent!.add(parent);\n        node.children\n          .filter((child) => child.type === 'SkinnedMesh')\n          .forEach((child) => {\n            const skinnedMesh = child as THREE.SkinnedMesh;\n            this._createHeadlessModelForSkinnedMesh(parent, skinnedMesh);\n          });\n      }\n    } else if (node.type === 'SkinnedMesh') {\n      const skinnedMesh = node as THREE.SkinnedMesh;\n      this._createHeadlessModelForSkinnedMesh(node.parent!, skinnedMesh);\n    } else {\n      if (this._isEraseTarget(node)) {\n        node.layers.set(this._thirdPersonOnlyLayer);\n        node.traverse((child) => child.layers.set(this._thirdPersonOnlyLayer));\n      }\n    }\n  }\n\n  private _isEraseTarget(bone: THREE.Object3D): boolean {\n    if (bone === this.humanoid.getRawBoneNode('head')) {\n      return true;\n    } else if (!bone.parent) {\n      return false;\n    } else {\n      return this._isEraseTarget(bone.parent);\n    }\n  }\n}\n", "import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { gltfExtractPrimitivesFromNodes } from '../utils/gltfExtractPrimitivesFromNode';\nimport { VRMFirstPerson } from './VRMFirstPerson';\nimport type { VRMFirstPersonMeshAnnotation } from './VRMFirstPersonMeshAnnotation';\nimport type { VRMFirstPersonMeshAnnotationType } from './VRMFirstPersonMeshAnnotationType';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMFirstPerson} from a VRM extension of a GLTF.\n */\nexport class VRMFirstPersonLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMFirstPersonLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error(\n        'VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmFirstPerson = await this._import(gltf, vrmHumanoid);\n  }\n\n  /**\n   * Import a {@link VRMFirstPerson} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   */\n\n  private async _import(gltf: GLTF, humanoid: VRMHumanoid | null): Promise<VRMFirstPerson | null> {\n    if (humanoid == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaFirstPerson = extension.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const annotation = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.node === nodeIndex)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: annotation?.type ?? 'both',\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private async _v0Import(gltf: GLTF, humanoid: VRMHumanoid): Promise<VRMFirstPerson | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson: V0VRM.FirstPerson | undefined = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const meshAnnotations: VRMFirstPersonMeshAnnotation[] = [];\n    const nodePrimitivesMap = await gltfExtractPrimitivesFromNodes(gltf);\n\n    Array.from(nodePrimitivesMap.entries()).forEach(([nodeIndex, primitives]) => {\n      const schemaNode = json.nodes![nodeIndex];\n\n      const flag = schemaFirstPerson.meshAnnotations\n        ? schemaFirstPerson.meshAnnotations.find((a) => a.mesh === schemaNode.mesh)\n        : undefined;\n\n      meshAnnotations.push({\n        meshes: primitives,\n        type: this._convertV0FlagToV1Type(flag?.firstPersonFlag),\n      });\n    });\n\n    return new VRMFirstPerson(humanoid, meshAnnotations);\n  }\n\n  private _convertV0FlagToV1Type(flag: string | undefined): VRMFirstPersonMeshAnnotationType {\n    if (flag === 'FirstPersonOnly') {\n      return 'firstPersonOnly';\n    } else if (flag === 'ThirdPersonOnly') {\n      return 'thirdPersonOnly';\n    } else if (flag === 'Auto') {\n      return 'auto';\n    } else {\n      return 'both';\n    }\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMFirstPersonMeshAnnotationType = {\n  Auto: 'auto',\n  Both: 'both',\n  ThirdPersonOnly: 'thirdPersonOnly',\n  FirstPersonOnly: 'firstPersonOnly',\n} as const;\n\nexport type VRMFirstPersonMeshAnnotationType =\n  typeof VRMFirstPersonMeshAnnotationType[keyof typeof VRMFirstPersonMeshAnnotationType];\n", "import * as THREE from 'three';\nimport { VRMHumanBone } from '../VRMHumanBone';\nimport { VRMHumanoid } from '../VRMHumanoid';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\nexport class VRMHumanoidHelper extends THREE.Group {\n  public readonly vrmHumanoid: VRMHumanoid;\n  private _boneAxesMap: Map<VRMHumanBone, THREE.AxesHelper>;\n\n  public constructor(humanoid: VRMHumanoid) {\n    super();\n\n    this.vrmHumanoid = humanoid;\n\n    this._boneAxesMap = new Map();\n\n    Object.values(humanoid.humanBones).forEach((bone) => {\n      const helper = new THREE.AxesHelper(1.0);\n\n      helper.matrixAutoUpdate = false;\n\n      (helper.material as THREE.Material).depthTest = false;\n      (helper.material as THREE.Material).depthWrite = false;\n\n      this.add(helper);\n\n      this._boneAxesMap.set(bone, helper);\n    });\n  }\n\n  public dispose(): void {\n    Array.from(this._boneAxesMap.values()).forEach((axes) => {\n      axes.geometry.dispose();\n      (axes.material as THREE.Material).dispose();\n    });\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    Array.from(this._boneAxesMap.entries()).forEach(([bone, axes]) => {\n      bone.node.updateWorldMatrix(true, false);\n\n      bone.node.matrixWorld.decompose(_v3A, _quatA, _v3B);\n\n      const scale = _v3A.set(0.1, 0.1, 0.1).divide(_v3B);\n      axes.matrix.copy(bone.node.matrixWorld).scale(scale);\n    });\n\n    super.updateMatrixWorld(force);\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * The list of {@link VRMHumanBoneName}. Dependency aware.\n */\nexport const VRMHumanBoneList: VRMHumanBoneName[] = [\n  'hips',\n  'spine',\n  'chest',\n  'upperChest',\n  'neck',\n\n  'head',\n  'leftEye',\n  'rightEye',\n  'jaw',\n\n  'leftUpperLeg',\n  'leftLowerLeg',\n  'leftFoot',\n  'leftToes',\n\n  'rightUpperLeg',\n  'rightLowerLeg',\n  'rightFoot',\n  'rightToes',\n\n  'leftShoulder',\n  'leftUpperArm',\n  'leftLowerArm',\n  'leftHand',\n\n  'rightShoulder',\n  'rightUpperArm',\n  'rightLowerArm',\n  'rightHand',\n\n  'leftThumbMetacarpal',\n  'leftThumbProximal',\n  'leftThumbDistal',\n  'leftIndexProximal',\n  'leftIndexIntermediate',\n  'leftIndexDistal',\n  'leftMiddleProximal',\n  'leftMiddleIntermediate',\n  'leftMiddleDistal',\n  'leftRingProximal',\n  'leftRingIntermediate',\n  'leftRingDistal',\n  'leftLittleProximal',\n  'leftLittleIntermediate',\n  'leftLittleDistal',\n\n  'rightThumbMetacarpal',\n  'rightThumbProximal',\n  'rightThumbDistal',\n  'rightIndexProximal',\n  'rightIndexIntermediate',\n  'rightIndexDistal',\n  'rightMiddleProximal',\n  'rightMiddleIntermediate',\n  'rightMiddleDistal',\n  'rightRingProximal',\n  'rightRingIntermediate',\n  'rightRingDistal',\n  'rightLittleProximal',\n  'rightLittleIntermediate',\n  'rightLittleDistal',\n];\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * The names of {@link VRMHumanoid} bone names.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Chest: 'chest',\n  UpperChest: 'upperChest',\n  Neck: 'neck',\n\n  Head: 'head',\n  LeftEye: 'leftEye',\n  RightEye: 'rightEye',\n  Jaw: 'jaw',\n\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  LeftToes: 'leftToes',\n\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  RightToes: 'rightToes',\n\n  LeftShoulder: 'leftShoulder',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n\n  RightShoulder: 'rightShoulder',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n\n  LeftThumbMetacarpal: 'leftThumbMetacarpal',\n  LeftThumbProximal: 'leftThumbProximal',\n  LeftThumbDistal: 'leftThumbDistal',\n  LeftIndexProximal: 'leftIndexProximal',\n  LeftIndexIntermediate: 'leftIndexIntermediate',\n  LeftIndexDistal: 'leftIndexDistal',\n  LeftMiddleProximal: 'leftMiddleProximal',\n  LeftMiddleIntermediate: 'leftMiddleIntermediate',\n  LeftMiddleDistal: 'leftMiddleDistal',\n  LeftRingProximal: 'leftRingProximal',\n  LeftRingIntermediate: 'leftRingIntermediate',\n  LeftRingDistal: 'leftRingDistal',\n  LeftLittleProximal: 'leftLittleProximal',\n  LeftLittleIntermediate: 'leftLittleIntermediate',\n  LeftLittleDistal: 'leftLittleDistal',\n\n  RightThumbMetacarpal: 'rightThumbMetacarpal',\n  RightThumbProximal: 'rightThumbProximal',\n  RightThumbDistal: 'rightThumbDistal',\n  RightIndexProximal: 'rightIndexProximal',\n  RightIndexIntermediate: 'rightIndexIntermediate',\n  RightIndexDistal: 'rightIndexDistal',\n  RightMiddleProximal: 'rightMiddleProximal',\n  RightMiddleIntermediate: 'rightMiddleIntermediate',\n  RightMiddleDistal: 'rightMiddleDistal',\n  RightRingProximal: 'rightRingProximal',\n  RightRingIntermediate: 'rightRingIntermediate',\n  RightRingDistal: 'rightRingDistal',\n  RightLittleProximal: 'rightLittleProximal',\n  RightLittleIntermediate: 'rightLittleIntermediate',\n  RightLittleDistal: 'rightLittleDistal',\n} as const;\n\nexport type VRMHumanBoneName = typeof VRMHumanBoneName[keyof typeof VRMHumanBoneName];\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nimport { VRMHumanBoneName } from './VRMHumanBoneName';\n\n/**\n * An object that maps from {@link VRMHumanBoneName} to its parent {@link VRMHumanBoneName}.\n *\n * Ref: https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_vrm-1.0/humanoid.md\n */\nexport const VRMHumanBoneParentMap: { [bone in VRMHumanBoneName]: VRMHumanBoneName | null } = {\n  hips: null,\n  spine: 'hips',\n  chest: 'spine',\n  upperChest: 'chest',\n  neck: 'upperChest',\n\n  head: 'neck',\n  leftEye: 'head',\n  rightEye: 'head',\n  jaw: 'head',\n\n  leftUpperLeg: 'hips',\n  leftLowerLeg: 'leftUpperLeg',\n  leftFoot: 'leftLowerLeg',\n  leftToes: 'leftFoot',\n\n  rightUpperLeg: 'hips',\n  rightLowerLeg: 'rightUpperLeg',\n  rightFoot: 'rightLowerLeg',\n  rightToes: 'rightFoot',\n\n  leftShoulder: 'upperChest',\n  leftUpperArm: 'leftShoulder',\n  leftLowerArm: 'leftUpperArm',\n  leftHand: 'leftLowerArm',\n\n  rightShoulder: 'upperChest',\n  rightUpperArm: 'rightShoulder',\n  rightLowerArm: 'rightUpperArm',\n  rightHand: 'rightLowerArm',\n\n  leftThumbMetacarpal: 'leftHand',\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbDistal: 'leftThumbProximal',\n  leftIndexProximal: 'leftHand',\n  leftIndexIntermediate: 'leftIndexProximal',\n  leftIndexDistal: 'leftIndexIntermediate',\n  leftMiddleProximal: 'leftHand',\n  leftMiddleIntermediate: 'leftMiddleProximal',\n  leftMiddleDistal: 'leftMiddleIntermediate',\n  leftRingProximal: 'leftHand',\n  leftRingIntermediate: 'leftRingProximal',\n  leftRingDistal: 'leftRingIntermediate',\n  leftLittleProximal: 'leftHand',\n  leftLittleIntermediate: 'leftLittleProximal',\n  leftLittleDistal: 'leftLittleIntermediate',\n\n  rightThumbMetacarpal: 'rightHand',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbDistal: 'rightThumbProximal',\n  rightIndexProximal: 'rightHand',\n  rightIndexIntermediate: 'rightIndexProximal',\n  rightIndexDistal: 'rightIndexIntermediate',\n  rightMiddleProximal: 'rightHand',\n  rightMiddleIntermediate: 'rightMiddleProximal',\n  rightMiddleDistal: 'rightMiddleIntermediate',\n  rightRingProximal: 'rightHand',\n  rightRingIntermediate: 'rightRingProximal',\n  rightRingDistal: 'rightRingIntermediate',\n  rightLittleProximal: 'rightHand',\n  rightLittleIntermediate: 'rightLittleProximal',\n  rightLittleDistal: 'rightLittleIntermediate',\n};\n", "import * as THREE from 'three';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\n\n/**\n * A class represents the Rig of a VRM.\n */\nexport class VRMRig {\n  /**\n   * A {@link VRMHumanBones} that contains all the human bones of the VRM.\n   * You might want to get these bones using {@link VRMHumanoid.getBone}.\n   */\n  public humanBones: VRMHumanBones;\n\n  /**\n   * A {@link VRMPose} that is its default state.\n   * Note that it's not compatible with {@link setPose} and {@link getPose}, since it contains non-relative values of each local transforms.\n   */\n  public restPose: VRMPose;\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   */\n  public constructor(humanBones: VRMHumanBones) {\n    this.humanBones = humanBones;\n\n    this.restPose = this.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this humanoid as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getPose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((vrmBoneNameString) => {\n      const vrmBoneName = vrmBoneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(vrmBoneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Get the position / rotation from the node\n      _v3A.copy(node.position);\n      _quatA.copy(node.quaternion);\n\n      // Convert to raw arrays\n      pose[vrmBoneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Return the current pose of this humanoid as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getPose(): VRMPose {\n    const pose = {} as VRMPose;\n\n    Object.keys(this.humanBones).forEach((boneNameString) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      // Take a diff from restPose\n      _v3A.set(0, 0, 0);\n      _quatA.identity();\n\n      const restState = this.restPose[boneName];\n      if (restState?.position) {\n        _v3A.fromArray(restState.position).negate();\n      }\n      if (restState?.rotation) {\n        quatInvertCompat(_quatA.fromArray(restState.rotation));\n      }\n\n      // Get the position / rotation from the node\n      _v3A.add(node.position);\n      _quatA.premultiply(node.quaternion);\n\n      // Convert to raw arrays\n      pose[boneName] = {\n        position: _v3A.toArray() as [number, number, number],\n        rotation: _quatA.toArray() as [number, number, number, number],\n      };\n    });\n\n    return pose;\n  }\n\n  /**\n   * Let the humanoid do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getPose}.\n   *\n   * @param poseObject A [[VRMPose]] that represents a single pose\n   */\n  public setPose(poseObject: VRMPose): void {\n    Object.entries(poseObject).forEach(([boneNameString, state]) => {\n      const boneName = boneNameString as VRMHumanBoneName;\n      const node = this.getBoneNode(boneName);\n\n      // Ignore when there are no bone that is defined in the pose on the VRMHumanoid\n      if (!node) {\n        return;\n      }\n\n      const restState = this.restPose[boneName];\n      if (!restState) {\n        // It's very unlikely. Possibly a bug\n        return;\n      }\n\n      // Apply the state to the actual bone\n      if (state?.position) {\n        node.position.fromArray(state.position);\n\n        if (restState.position) {\n          node.position.add(_v3A.fromArray(restState.position));\n        }\n      }\n\n      if (state?.rotation) {\n        node.quaternion.fromArray(state.rotation);\n\n        if (restState.rotation) {\n          node.quaternion.multiply(_quatA.fromArray(restState.rotation));\n        }\n      }\n    });\n  }\n\n  /**\n   * Reset the humanoid to its rest pose.\n   */\n  public resetPose(): void {\n    Object.entries(this.restPose).forEach(([boneName, rest]) => {\n      const node = this.getBoneNode(boneName as VRMHumanBoneName);\n\n      if (!node) {\n        return;\n      }\n\n      if (rest?.position) {\n        node.position.fromArray(rest.position);\n      }\n\n      if (rest?.rotation) {\n        node.quaternion.fromArray(rest.rotation);\n      }\n    });\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a {@link VRMHumanBone}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this.humanBones[name] ?? undefined;\n  }\n\n  /**\n   * Return a bone bound to a specified {@link VRMHumanBoneName}, as a `THREE.Object3D`.\n   *\n   * @param name Name of the bone you want\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this.humanBones[name]?.node ?? null;\n  }\n}\n", "import * as THREE from 'three';\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nexport function quatInvertCompat<T extends THREE.Quaternion>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).inverse();\n  }\n\n  return target;\n}\n", "import * as THREE from 'three';\nimport { VRMHumanBoneName, VRMHumanBones } from '.';\nimport { VRMHumanBoneList } from './VRMHumanBoneList';\nimport { VRMHumanBoneParentMap } from './VRMHumanBoneParentMap';\nimport { VRMRig } from './VRMRig';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _boneWorldPos = new THREE.Vector3();\n\n/**\n * A class represents the normalized Rig of a VRM.\n */\nexport class VRMHumanoidRig extends VRMRig {\n  protected static _setupTransforms(modelRig: VRMRig): {\n    rigBones: VRMHumanBones;\n    root: THREE.Object3D;\n    parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n    boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  } {\n    const root = new THREE.Object3D();\n    root.name = 'VRMHumanoidRig';\n\n    // store boneWorldPositions, boneWorldRotations, and parentWorldRotations\n    const boneWorldPositions: { [boneName in VRMHumanBoneName]?: THREE.Vector3 } = {};\n    const boneWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n    const parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion } = {};\n\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = new THREE.Vector3();\n        const boneWorldRotation = new THREE.Quaternion();\n\n        boneNode.updateWorldMatrix(true, false);\n        boneNode.matrixWorld.decompose(boneWorldPosition, boneWorldRotation, _v3A);\n\n        boneWorldPositions[boneName] = boneWorldPosition;\n        boneWorldRotations[boneName] = boneWorldRotation;\n        boneRotations[boneName] = boneNode.quaternion.clone();\n\n        const parentWorldRotation = new THREE.Quaternion();\n        boneNode.parent?.matrixWorld.decompose(_v3A, parentWorldRotation, _v3A);\n        parentWorldRotations[boneName] = parentWorldRotation;\n      }\n    });\n\n    // build rig hierarchy + store parentWorldRotations\n    const rigBones: Partial<VRMHumanBones> = {};\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = modelRig.getBoneNode(boneName);\n\n      if (boneNode) {\n        const boneWorldPosition = boneWorldPositions[boneName] as THREE.Vector3;\n\n        // see the nearest parent position\n        let currentBoneName: VRMHumanBoneName | null = boneName;\n        let parentBoneWorldPosition: THREE.Vector3 | undefined;\n        while (parentBoneWorldPosition == null) {\n          currentBoneName = VRMHumanBoneParentMap[currentBoneName];\n          if (currentBoneName == null) {\n            break;\n          }\n          parentBoneWorldPosition = boneWorldPositions[currentBoneName];\n        }\n\n        // add to hierarchy\n        const rigBoneNode = new THREE.Object3D();\n        rigBoneNode.name = 'Normalized_' + boneNode.name;\n\n        const parentRigBoneNode = (currentBoneName ? rigBones[currentBoneName]?.node : root) as THREE.Object3D;\n\n        parentRigBoneNode.add(rigBoneNode);\n        rigBoneNode.position.copy(boneWorldPosition);\n        if (parentBoneWorldPosition) {\n          rigBoneNode.position.sub(parentBoneWorldPosition);\n        }\n\n        rigBones[boneName] = { node: rigBoneNode };\n      }\n    });\n\n    return {\n      rigBones: rigBones as VRMHumanBones,\n      root,\n      parentWorldRotations,\n      boneRotations,\n    };\n  }\n\n  public readonly original: VRMRig;\n  public readonly root: THREE.Object3D;\n  protected readonly _parentWorldRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n  protected readonly _boneRotations: { [boneName in VRMHumanBoneName]?: THREE.Quaternion };\n\n  public constructor(humanoid: VRMRig) {\n    const { rigBones, root, parentWorldRotations, boneRotations } = VRMHumanoidRig._setupTransforms(humanoid);\n\n    super(rigBones);\n\n    this.original = humanoid;\n    this.root = root;\n    this._parentWorldRotations = parentWorldRotations;\n    this._boneRotations = boneRotations;\n  }\n\n  /**\n   * Update this humanoid rig.\n   */\n  public update(): void {\n    VRMHumanBoneList.forEach((boneName) => {\n      const boneNode = this.original.getBoneNode(boneName);\n\n      if (boneNode != null) {\n        const rigBoneNode = this.getBoneNode(boneName)!;\n        const parentWorldRotation = this._parentWorldRotations[boneName]!;\n        const invParentWorldRotation = _quatA.copy(parentWorldRotation).invert();\n        const boneRotation = this._boneRotations[boneName]!;\n\n        boneNode.quaternion\n          .copy(rigBoneNode.quaternion)\n          .multiply(parentWorldRotation)\n          .premultiply(invParentWorldRotation)\n          .multiply(boneRotation);\n\n        // Move the mass center of the VRM\n        if (boneName === 'hips') {\n          const boneWorldPosition = rigBoneNode.getWorldPosition(_boneWorldPos);\n          boneNode.parent!.updateWorldMatrix(true, false);\n          const parentWorldMatrix = boneNode.parent!.matrixWorld;\n          const localPosition = boneWorldPosition.applyMatrix4(parentWorldMatrix.invert());\n          boneNode.position.copy(localPosition);\n        }\n      }\n    });\n  }\n}\n", "import * as THREE from 'three';\nimport type { VRMHumanBone } from './VRMHumanBone';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport type { VRMHumanBoneName } from './VRMHumanBoneName';\nimport type { VRMPose } from './VRMPose';\nimport { VRMRig } from './VRMRig';\nimport { VRMHumanoidRig } from './VRMHumanoidRig';\n\n/**\n * A class represents a humanoid of a VRM.\n */\nexport class VRMHumanoid {\n  /**\n   * Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}.\n   * `true` by default.\n   *\n   * @default true\n   */\n  public autoUpdateHumanBones: boolean;\n\n  /**\n   * A raw rig of the VRM.\n   */\n  private _rawHumanBones: VRMRig; // TODO: Rename\n\n  /**\n   * A normalized rig of the VRM.\n   */\n  private _normalizedHumanBones: VRMHumanoidRig; // TODO: Rename\n\n  /**\n   * @deprecated Deprecated. Use either {@link rawRestPose} or {@link normalizedRestPose} instead.\n   */\n  public get restPose(): VRMPose {\n    console.warn('VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead.');\n\n    return this.rawRestPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its raw human bones that is its default state.\n   * Note that it's not compatible with {@link setRawPose} and {@link getRawPose}, since it contains non-relative values of each local transforms.\n   */\n  public get rawRestPose(): VRMPose {\n    return this._rawHumanBones.restPose;\n  }\n\n  /**\n   * A {@link VRMPose} of its normalized human bones that is its default state.\n   * Note that it's not compatible with {@link setNormalizedPose} and {@link getNormalizedPose}, since it contains non-relative values of each local transforms.\n   */\n  public get normalizedRestPose(): VRMPose {\n    return this._normalizedHumanBones.restPose;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get humanBones(): VRMHumanBones {\n    // an alias of `rawHumanBones`\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to raw {@link VRMHumanBone}s.\n   */\n  public get rawHumanBones(): VRMHumanBones {\n    return this._rawHumanBones.humanBones;\n  }\n\n  /**\n   * A map from {@link VRMHumanBoneName} to normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBones(): VRMHumanBones {\n    return this._normalizedHumanBones.humanBones;\n  }\n\n  /**\n   * The root of normalized {@link VRMHumanBone}s.\n   */\n  public get normalizedHumanBonesRoot(): THREE.Object3D {\n    return this._normalizedHumanBones.root;\n  }\n\n  /**\n   * Create a new {@link VRMHumanoid}.\n   * @param humanBones A {@link VRMHumanBones} contains all the bones of the new humanoid\n   * @param autoUpdateHumanBones Whether it copies pose from normalizedHumanBones to rawHumanBones on {@link update}. `true` by default.\n   */\n  public constructor(humanBones: VRMHumanBones, options?: { autoUpdateHumanBones?: boolean }) {\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones ?? true;\n    this._rawHumanBones = new VRMRig(humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n  }\n\n  /**\n   * Copy the given {@link VRMHumanoid} into this one.\n   * @param source The {@link VRMHumanoid} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMHumanoid): this {\n    this.autoUpdateHumanBones = source.autoUpdateHumanBones;\n    this._rawHumanBones = new VRMRig(source.humanBones);\n    this._normalizedHumanBones = new VRMHumanoidRig(this._rawHumanBones);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMHumanoid}.\n   * @returns Copied {@link VRMHumanoid}\n   */\n  public clone(): VRMHumanoid {\n    return new VRMHumanoid(this.humanBones, { autoUpdateHumanBones: this.autoUpdateHumanBones }).copy(this);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawAbsolutePose} or {@link getNormalizedAbsolutePose} instead.\n   */\n  public getAbsolutePose(): VRMPose {\n    console.warn(\n      'VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead.',\n    );\n\n    return this.getRawAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this raw human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getRawPose} instead.\n   */\n  public getRawAbsolutePose(): VRMPose {\n    return this._rawHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * Return the current absolute pose of this normalized human bones as a {@link VRMPose}.\n   * Note that the output result will contain initial state of the VRM and not compatible between different models.\n   * You might want to use {@link getNormalizedPose} instead.\n   */\n  public getNormalizedAbsolutePose(): VRMPose {\n    return this._normalizedHumanBones.getAbsolutePose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawPose} or {@link getNormalizedPose} instead.\n   */\n  public getPose(): VRMPose {\n    console.warn('VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead.');\n\n    return this.getRawPose();\n  }\n\n  /**\n   * Return the current pose of raw human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getRawPose(): VRMPose {\n    return this._rawHumanBones.getPose();\n  }\n\n  /**\n   * Return the current pose of normalized human bones as a {@link VRMPose}.\n   *\n   * Each transform is a local transform relative from rest pose (T-pose).\n   */\n  public getNormalizedPose(): VRMPose {\n    return this._normalizedHumanBones.getPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link setRawPose} or {@link setNormalizedPose} instead.\n   */\n  public setPose(poseObject: VRMPose): void {\n    console.warn('VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead.');\n\n    return this.setRawPose(poseObject);\n  }\n\n  /**\n   * Let the raw human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getRawPose}.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link setNormalizedPose} instead.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setRawPose(poseObject: VRMPose): void {\n    return this._rawHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * Let the normalized human bones do a specified pose.\n   *\n   * Each transform have to be a local transform relative from rest pose (T-pose).\n   * You can pass what you got from {@link getNormalizedPose}.\n   *\n   * @param poseObject A {@link VRMPose} that represents a single pose\n   */\n  public setNormalizedPose(poseObject: VRMPose): void {\n    return this._normalizedHumanBones.setPose(poseObject);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link resetRawPose} or {@link resetNormalizedPose} instead.\n   */\n  public resetPose(): void {\n    console.warn('VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead.');\n\n    return this.resetRawPose();\n  }\n\n  /**\n   * Reset the raw humanoid to its rest pose.\n   *\n   * If you are using {@link autoUpdateHumanBones}, you might want to use {@link resetNormalizedPose} instead.\n   */\n  public resetRawPose(): void {\n    return this._rawHumanBones.resetPose();\n  }\n\n  /**\n   * Reset the normalized humanoid to its rest pose.\n   */\n  public resetNormalizedPose(): void {\n    return this._normalizedHumanBones.resetPose();\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBone} or {@link getNormalizedBone} instead.\n   */\n  public getBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    console.warn('VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead.');\n\n    return this.getRawBone(name);\n  }\n\n  /**\n   * Return a raw {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._rawHumanBones.getBone(name);\n  }\n\n  /**\n   * Return a normalized {@link VRMHumanBone} bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBone(name: VRMHumanBoneName): VRMHumanBone | undefined {\n    return this._normalizedHumanBones.getBone(name);\n  }\n\n  /**\n   * @deprecated Deprecated. Use either {@link getRawBoneNode} or {@link getNormalizedBoneNode} instead.\n   */\n  public getBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    console.warn(\n      'VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead.',\n    );\n\n    return this.getRawBoneNode(name);\n  }\n\n  /**\n   * Return a raw bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getRawBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._rawHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Return a normalized bone as a `THREE.Object3D` bound to a specified {@link VRMHumanBoneName}.\n   *\n   * @param name Name of the bone you want\n   */\n  public getNormalizedBoneNode(name: VRMHumanBoneName): THREE.Object3D | null {\n    return this._normalizedHumanBones.getBoneNode(name);\n  }\n\n  /**\n   * Update the humanoid component.\n   *\n   * If {@link autoUpdateHumanBones} is `true`, it transfers the pose of normalized human bones to raw human bones.\n   */\n  public update(): void {\n    if (this.autoUpdateHumanBones) {\n      this._normalizedHumanBones.update();\n    }\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const VRMRequiredHumanBoneName = {\n  Hips: 'hips',\n  Spine: 'spine',\n  Head: 'head',\n  LeftUpperLeg: 'leftUpperLeg',\n  LeftLowerLeg: 'leftLowerLeg',\n  LeftFoot: 'leftFoot',\n  RightUpperLeg: 'rightUpperLeg',\n  RightLowerLeg: 'rightLowerLeg',\n  RightFoot: 'rightFoot',\n  LeftUpperArm: 'leftUpperArm',\n  LeftLowerArm: 'leftLowerArm',\n  LeftHand: 'leftHand',\n  RightUpperArm: 'rightUpperArm',\n  RightLowerArm: 'rightLowerArm',\n  RightHand: 'rightHand',\n} as const;\n\nexport type VRMRequiredHumanBoneName = typeof VRMRequiredHumanBoneName[keyof typeof VRMRequiredHumanBoneName];\n", "import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMHumanoid } from './VRMHumanoid';\nimport type { VRMHumanBones } from './VRMHumanBones';\nimport { VRMRequiredHumanBoneName } from './VRMRequiredHumanBoneName';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMHumanoidHelper } from './helpers/VRMHumanoidHelper';\nimport { VRMHumanoidLoaderPluginOptions } from './VRMHumanoidLoaderPluginOptions';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A map from old thumb bone names to new thumb bone names\n */\nconst thumbBoneNameMap: { [key: string]: V1VRMSchema.HumanoidHumanBoneName | undefined } = {\n  leftThumbProximal: 'leftThumbMetacarpal',\n  leftThumbIntermediate: 'leftThumbProximal',\n  rightThumbProximal: 'rightThumbMetacarpal',\n  rightThumbIntermediate: 'rightThumbProximal',\n};\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMHumanoid} from a VRM extension of a GLTF.\n */\nexport class VRMHumanoidLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMHumanoidHelper}.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, the helper will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public autoUpdateHumanBones?: boolean;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMHumanoidLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMHumanoidLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n    this.autoUpdateHumanBones = options?.autoUpdateHumanBones;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmHumanoid = await this._import(gltf);\n  }\n\n  /**\n   * Import a {@link VRMHumanoid} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMHumanoid | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMHumanoid | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaHumanoid = extension.humanoid;\n    if (!schemaHumanoid) {\n      return null;\n    }\n\n    /**\n     * compat: 1.0-beta thumb bone names\n     *\n     * `true` if `leftThumbIntermediate` or `rightThumbIntermediate` exists\n     */\n    const existsPreviousThumbName =\n      (schemaHumanoid.humanBones as any).leftThumbIntermediate != null ||\n      (schemaHumanoid.humanBones as any).rightThumbIntermediate != null;\n\n    const humanBones: Partial<VRMHumanBones> = {};\n    if (schemaHumanoid.humanBones != null) {\n      await Promise.all(\n        Object.entries(schemaHumanoid.humanBones).map(async ([boneNameString, schemaHumanBone]) => {\n          let boneName = boneNameString as V1VRMSchema.HumanoidHumanBoneName;\n          const index = schemaHumanBone.node;\n\n          // compat: 1.0-beta previous thumb bone names\n          if (existsPreviousThumbName) {\n            const thumbBoneName = thumbBoneNameMap[boneName];\n            if (thumbBoneName != null) {\n              boneName = thumbBoneName;\n            }\n          }\n\n          const node = await this.parser.getDependency('node', index);\n\n          // if the specified node does not exist, emit a warning\n          if (node == null) {\n            console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n            return;\n          }\n\n          // set to the `humanBones`\n          humanBones[boneName] = { node };\n        }),\n      );\n    }\n\n    const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n      autoUpdateHumanBones: this.autoUpdateHumanBones,\n    });\n    gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n\n    if (this.helperRoot) {\n      const helper = new VRMHumanoidHelper(humanoid);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return humanoid;\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRMHumanoid | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaHumanoid: V0VRM.Humanoid | undefined = vrmExt.humanoid;\n    if (!schemaHumanoid) {\n      return null;\n    }\n\n    const humanBones: Partial<VRMHumanBones> = {};\n    if (schemaHumanoid.humanBones != null) {\n      await Promise.all(\n        schemaHumanoid.humanBones.map(async (bone) => {\n          const boneName = bone.bone;\n          const index = bone.node;\n\n          if (boneName == null || index == null) {\n            return;\n          }\n\n          const node = await this.parser.getDependency('node', index);\n\n          // if the specified node does not exist, emit a warning\n          if (node == null) {\n            console.warn(`A glTF node bound to the humanoid bone ${boneName} (index = ${index}) does not exist`);\n            return;\n          }\n\n          // map to new bone name\n          const thumbBoneName = thumbBoneNameMap[boneName];\n          const newBoneName = (thumbBoneName ?? boneName) as V1VRMSchema.HumanoidHumanBoneName;\n\n          // v0 VRMs might have a multiple nodes attached to a single bone...\n          // so if there already is an entry in the `humanBones`, show a warning and ignore it\n          if (humanBones[newBoneName] != null) {\n            console.warn(\n              `Multiple bone entries for ${newBoneName} detected (index = ${index}), ignoring duplicated entries.`,\n            );\n            return;\n          }\n\n          // set to the `humanBones`\n          humanBones[newBoneName] = { node };\n        }),\n      );\n    }\n\n    const humanoid = new VRMHumanoid(this._ensureRequiredBonesExist(humanBones), {\n      autoUpdateHumanBones: this.autoUpdateHumanBones,\n    });\n    gltf.scene.add(humanoid.normalizedHumanBonesRoot);\n\n    if (this.helperRoot) {\n      const helper = new VRMHumanoidHelper(humanoid);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return humanoid;\n  }\n\n  /**\n   * Ensure required bones exist in given human bones.\n   * @param humanBones Human bones\n   * @returns Human bones, no longer partial!\n   */\n  private _ensureRequiredBonesExist(humanBones: Partial<VRMHumanBones>): VRMHumanBones {\n    // ensure required bones exist\n    const missingRequiredBones = Object.values(VRMRequiredHumanBoneName).filter(\n      (requiredBoneName) => humanBones[requiredBoneName] == null,\n    );\n\n    // throw an error if there are missing bones\n    if (missingRequiredBones.length > 0) {\n      throw new Error(\n        `VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${missingRequiredBones.join(', ')}`,\n      );\n    }\n\n    return humanBones as VRMHumanBones;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMLookAt } from '../VRMLookAt';\nimport { FanBufferGeometry } from './utils/FanBufferGeometry';\nimport { LineAndSphereBufferGeometry } from './utils/LineAndSphereBufferGeometry';\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\n\nconst SQRT_2_OVER_2 = Math.sqrt(2.0) / 2.0;\nconst QUAT_XY_CW90 = new THREE.Quaternion(0, 0, -SQRT_2_OVER_2, SQRT_2_OVER_2);\nconst VEC3_POSITIVE_Y = new THREE.Vector3(0.0, 1.0, 0.0);\n\nexport class VRMLookAtHelper extends THREE.Group {\n  public readonly vrmLookAt: VRMLookAt;\n  private readonly _meshYaw: THREE.Mesh<FanBufferGeometry, THREE.MeshBasicMaterial>;\n  private readonly _meshPitch: THREE.Mesh<FanBufferGeometry, THREE.MeshBasicMaterial>;\n  private readonly _lineTarget: THREE.LineSegments<LineAndSphereBufferGeometry, THREE.LineBasicMaterial>;\n\n  public constructor(lookAt: VRMLookAt) {\n    super();\n    this.matrixAutoUpdate = false;\n\n    this.vrmLookAt = lookAt;\n\n    {\n      const geometry = new FanBufferGeometry();\n      geometry.radius = 0.5;\n\n      const material = new THREE.MeshBasicMaterial({\n        color: 0x00ff00,\n        transparent: true,\n        opacity: 0.5,\n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshPitch = new THREE.Mesh(geometry, material);\n      this.add(this._meshPitch);\n    }\n\n    {\n      const geometry = new FanBufferGeometry();\n      geometry.radius = 0.5;\n\n      const material = new THREE.MeshBasicMaterial({\n        color: 0xff0000,\n        transparent: true,\n        opacity: 0.5,\n        side: THREE.DoubleSide,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._meshYaw = new THREE.Mesh(geometry, material);\n      this.add(this._meshYaw);\n    }\n\n    {\n      const geometry = new LineAndSphereBufferGeometry();\n      geometry.radius = 0.1;\n\n      const material = new THREE.LineBasicMaterial({\n        color: 0xffffff,\n        depthTest: false,\n        depthWrite: false,\n      });\n\n      this._lineTarget = new THREE.LineSegments(geometry, material);\n      this._lineTarget.frustumCulled = false;\n      this.add(this._lineTarget);\n    }\n  }\n\n  public dispose(): void {\n    this._meshYaw.geometry.dispose();\n    this._meshYaw.material.dispose();\n\n    this._meshPitch.geometry.dispose();\n    this._meshPitch.material.dispose();\n\n    this._lineTarget.geometry.dispose();\n    this._lineTarget.material.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    // update geometries\n    const yaw = THREE.MathUtils.DEG2RAD * this.vrmLookAt.yaw;\n    this._meshYaw.geometry.theta = yaw;\n    this._meshYaw.geometry.update();\n\n    const pitch = THREE.MathUtils.DEG2RAD * this.vrmLookAt.pitch;\n    this._meshPitch.geometry.theta = pitch;\n    this._meshPitch.geometry.update();\n\n    // get world position and quaternion\n    this.vrmLookAt.getLookAtWorldPosition(_v3A);\n    this.vrmLookAt.getLookAtWorldQuaternion(_quatA);\n\n    // calculate rotation using faceFront\n    _quatA.multiply(this.vrmLookAt.getFaceFrontQuaternion(_quatB));\n\n    // set transform to meshes\n    this._meshYaw.position.copy(_v3A);\n    this._meshYaw.quaternion.copy(_quatA);\n\n    this._meshPitch.position.copy(_v3A);\n    this._meshPitch.quaternion.copy(_quatA);\n    this._meshPitch.quaternion.multiply(_quatB.setFromAxisAngle(VEC3_POSITIVE_Y, yaw));\n    this._meshPitch.quaternion.multiply(QUAT_XY_CW90);\n\n    // update target line and sphere\n    const { target, autoUpdate } = this.vrmLookAt;\n    if (target != null && autoUpdate) {\n      target.getWorldPosition(_v3B).sub(_v3A);\n      this._lineTarget.geometry.tail.copy(_v3B);\n      this._lineTarget.geometry.update();\n      this._lineTarget.position.copy(_v3A);\n    }\n\n    // apply transform to meshes\n    super.updateMatrixWorld(force);\n  }\n}\n", "import * as THREE from 'three';\n\nexport class FanBufferGeometry extends THREE.BufferGeometry {\n  public theta: number;\n  public radius: number;\n  private _currentTheta = 0;\n  private _currentRadius = 0;\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n\n  public constructor() {\n    super();\n\n    this.theta = 0.0;\n    this.radius = 0.0;\n    this._currentTheta = 0.0;\n    this._currentRadius = 0.0;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(65 * 3), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(3 * 63), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    if (this._currentTheta !== this.theta) {\n      this._currentTheta = this.theta;\n      shouldUpdateGeometry = true;\n    }\n\n    if (this._currentRadius !== this.radius) {\n      this._currentRadius = this.radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    this._attrPos.setXYZ(0, 0.0, 0.0, 0.0);\n\n    for (let i = 0; i < 64; i++) {\n      const t = (i / 63.0) * this._currentTheta;\n\n      this._attrPos.setXYZ(i + 1, this._currentRadius * Math.sin(t), 0.0, this._currentRadius * Math.cos(t));\n    }\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 63; i++) {\n      this._attrIndex.setXYZ(i * 3, 0, i + 1, i + 2);\n    }\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\n\nexport class LineAndSphereBufferGeometry extends THREE.BufferGeometry {\n  public radius: number;\n  public tail: THREE.Vector3;\n  private _currentRadius: number;\n  private _currentTail: THREE.Vector3;\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n\n  public constructor() {\n    super();\n\n    this.radius = 0.0;\n    this._currentRadius = 0.0;\n\n    this.tail = new THREE.Vector3();\n    this._currentTail = new THREE.Vector3();\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    if (this._currentRadius !== this.radius) {\n      this._currentRadius = this.radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentTail.equals(this.tail)) {\n      this._currentTail.copy(this.tail);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n      this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n      this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.setXYZ(96, 0, 0, 0);\n    this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n      this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n    }\n    this._attrIndex.setXY(192, 96, 97);\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMHumanoid } from '../humanoid';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\nimport { quatInvertCompat } from '../utils/quatInvertCompat';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { sanitizeAngle } from './utils/sanitizeAngle';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\nconst _quatD = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler();\n\n/**\n * A class controls eye gaze movements of a VRM.\n */\nexport class VRMLookAt {\n  public static readonly EULER_ORDER = 'YXZ'; // yaw-pitch-roll\n\n  /**\n   * The origin of LookAt. Position offset from the head bone.\n   */\n  public offsetFromHeadBone = new THREE.Vector3();\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * The {@link VRMLookAtApplier} of the LookAt.\n   */\n  public applier: VRMLookAtApplier;\n\n  /**\n   * If this is true, the LookAt will be updated automatically by calling {@link update}, towarding the direction to the {@link target}.\n   * `true` by default.\n   *\n   * See also: {@link target}\n   */\n  public autoUpdate = true;\n\n  /**\n   * The target object of the LookAt.\n   * Note that it does not make any sense if {@link autoUpdate} is disabled.\n   *\n   * See also: {@link autoUpdate}\n   */\n  public target?: THREE.Object3D | null;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  protected _yaw: number;\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public get yaw(): number {\n    return this._yaw;\n  }\n\n  /**\n   * Its current angle around Y axis, in degree.\n   */\n  public set yaw(value: number) {\n    this._yaw = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  protected _pitch: number;\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public get pitch(): number {\n    return this._pitch;\n  }\n\n  /**\n   * Its current angle around X axis, in degree.\n   */\n  public set pitch(value: number) {\n    this._pitch = value;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Specifies that angles need to be applied to its [@link applier].\n   */\n  protected _needsUpdate: boolean;\n\n  /**\n   * World rotation of the head in its rest pose.\n   */\n  private _restHeadWorldQuaternion: THREE.Quaternion;\n\n  /**\n   * @deprecated Use {@link getEuler} instead.\n   */\n  public get euler(): THREE.Euler {\n    console.warn('VRMLookAt: euler is deprecated. use getEuler() instead.');\n\n    return this.getEuler(new THREE.Euler());\n  }\n\n  /**\n   * Create a new {@link VRMLookAt}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param applier A {@link VRMLookAtApplier}\n   */\n  public constructor(humanoid: VRMHumanoid, applier: VRMLookAtApplier) {\n    this.humanoid = humanoid;\n    this.applier = applier;\n\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n\n    this._restHeadWorldQuaternion = this.getLookAtWorldQuaternion(new THREE.Quaternion());\n  }\n\n  /**\n   * Get its yaw-pitch angles as an `Euler`.\n   * Does NOT consider {@link faceFront}; it returns `Euler(0, 0, 0; \"YXZ\")` by default regardless of the faceFront value.\n   *\n   * @param target The target euler\n   */\n  public getEuler(target: THREE.Euler): THREE.Euler {\n    return target.set(THREE.MathUtils.DEG2RAD * this._pitch, THREE.MathUtils.DEG2RAD * this._yaw, 0.0, 'YXZ');\n  }\n\n  /**\n   * Copy the given {@link VRMLookAt} into this one.\n   * {@link humanoid} must be same as the source one.\n   * {@link applier} will reference the same instance as the source one.\n   * @param source The {@link VRMLookAt} you want to copy\n   * @returns this\n   */\n  public copy(source: VRMLookAt): this {\n    if (this.humanoid !== source.humanoid) {\n      throw new Error('VRMLookAt: humanoid must be same in order to copy');\n    }\n\n    this.offsetFromHeadBone.copy(source.offsetFromHeadBone);\n    this.applier = source.applier;\n    this.autoUpdate = source.autoUpdate;\n    this.target = source.target;\n    this.faceFront.copy(source.faceFront);\n\n    return this;\n  }\n\n  /**\n   * Returns a clone of this {@link VRMLookAt}.\n   * Note that {@link humanoid} and {@link applier} will reference the same instance as this one.\n   * @returns Copied {@link VRMLookAt}\n   */\n  public clone(): VRMLookAt {\n    return new VRMLookAt(this.humanoid, this.applier).copy(this);\n  }\n\n  /**\n   * Reset the lookAt direction (yaw and pitch) to the initial direction.\n   */\n  public reset(): void {\n    this._yaw = 0.0;\n    this._pitch = 0.0;\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Get its lookAt position in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldPosition(target: THREE.Vector3): THREE.Vector3 {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return target.copy(this.offsetFromHeadBone).applyMatrix4(head.matrixWorld);\n  }\n\n  /**\n   * Get its lookAt rotation in world coordinate.\n   * Does NOT consider {@link faceFront}.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getLookAtWorldQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    const head = this.humanoid.getRawBoneNode('head')!;\n\n    return getWorldQuaternionLite(head, target);\n  }\n\n  /**\n   * Get a quaternion that rotates the +Z unit vector of the humanoid Head to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  public getFaceFrontQuaternion(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.copy(this._restHeadWorldQuaternion).invert();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA).premultiply(_quatD.copy(this._restHeadWorldQuaternion).invert());\n  }\n\n  /**\n   * Get its LookAt direction in world coordinate.\n   *\n   * @param target A target `THREE.Vector3`\n   */\n  public getLookAtWorldDirection(target: THREE.Vector3): THREE.Vector3 {\n    this.getLookAtWorldQuaternion(_quatB);\n    this.getFaceFrontQuaternion(_quatC);\n\n    return target\n      .copy(VEC3_POSITIVE_Z)\n      .applyQuaternion(_quatB)\n      .applyQuaternion(_quatC)\n      .applyEuler(this.getEuler(_eulerA));\n  }\n\n  /**\n   * Set its lookAt target position.\n   *\n   * Note that its result will be instantly overwritten if {@link VRMLookAtHead.autoUpdate} is enabled.\n   *\n   * If you want to track an object continuously, you might want to use {@link target} instead.\n   *\n   * @param position A target position, in world space\n   */\n  public lookAt(position: THREE.Vector3): void {\n    // Look at direction in local coordinate\n    const headRotDiffInv = _quatA\n      .copy(this._restHeadWorldQuaternion)\n      .multiply(quatInvertCompat(this.getLookAtWorldQuaternion(_quatB)));\n    const headPos = this.getLookAtWorldPosition(_v3B);\n    const lookAtDir = _v3C.copy(position).sub(headPos).applyQuaternion(headRotDiffInv).normalize();\n\n    // calculate angles\n    const [azimuthFrom, altitudeFrom] = calcAzimuthAltitude(this.faceFront);\n    const [azimuthTo, altitudeTo] = calcAzimuthAltitude(lookAtDir);\n    const yaw = sanitizeAngle(azimuthTo - azimuthFrom);\n    const pitch = sanitizeAngle(altitudeFrom - altitudeTo); // spinning (1, 0, 0) CCW around Z axis makes the vector look up, while spinning (0, 0, 1) CCW around X axis makes the vector look down\n\n    // apply angles\n    this._yaw = THREE.MathUtils.RAD2DEG * yaw;\n    this._pitch = THREE.MathUtils.RAD2DEG * pitch;\n\n    this._needsUpdate = true;\n  }\n\n  /**\n   * Update the VRMLookAtHead.\n   * If {@link autoUpdate} is enabled, this will make it look at the {@link target}.\n   *\n   * @param delta deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended {@link VRMLookAt}.\n   */\n  public update(delta: number): void {\n    if (this.target != null && this.autoUpdate) {\n      this.lookAt(this.target.getWorldPosition(_v3A));\n    }\n\n    if (this._needsUpdate) {\n      this._needsUpdate = false;\n\n      this.applier.applyYawPitch(this._yaw, this._pitch);\n    }\n  }\n}\n", "import * as THREE from 'three';\n\nconst _position = new THREE.Vector3();\nconst _scale = new THREE.Vector3();\n\n/**\n * A replacement of `Object3D.getWorldQuaternion`.\n * Extract the world quaternion of an object from its world space matrix, without calling `Object3D.updateWorldMatrix`.\n * Use this when you're sure that the world matrix is up-to-date.\n *\n * @param object The object\n * @param out A target quaternion\n */\nexport function getWorldQuaternionLite(object: THREE.Object3D, out: THREE.Quaternion): THREE.Quaternion {\n  object.matrixWorld.decompose(_position, out, _scale);\n  return out;\n}\n", "import * as THREE from 'three';\n\n/**\n * Calculate azimuth / altitude angles from a vector.\n *\n * This returns a difference of angles from (1, 0, 0).\n * Azimuth represents an angle around Y axis.\n * Altitude represents an angle around Z axis.\n * It is rotated in intrinsic Y-Z order.\n *\n * @param vector The vector\n * @returns A tuple contains two angles, `[ azimuth, altitude ]`\n */\nexport function calcAzimuthAltitude(vector: THREE.Vector3): [azimuth: number, altitude: number] {\n  return [Math.atan2(-vector.z, vector.x), Math.atan2(vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z))];\n}\n", "/**\n * Make sure the angle is within -PI to PI.\n *\n * @example\n * ```js\n * sanitizeAngle(1.5 * Math.PI) // -0.5 * PI\n * ```\n *\n * @param angle An input angle\n */\nexport function sanitizeAngle(angle: number): number {\n  const roundTurn = Math.round(angle / 2.0 / Math.PI);\n  return angle - 2.0 * Math.PI * roundTurn;\n}\n", "import { VRMHumanoid } from '../humanoid';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { calcAzimuthAltitude } from './utils/calcAzimuthAltitude';\nimport { getWorldQuaternionLite } from '../utils/getWorldQuaternionLite';\n\nconst VEC3_POSITIVE_Z = new THREE.Vector3(0.0, 0.0, 1.0);\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _eulerA = new THREE.Euler(0.0, 0.0, 0.0, 'YXZ');\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtBoneApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'bone';\n\n  /**\n   * Its associated {@link VRMHumanoid}.\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal inward movement. The left eye moves right. The right eye moves left.\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal outward movement. The left eye moves left. The right eye moves right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * The front direction of the face.\n   * Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+).\n   * You usually don't want to touch this.\n   */\n  public faceFront: THREE.Vector3;\n\n  /**\n   * The rest quaternion of LeftEye bone.\n   */\n  private _restQuatLeftEye: THREE.Quaternion;\n\n  /**\n   * The rest quaternion of RightEye bone.\n   */\n  private _restQuatRightEye: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid LeftEye.\n   */\n  private _restLeftEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * The world-space rest quaternion of the parent of the humanoid RightEye.\n   */\n  private _restRightEyeParentWorldQuat: THREE.Quaternion;\n\n  /**\n   * Create a new {@link VRMLookAtBoneApplier}.\n   *\n   * @param humanoid A {@link VRMHumanoid}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    humanoid: VRMHumanoid,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.humanoid = humanoid;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n\n    this.faceFront = new THREE.Vector3(0.0, 0.0, 1.0);\n\n    // set rest quaternions\n    this._restQuatLeftEye = new THREE.Quaternion();\n    this._restQuatRightEye = new THREE.Quaternion();\n    this._restLeftEyeParentWorldQuat = new THREE.Quaternion();\n    this._restRightEyeParentWorldQuat = new THREE.Quaternion();\n\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n\n    if (leftEye) {\n      this._restQuatLeftEye.copy(leftEye.quaternion);\n      getWorldQuaternionLite(leftEye.parent!, this._restLeftEyeParentWorldQuat);\n    }\n\n    if (rightEye) {\n      this._restQuatRightEye.copy(rightEye.quaternion);\n      getWorldQuaternionLite(rightEye.parent!, this._restRightEyeParentWorldQuat);\n    }\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    const leftEye = this.humanoid.getRawBoneNode('leftEye');\n    const rightEye = this.humanoid.getRawBoneNode('rightEye');\n    const leftEyeNormalized = this.humanoid.getNormalizedBoneNode('leftEye');\n    const rightEyeNormalized = this.humanoid.getNormalizedBoneNode('rightEye');\n    // left\n    if (leftEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      leftEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restLeftEyeParentWorldQuat);\n\n      // _quatA^-1 * leftEyeNormalized.quaternion * _quatA * restQuatLeftEye\n      // where _quatA is restLeftEyeParentWorldQuat\n      leftEye.quaternion\n        .copy(leftEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatLeftEye);\n    }\n\n    // right\n    if (rightEye) {\n      if (pitch < 0.0) {\n        _eulerA.x = -THREE.MathUtils.DEG2RAD * this.rangeMapVerticalDown.map(-pitch);\n      } else {\n        _eulerA.x = THREE.MathUtils.DEG2RAD * this.rangeMapVerticalUp.map(pitch);\n      }\n\n      if (yaw < 0.0) {\n        _eulerA.y = -THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalOuter.map(-yaw);\n      } else {\n        _eulerA.y = THREE.MathUtils.DEG2RAD * this.rangeMapHorizontalInner.map(yaw);\n      }\n\n      _quatA.setFromEuler(_eulerA);\n      this._getWorldFaceFrontQuat(_quatB);\n\n      // _quatB * _quatA * _quatB^-1\n      // where _quatA is LookAt rotation\n      // and _quatB is worldFaceFrontQuat\n      rightEyeNormalized!.quaternion.copy(_quatB).multiply(_quatA).multiply(_quatB.invert());\n\n      _quatA.copy(this._restRightEyeParentWorldQuat);\n\n      // _quatA^-1 * rightEyeNormalized.quaternion * _quatA * restQuatRightEye\n      // where _quatA is restRightEyeParentWorldQuat\n      rightEye.quaternion\n        .copy(rightEyeNormalized!.quaternion)\n        .multiply(_quatA)\n        .premultiply(_quatA.invert())\n        .multiply(this._restQuatRightEye);\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n\n  /**\n   * Get a quaternion that rotates the world-space +Z unit vector to the {@link faceFront} direction.\n   *\n   * @param target A target `THREE.Quaternion`\n   */\n  private _getWorldFaceFrontQuat(target: THREE.Quaternion): THREE.Quaternion {\n    if (this.faceFront.distanceToSquared(VEC3_POSITIVE_Z) < 0.01) {\n      return target.identity();\n    }\n\n    const [faceFrontAzimuth, faceFrontAltitude] = calcAzimuthAltitude(this.faceFront);\n    _eulerA.set(0.0, 0.5 * Math.PI + faceFrontAzimuth, faceFrontAltitude, 'YZX');\n\n    return target.setFromEuler(_eulerA);\n  }\n}\n", "import { VRMExpressionManager } from '../expressions';\nimport * as THREE from 'three';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\n\n/**\n * A class that applies eye gaze directions to a VRM.\n * It will be used by {@link VRMLookAt}.\n */\nexport class VRMLookAtExpressionApplier implements VRMLookAtApplier {\n  /**\n   * Represent its type of applier.\n   */\n  public static readonly type = 'expression';\n\n  /**\n   * Its associated {@link VRMExpressionManager}.\n   */\n  public readonly expressions: VRMExpressionManager;\n\n  /**\n   * It won't be used in expression applier.\n   * See also: {@link rangeMapHorizontalOuter}\n   */\n  public rangeMapHorizontalInner: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for horizontal movement. Both eyes move left or right.\n   */\n  public rangeMapHorizontalOuter: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical downward movement. Both eyes move upwards.\n   */\n  public rangeMapVerticalDown: VRMLookAtRangeMap;\n\n  /**\n   * A {@link VRMLookAtRangeMap} for vertical upward movement. Both eyes move downwards.\n   */\n  public rangeMapVerticalUp: VRMLookAtRangeMap;\n\n  /**\n   * Create a new {@link VRMLookAtExpressionApplier}.\n   *\n   * @param expressions A {@link VRMExpressionManager}\n   * @param rangeMapHorizontalInner A {@link VRMLookAtRangeMap} used for inner transverse direction\n   * @param rangeMapHorizontalOuter A {@link VRMLookAtRangeMap} used for outer transverse direction\n   * @param rangeMapVerticalDown A {@link VRMLookAtRangeMap} used for down direction\n   * @param rangeMapVerticalUp A {@link VRMLookAtRangeMap} used for up direction\n   */\n  public constructor(\n    expressions: VRMExpressionManager,\n    rangeMapHorizontalInner: VRMLookAtRangeMap,\n    rangeMapHorizontalOuter: VRMLookAtRangeMap,\n    rangeMapVerticalDown: VRMLookAtRangeMap,\n    rangeMapVerticalUp: VRMLookAtRangeMap,\n  ) {\n    this.expressions = expressions;\n\n    this.rangeMapHorizontalInner = rangeMapHorizontalInner;\n    this.rangeMapHorizontalOuter = rangeMapHorizontalOuter;\n    this.rangeMapVerticalDown = rangeMapVerticalDown;\n    this.rangeMapVerticalUp = rangeMapVerticalUp;\n  }\n\n  /**\n   * Apply the input angle to its associated VRM model.\n   *\n   * @param yaw Rotation around Y axis, in degree\n   * @param pitch Rotation around X axis, in degree\n   */\n  public applyYawPitch(yaw: number, pitch: number): void {\n    if (pitch < 0.0) {\n      this.expressions.setValue('lookDown', 0.0);\n      this.expressions.setValue('lookUp', this.rangeMapVerticalUp.map(-pitch));\n    } else {\n      this.expressions.setValue('lookUp', 0.0);\n      this.expressions.setValue('lookDown', this.rangeMapVerticalDown.map(pitch));\n    }\n\n    if (yaw < 0.0) {\n      this.expressions.setValue('lookLeft', 0.0);\n      this.expressions.setValue('lookRight', this.rangeMapHorizontalOuter.map(-yaw));\n    } else {\n      this.expressions.setValue('lookRight', 0.0);\n      this.expressions.setValue('lookLeft', this.rangeMapHorizontalOuter.map(yaw));\n    }\n  }\n\n  /**\n   * @deprecated Use {@link applyYawPitch} instead.\n   */\n  public lookAt(euler: THREE.Euler): void {\n    console.warn('VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.');\n\n    const yaw = THREE.MathUtils.RAD2DEG * euler.y;\n    const pitch = THREE.MathUtils.RAD2DEG * euler.x;\n\n    this.applyYawPitch(yaw, pitch);\n  }\n}\n", "import { saturate } from '../utils/saturate';\n\nexport class VRMLookAtRangeMap {\n  /**\n   * Limits the maximum angle of the input angle of the LookAt vector from the front of the head (the positive z axis).\n   */\n  public inputMaxValue: number;\n\n  /**\n   * Represents an angle (in degrees) for bone type of LookAt appliers, or a weight for expression type of LookAt appliers.\n   * The input value will take `1.0` when the input angle equals (or greater) to {@link inputMaxValue}.\n   */\n  public outputScale: number;\n\n  /**\n   * Create a new {@link VRMLookAtRangeMap}.\n   *\n   * @param inputMaxValue The {@link inputMaxValue} of the map\n   * @param outputScale The {@link outputScale} of the map\n   */\n  public constructor(inputMaxValue: number, outputScale: number) {\n    this.inputMaxValue = inputMaxValue;\n    this.outputScale = outputScale;\n  }\n\n  /**\n   * Evaluate an input value and output a mapped value.\n   * @param src The input value\n   */\n  public map(src: number): number {\n    return this.outputScale * saturate(src / this.inputMaxValue);\n  }\n}\n", "import type * as THREE from 'three';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRMExpressionManager } from '../expressions/VRMExpressionManager';\nimport type { VRMHumanoid } from '../humanoid/VRMHumanoid';\nimport { VRMLookAtHelper } from './helpers/VRMLookAtHelper';\nimport { VRMLookAt } from './VRMLookAt';\nimport type { VRMLookAtApplier } from './VRMLookAtApplier';\nimport { VRMLookAtBoneApplier } from './VRMLookAtBoneApplier';\nimport { VRMLookAtExpressionApplier } from './VRMLookAtExpressionApplier';\nimport type { VRMLookAtLoaderPluginOptions } from './VRMLookAtLoaderPluginOptions';\nimport { VRMLookAtRangeMap } from './VRMLookAtRangeMap';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * The minimum permitted value for {@link V1VRMSchema.LookAtRangeMap.inputMaxValue}.\n * If the given value is smaller than this, the loader shows a warning and clamps up the value.\n */\nconst INPUT_MAX_VALUE_MINIMUM = 0.01;\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRMLookAt} from a VRM extension of a GLTF.\n */\nexport class VRMLookAtLoaderPlugin implements GLTFLoaderPlugin {\n  /**\n   * Specify an Object3D to add {@link VRMLookAtHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMLookAtLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMLookAtLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    const vrmHumanoid = gltf.userData.vrmHumanoid as VRMHumanoid | undefined;\n\n    // explicitly distinguish null and undefined\n    // since vrmHumanoid might be null as a result\n    if (vrmHumanoid === null) {\n      return;\n    } else if (vrmHumanoid === undefined) {\n      throw new Error('VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first');\n    }\n\n    const vrmExpressionManager = gltf.userData.vrmExpressionManager as VRMExpressionManager | undefined;\n\n    if (vrmExpressionManager === null) {\n      return;\n    } else if (vrmExpressionManager === undefined) {\n      throw new Error(\n        'VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first',\n      );\n    }\n\n    gltf.userData.vrmLookAt = await this._import(gltf, vrmHumanoid, vrmExpressionManager);\n  }\n\n  /**\n   * Import a {@link VRMLookAt} from a VRM.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   * @param humanoid A {@link VRMHumanoid} instance that represents the VRM\n   * @param expressions A {@link VRMExpressionManager} instance that represents the VRM\n   */\n  private async _import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid | null,\n    expressions: VRMExpressionManager | null,\n  ): Promise<VRMLookAt | null> {\n    if (humanoid == null || expressions == null) {\n      return null;\n    }\n\n    const v1Result = await this._v1Import(gltf, humanoid, expressions);\n    if (v1Result) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf, humanoid, expressions);\n    if (v0Result) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaLookAt = extension.lookAt;\n    if (!schemaLookAt) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaLookAt.type === 'expression' ? 1.0 : 10.0;\n\n    const mapHI = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalInner, defaultOutputScale);\n    const mapHO = this._v1ImportRangeMap(schemaLookAt.rangeMapHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalDown, defaultOutputScale);\n    const mapVU = this._v1ImportRangeMap(schemaLookAt.rangeMapVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaLookAt.type === 'expression') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    lookAt.offsetFromHeadBone.fromArray(schemaLookAt.offsetFromHeadBone ?? [0.0, 0.06, 0.0]);\n\n    return lookAt;\n  }\n\n  private _v1ImportRangeMap(\n    schemaRangeMap: V1VRMSchema.LookAtRangeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    let inputMaxValue = schemaRangeMap?.inputMaxValue ?? 90.0;\n    const outputScale = schemaRangeMap?.outputScale ?? defaultOutputScale;\n\n    // It might cause NaN when `inputMaxValue` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (inputMaxValue < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn(\n        'VRMLookAtLoaderPlugin: inputMaxValue of a range map is too small. Consider reviewing the range map!',\n      );\n      inputMaxValue = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(inputMaxValue, outputScale);\n  }\n\n  private async _v0Import(\n    gltf: GLTF,\n    humanoid: VRMHumanoid,\n    expressions: VRMExpressionManager,\n  ): Promise<VRMLookAt | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaFirstPerson = vrmExt.firstPerson;\n    if (!schemaFirstPerson) {\n      return null;\n    }\n\n    const defaultOutputScale = schemaFirstPerson.lookAtTypeName === 'BlendShape' ? 1.0 : 10.0;\n\n    const mapHI = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalInner, defaultOutputScale);\n    const mapHO = this._v0ImportDegreeMap(schemaFirstPerson.lookAtHorizontalOuter, defaultOutputScale);\n    const mapVD = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalDown, defaultOutputScale);\n    const mapVU = this._v0ImportDegreeMap(schemaFirstPerson.lookAtVerticalUp, defaultOutputScale);\n\n    let applier;\n\n    if (schemaFirstPerson.lookAtTypeName === 'BlendShape') {\n      applier = new VRMLookAtExpressionApplier(expressions, mapHI, mapHO, mapVD, mapVU);\n    } else {\n      applier = new VRMLookAtBoneApplier(humanoid, mapHI, mapHO, mapVD, mapVU);\n    }\n\n    const lookAt = this._importLookAt(humanoid, applier);\n\n    if (schemaFirstPerson.firstPersonBoneOffset) {\n      lookAt.offsetFromHeadBone.set(\n        schemaFirstPerson.firstPersonBoneOffset.x ?? 0.0,\n        schemaFirstPerson.firstPersonBoneOffset.y ?? 0.06,\n        -(schemaFirstPerson.firstPersonBoneOffset.z ?? 0.0),\n      );\n    } else {\n      lookAt.offsetFromHeadBone.set(0.0, 0.06, 0.0);\n    }\n\n    // VRM 0.0 are facing Z- instead of Z+\n    lookAt.faceFront.set(0.0, 0.0, -1.0);\n\n    if (applier instanceof VRMLookAtBoneApplier) {\n      applier.faceFront.set(0.0, 0.0, -1.0);\n    }\n\n    return lookAt;\n  }\n\n  private _v0ImportDegreeMap(\n    schemaDegreeMap: V0VRM.FirstPersonDegreeMap | undefined,\n    defaultOutputScale: number,\n  ): VRMLookAtRangeMap {\n    const curve = schemaDegreeMap?.curve;\n    if (JSON.stringify(curve) !== '[0,0,0,1,1,1,1,0]') {\n      console.warn('Curves of LookAtDegreeMap defined in VRM 0.0 are not supported');\n    }\n\n    let xRange = schemaDegreeMap?.xRange ?? 90.0;\n    const yRange = schemaDegreeMap?.yRange ?? defaultOutputScale;\n\n    // It might cause NaN when `xRange` is too small\n    // which makes the mesh of the head disappear\n    // See: https://github.com/pixiv/three-vrm/issues/1201\n    if (xRange < INPUT_MAX_VALUE_MINIMUM) {\n      console.warn('VRMLookAtLoaderPlugin: xRange of a degree map is too small. Consider reviewing the degree map!');\n      xRange = INPUT_MAX_VALUE_MINIMUM;\n    }\n\n    return new VRMLookAtRangeMap(xRange, yRange);\n  }\n\n  private _importLookAt(humanoid: VRMHumanoid, applier: VRMLookAtApplier): VRMLookAt {\n    const lookAt = new VRMLookAt(humanoid, applier);\n\n    if (this.helperRoot) {\n      const helper = new VRMLookAtHelper(lookAt);\n      this.helperRoot.add(helper);\n      helper.renderOrder = this.helperRoot.renderOrder;\n    }\n\n    return lookAt;\n  }\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Represents a type of applier.\n */\nexport const VRMLookAtTypeName = {\n  Bone: 'bone',\n  Expression: 'expression',\n};\n\nexport type VRMLookAtTypeName = typeof VRMLookAtTypeName[keyof typeof VRMLookAtTypeName];\n", "import type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { VRM0Meta } from './VRM0Meta';\nimport type { VRM1Meta } from './VRM1Meta';\nimport type { VRMMeta } from './VRMMeta';\nimport type { VRMMetaLoaderPluginOptions } from './VRMMetaLoaderPluginOptions';\nimport type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1VRMSchema from '@pixiv/types-vrmc-vrm-1.0';\nimport * as THREE from 'three';\nimport { resolveURL } from '../utils/resolveURL';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A plugin of GLTFLoader that imports a {@link VRM1Meta} from a VRM extension of a GLTF.\n */\nexport class VRMMetaLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  /**\n   * If `false`, it won't load its thumbnail image ({@link VRM1Meta.thumbnailImage}).\n   * `false` by default.\n   */\n  public needThumbnailImage: boolean;\n\n  /**\n   * A list of license urls.\n   * This meta loader will accept these `licenseUrl`s.\n   * Otherwise it won't be loaded.\n   */\n  public acceptLicenseUrls: string[];\n\n  /**\n   * Whether it should accept VRM0.0 meta or not.\n   * Note that it might load {@link VRM0Meta} instead of {@link VRM1Meta} when this is `true`.\n   * `true` by default.\n   */\n  public acceptV0Meta: boolean;\n\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMMetaLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMMetaLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.needThumbnailImage = options?.needThumbnailImage ?? false;\n    this.acceptLicenseUrls = options?.acceptLicenseUrls ?? ['https://vrm.dev/licenses/1.0/'];\n    this.acceptV0Meta = options?.acceptV0Meta ?? true;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmMeta = await this._import(gltf);\n  }\n\n  private async _import(gltf: GLTF): Promise<VRMMeta | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result != null) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result != null) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRM1Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRMC_vrm') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    const extension = json.extensions?.['VRMC_vrm'] as V1VRMSchema.VRMCVRM | undefined;\n    if (extension == null) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(`VRMMetaLoaderPlugin: Unknown VRMC_vrm specVersion \"${specVersion}\"`);\n      return null;\n    }\n\n    const schemaMeta = extension.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    const licenseUrl = schemaMeta.licenseUrl;\n    const acceptLicenseUrlsSet = new Set(this.acceptLicenseUrls);\n    if (!acceptLicenseUrlsSet.has(licenseUrl)) {\n      throw new Error(`VRMMetaLoaderPlugin: The license url \"${licenseUrl}\" is not accepted`);\n    }\n\n    let thumbnailImage: HTMLImageElement | undefined = undefined;\n    if (this.needThumbnailImage && schemaMeta.thumbnailImage != null) {\n      thumbnailImage = (await this._extractGLTFImage(schemaMeta.thumbnailImage)) ?? undefined;\n    }\n\n    return {\n      metaVersion: '1',\n      name: schemaMeta.name,\n      version: schemaMeta.version,\n      authors: schemaMeta.authors,\n      copyrightInformation: schemaMeta.copyrightInformation,\n      contactInformation: schemaMeta.contactInformation,\n      references: schemaMeta.references,\n      thirdPartyLicenses: schemaMeta.thirdPartyLicenses,\n      thumbnailImage,\n      licenseUrl: schemaMeta.licenseUrl,\n      avatarPermission: schemaMeta.avatarPermission,\n      allowExcessivelyViolentUsage: schemaMeta.allowExcessivelyViolentUsage,\n      allowExcessivelySexualUsage: schemaMeta.allowExcessivelySexualUsage,\n      commercialUsage: schemaMeta.commercialUsage,\n      allowPoliticalOrReligiousUsage: schemaMeta.allowPoliticalOrReligiousUsage,\n      allowAntisocialOrHateUsage: schemaMeta.allowAntisocialOrHateUsage,\n      creditNotation: schemaMeta.creditNotation,\n      allowRedistribution: schemaMeta.allowRedistribution,\n      modification: schemaMeta.modification,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n    };\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRM0Meta | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const vrmExt = json.extensions?.VRM as V0VRM.VRM | undefined;\n    if (!vrmExt) {\n      return null;\n    }\n\n    const schemaMeta = vrmExt.meta;\n    if (!schemaMeta) {\n      return null;\n    }\n\n    // throw an error if acceptV0Meta is false\n    if (!this.acceptV0Meta) {\n      throw new Error('VRMMetaLoaderPlugin: Attempted to load VRM0.0 meta but acceptV0Meta is false');\n    }\n\n    // load thumbnail texture\n    let texture: THREE.Texture | null | undefined;\n    if (this.needThumbnailImage && schemaMeta.texture != null && schemaMeta.texture !== -1) {\n      texture = await this.parser.getDependency('texture', schemaMeta.texture);\n    }\n\n    return {\n      metaVersion: '0',\n      allowedUserName: schemaMeta.allowedUserName,\n      author: schemaMeta.author,\n      commercialUssageName: schemaMeta.commercialUssageName,\n      contactInformation: schemaMeta.contactInformation,\n      licenseName: schemaMeta.licenseName,\n      otherLicenseUrl: schemaMeta.otherLicenseUrl,\n      otherPermissionUrl: schemaMeta.otherPermissionUrl,\n      reference: schemaMeta.reference,\n      sexualUssageName: schemaMeta.sexualUssageName,\n      texture: texture ?? undefined,\n      title: schemaMeta.title,\n      version: schemaMeta.version,\n      violentUssageName: schemaMeta.violentUssageName,\n    };\n  }\n\n  private async _extractGLTFImage(index: number): Promise<HTMLImageElement | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    const source = json.images?.[index];\n\n    if (source == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image doesn't exist`,\n      );\n      return null;\n    }\n\n    // Ref: https://github.com/mrdoob/three.js/blob/r124/examples/jsm/loaders/GLTFLoader.js#L2467\n\n    // `source.uri` might be a reference to a file\n    let sourceURI: string | undefined = source.uri;\n\n    // Load the binary as a blob\n    if (source.bufferView != null) {\n      const bufferView = await this.parser.getDependency('bufferView', source.bufferView);\n      const blob = new Blob([bufferView], { type: source.mimeType });\n      sourceURI = URL.createObjectURL(blob);\n    }\n\n    if (sourceURI == null) {\n      console.warn(\n        `VRMMetaLoaderPlugin: Attempt to use images[${index}] of glTF as a thumbnail but the image couldn't load properly`,\n      );\n      return null;\n    }\n\n    const loader = new THREE.ImageLoader();\n    return await loader.loadAsync(resolveURL(sourceURI, (this.parser as any).options.path)).catch((error) => {\n      console.error(error);\n      console.warn('VRMMetaLoaderPlugin: Failed to load a thumbnail image');\n      return null;\n    });\n  }\n}\n", "/**\n * Yoinked from https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js\n */\nexport function resolveURL(url: string, path: string): string {\n  // Invalid URL\n  if (typeof url !== 'string' || url === '') return '';\n\n  // Host Relative URL\n  if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n    path = path.replace(/(^https?:\\/\\/[^/]+).*/i, '$1');\n  }\n\n  // Absolute URL http://,https://,//\n  if (/^(https?:)?\\/\\//i.test(url)) return url;\n\n  // Data URI\n  if (/^data:.*,.*$/i.test(url)) return url;\n\n  // Blob URL\n  if (/^blob:.*$/i.test(url)) return url;\n\n  // Relative URL\n  return path + url;\n}\n", "import * as THREE from 'three';\nimport { VRMExpressionManager } from './expressions/VRMExpressionManager';\nimport { VRMFirstPerson } from './firstPerson/VRMFirstPerson';\nimport { VRMHumanoid } from './humanoid/VRMHumanoid';\nimport { VRMLookAt } from './lookAt/VRMLookAt';\nimport { VRMMeta } from './meta/VRMMeta';\nimport { VRMCoreParameters } from './VRMCoreParameters';\n\n/**\n * A class that represents a single VRM model.\n * This class only includes core spec of the VRM (`VRMC_vrm`).\n */\nexport class VRMCore {\n  /**\n   * `THREE.Group` that contains the entire VRM.\n   */\n  public readonly scene: THREE.Group;\n\n  /**\n   * Contains meta fields of the VRM.\n   * You might want to refer these license fields before use your VRMs.\n   */\n  public readonly meta: VRMMeta;\n\n  /**\n   * Contains {@link VRMHumanoid} of the VRM.\n   * You can control each bones using {@link VRMHumanoid.getNormalizedBoneNode} or {@link VRMHumanoid.getRawBoneNode}.\n   *\n   * @TODO Add a link to VRM spec\n   */\n  public readonly humanoid: VRMHumanoid;\n\n  /**\n   * Contains {@link VRMExpressionManager} of the VRM.\n   * You might want to control these facial expressions via {@link VRMExpressionManager.setValue}.\n   */\n  public readonly expressionManager?: VRMExpressionManager;\n\n  /**\n   * Contains {@link VRMFirstPerson} of the VRM.\n   * VRMFirstPerson is mostly used for mesh culling for first person view.\n   */\n  public readonly firstPerson?: VRMFirstPerson;\n\n  /**\n   * Contains {@link VRMLookAt} of the VRM.\n   * You might want to use {@link VRMLookAt.target} to control the eye direction of your VRMs.\n   */\n  public readonly lookAt?: VRMLookAt;\n\n  /**\n   * Create a new VRM instance.\n   *\n   * @param params [[VRMParameters]] that represents components of the VRM\n   */\n  public constructor(params: VRMCoreParameters) {\n    this.scene = params.scene;\n    this.meta = params.meta;\n    this.humanoid = params.humanoid;\n    this.expressionManager = params.expressionManager;\n    this.firstPerson = params.firstPerson;\n    this.lookAt = params.lookAt;\n  }\n\n  /**\n   * **You need to call this on your update loop.**\n   *\n   * This function updates every VRM components.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    this.humanoid.update();\n\n    if (this.lookAt) {\n      this.lookAt.update(delta);\n    }\n\n    if (this.expressionManager) {\n      this.expressionManager.update();\n    }\n  }\n}\n", "import { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMCoreLoaderPluginOptions } from './VRMCoreLoaderPluginOptions';\nimport { VRMCore } from './VRMCore';\nimport { VRMExpressionLoaderPlugin } from './expressions/VRMExpressionLoaderPlugin';\nimport { VRMFirstPersonLoaderPlugin } from './firstPerson/VRMFirstPersonLoaderPlugin';\nimport { VRMHumanoidLoaderPlugin } from './humanoid/VRMHumanoidLoaderPlugin';\nimport { VRMMetaLoaderPlugin } from './meta/VRMMetaLoaderPlugin';\nimport { VRMLookAtLoaderPlugin } from './lookAt/VRMLookAtLoaderPlugin';\nimport type { VRMHumanoid } from './humanoid';\nimport type { VRMMeta } from './meta';\n\nexport class VRMCoreLoaderPlugin implements GLTFLoaderPlugin {\n  public get name(): string {\n    // We should use the extension name instead but we have multiple plugins for an extension...\n    return 'VRMC_vrm';\n  }\n\n  public readonly parser: GLTFParser;\n\n  public readonly expressionPlugin: VRMExpressionLoaderPlugin;\n  public readonly firstPersonPlugin: VRMFirstPersonLoaderPlugin;\n  public readonly humanoidPlugin: VRMHumanoidLoaderPlugin;\n  public readonly lookAtPlugin: VRMLookAtLoaderPlugin;\n  public readonly metaPlugin: VRMMetaLoaderPlugin;\n\n  public constructor(parser: GLTFParser, options?: VRMCoreLoaderPluginOptions) {\n    this.parser = parser;\n\n    const helperRoot = options?.helperRoot;\n    const autoUpdateHumanBones = options?.autoUpdateHumanBones;\n\n    this.expressionPlugin = options?.expressionPlugin ?? new VRMExpressionLoaderPlugin(parser);\n    this.firstPersonPlugin = options?.firstPersonPlugin ?? new VRMFirstPersonLoaderPlugin(parser);\n    this.humanoidPlugin =\n      options?.humanoidPlugin ?? new VRMHumanoidLoaderPlugin(parser, { helperRoot, autoUpdateHumanBones });\n    this.lookAtPlugin = options?.lookAtPlugin ?? new VRMLookAtLoaderPlugin(parser, { helperRoot });\n    this.metaPlugin = options?.metaPlugin ?? new VRMMetaLoaderPlugin(parser);\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    await this.metaPlugin.afterRoot(gltf);\n    await this.humanoidPlugin.afterRoot(gltf);\n    await this.expressionPlugin.afterRoot(gltf);\n    await this.lookAtPlugin.afterRoot(gltf);\n    await this.firstPersonPlugin.afterRoot(gltf);\n\n    const meta = gltf.userData.vrmMeta as VRMMeta | null;\n    const humanoid = gltf.userData.vrmHumanoid as VRMHumanoid | null;\n\n    // meta and humanoid are required to be a VRM.\n    // Don't create VRM if they are null\n    if (meta && humanoid) {\n      const vrmCore = new VRMCore({\n        scene: gltf.scene,\n        expressionManager: gltf.userData.vrmExpressionManager,\n        firstPerson: gltf.userData.vrmFirstPerson,\n        humanoid,\n        lookAt: gltf.userData.vrmLookAt,\n        meta,\n      });\n\n      gltf.userData.vrmCore = vrmCore;\n    }\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMCore } from '@pixiv/three-vrm-core';\nimport { VRMNodeConstraintManager } from '@pixiv/three-vrm-node-constraint';\nimport { VRMSpringBoneManager } from '@pixiv/three-vrm-springbone';\nimport { VRMParameters } from './VRMParameters';\n\n/**\n * A class that represents a single VRM model.\n */\nexport class VRM extends VRMCore {\n  /**\n   * Contains materials of the VRM.\n   * `update` method of these materials will be called via its {@link VRM.update} method.\n   */\n  public readonly materials?: THREE.Material[];\n\n  /**\n   * A {@link VRMSpringBoneManager} manipulates all spring bones attached on the VRM.\n   * Usually you don't have to care about this property.\n   */\n  public readonly springBoneManager?: VRMSpringBoneManager;\n\n  /**\n   * A {@link VRMNodeConstraintManager} manipulates all constraints attached on the VRM.\n   * Usually you don't have to care about this property.\n   */\n  public readonly nodeConstraintManager?: VRMNodeConstraintManager;\n\n  /**\n   * Create a new VRM instance.\n   *\n   * @param params [[VRMParameters]] that represents components of the VRM\n   */\n  public constructor(params: VRMParameters) {\n    super(params);\n\n    this.materials = params.materials;\n    this.springBoneManager = params.springBoneManager;\n    this.nodeConstraintManager = params.nodeConstraintManager;\n  }\n\n  /**\n   * **You need to call this on your update loop.**\n   *\n   * This function updates every VRM components.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    super.update(delta);\n\n    if (this.nodeConstraintManager) {\n      this.nodeConstraintManager.update();\n    }\n\n    if (this.springBoneManager) {\n      this.springBoneManager.update(delta);\n    }\n\n    if (this.materials) {\n      this.materials.forEach((material: any) => {\n        if (material.update) {\n          material.update(delta);\n        }\n      });\n    }\n  }\n}\n", "import * as THREE from 'three';\nimport * as V1MToonSchema from '@pixiv/types-vrmc-materials-mtoon-1.0';\nimport type { GLTF, GLTFLoader, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport type { MToonMaterialParameters } from './MToonMaterialParameters';\nimport type { MToonMaterialOutlineWidthMode } from './MToonMaterialOutlineWidthMode';\nimport { GLTFMToonMaterialParamsAssignHelper } from './GLTFMToonMaterialParamsAssignHelper';\nimport type { MToonMaterialLoaderPluginOptions } from './MToonMaterialLoaderPluginOptions';\nimport type { MToonMaterialDebugMode } from './MToonMaterialDebugMode';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { MToonMaterial } from './MToonMaterial';\nimport type { MToonNodeMaterial } from './nodes/MToonNodeMaterial';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * A loader plugin of {@link GLTFLoader} for the extension `VRMC_materials_mtoon`.\n *\n * This plugin is for uses with WebGLRenderer by default.\n * To use MToon in WebGPURenderer, set {@link materialType} to {@link MToonNodeMaterial}.\n *\n * @example to use with WebGPURenderer\n * ```js\n * import { MToonMaterialLoaderPlugin } from '@pixiv/three-vrm-materials-mtoon';\n * import { MToonNodeMaterial } from '@pixiv/three-vrm-materials-mtoon/nodes';\n *\n * // ...\n *\n * // Register a MToonMaterialLoaderPlugin with MToonNodeMaterial\n * loader.register((parser) => {\n *\n *   // create a WebGPU compatible MToonMaterialLoaderPlugin\n *   return new MToonMaterialLoaderPlugin(parser, {\n *\n *     // set the material type to MToonNodeMaterial\n *     materialType: MToonNodeMaterial,\n *\n *   });\n *\n * });\n * ```\n */\nexport class MToonMaterialLoaderPlugin implements GLTFLoaderPlugin {\n  public static EXTENSION_NAME = 'VRMC_materials_mtoon';\n\n  /**\n   * The type of the material that this plugin will generate.\n   *\n   * If you are using this plugin with WebGPU, set this to {@link MToonNodeMaterial}.\n   *\n   * @default MToonMaterial\n   */\n  public materialType: typeof THREE.Material;\n\n  /**\n   * This value will be added to `renderOrder` of every meshes who have MaterialsMToon.\n   * The final renderOrder will be sum of this `renderOrderOffset` and `renderQueueOffsetNumber` for each materials.\n   *\n   * @default 0\n   */\n  public renderOrderOffset: number;\n\n  /**\n   * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n   * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n   * Usually not recommended to turn this on.\n   *\n   * @default false\n   */\n  public v0CompatShade: boolean;\n\n  /**\n   * Debug mode for the material.\n   * You can visualize several components for diagnosis using debug mode.\n   *\n   * See: {@link MToonMaterialDebugMode}\n   *\n   * @default 'none'\n   */\n  public debugMode: MToonMaterialDebugMode;\n\n  public readonly parser: GLTFParser;\n\n  /**\n   * Loaded materials will be stored in this set.\n   * Will be transferred into `gltf.userData.vrmMToonMaterials` in {@link afterRoot}.\n   */\n  private readonly _mToonMaterialSet: Set<THREE.Material>;\n\n  public get name(): string {\n    return MToonMaterialLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser, options: MToonMaterialLoaderPluginOptions = {}) {\n    this.parser = parser;\n\n    this.materialType = options.materialType ?? MToonMaterial;\n    this.renderOrderOffset = options.renderOrderOffset ?? 0;\n    this.v0CompatShade = options.v0CompatShade ?? false;\n    this.debugMode = options.debugMode ?? 'none';\n\n    this._mToonMaterialSet = new Set();\n  }\n\n  public async beforeRoot(): Promise<void> {\n    this._removeUnlitExtensionIfMToonExists();\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmMToonMaterials = Array.from(this._mToonMaterialSet);\n  }\n\n  public getMaterialType(materialIndex: number): typeof THREE.Material | null {\n    const v1Extension = this._getMToonExtension(materialIndex);\n    if (v1Extension) {\n      return this.materialType;\n    }\n\n    return null;\n  }\n\n  public extendMaterialParams(materialIndex: number, materialParams: MToonMaterialParameters): Promise<any> | null {\n    const extension = this._getMToonExtension(materialIndex);\n    if (extension) {\n      return this._extendMaterialParams(extension, materialParams);\n    }\n\n    return null;\n  }\n\n  public async loadMesh(meshIndex: number): Promise<THREE.Group | THREE.Mesh | THREE.SkinnedMesh> {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const meshDef = json.meshes?.[meshIndex];\n\n    if (meshDef == null) {\n      throw new Error(\n        `MToonMaterialLoaderPlugin: Attempt to use meshes[${meshIndex}] of glTF but the mesh doesn't exist`,\n      );\n    }\n\n    const primitivesDef = meshDef.primitives;\n\n    const meshOrGroup = await parser.loadMesh(meshIndex);\n\n    if (primitivesDef.length === 1) {\n      const mesh = meshOrGroup as THREE.Mesh;\n      const materialIndex = primitivesDef[0].material;\n\n      if (materialIndex != null) {\n        this._setupPrimitive(mesh, materialIndex);\n      }\n    } else {\n      const group = meshOrGroup as THREE.Group;\n      for (let i = 0; i < primitivesDef.length; i++) {\n        const mesh = group.children[i] as THREE.Mesh;\n        const materialIndex = primitivesDef[i].material;\n\n        if (materialIndex != null) {\n          this._setupPrimitive(mesh, materialIndex);\n        }\n      }\n    }\n\n    return meshOrGroup;\n  }\n\n  /**\n   * Delete use of `KHR_materials_unlit` from its `materials` if the material is using MToon.\n   *\n   * Since GLTFLoader have so many hardcoded procedure related to `KHR_materials_unlit`\n   * we have to delete the extension before we start to parse the glTF.\n   */\n  private _removeUnlitExtensionIfMToonExists(): void {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const materialDefs = json.materials;\n    materialDefs?.map((materialDef, iMaterial) => {\n      const extension = this._getMToonExtension(iMaterial);\n\n      if (extension && materialDef.extensions?.['KHR_materials_unlit']) {\n        delete materialDef.extensions['KHR_materials_unlit'];\n      }\n    });\n  }\n\n  protected _getMToonExtension(materialIndex: number): V1MToonSchema.VRMCMaterialsMToon | undefined {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const materialDef = json.materials?.[materialIndex];\n\n    if (materialDef == null) {\n      console.warn(\n        `MToonMaterialLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`,\n      );\n      return undefined;\n    }\n\n    const extension = materialDef.extensions?.[MToonMaterialLoaderPlugin.EXTENSION_NAME] as\n      | V1MToonSchema.VRMCMaterialsMToon\n      | undefined;\n    if (extension == null) {\n      return undefined;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(\n        `MToonMaterialLoaderPlugin: Unknown ${MToonMaterialLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`,\n      );\n      return undefined;\n    }\n\n    return extension;\n  }\n\n  private async _extendMaterialParams(\n    extension: V1MToonSchema.VRMCMaterialsMToon,\n    materialParams: MToonMaterialParameters,\n  ): Promise<void> {\n    // Removing material params that is not required to supress warnings.\n    delete (materialParams as THREE.MeshStandardMaterialParameters).metalness;\n    delete (materialParams as THREE.MeshStandardMaterialParameters).roughness;\n\n    const assignHelper = new GLTFMToonMaterialParamsAssignHelper(this.parser, materialParams);\n\n    assignHelper.assignPrimitive('transparentWithZWrite', extension.transparentWithZWrite);\n    assignHelper.assignColor('shadeColorFactor', extension.shadeColorFactor);\n    assignHelper.assignTexture('shadeMultiplyTexture', extension.shadeMultiplyTexture, true);\n    assignHelper.assignPrimitive('shadingShiftFactor', extension.shadingShiftFactor);\n    assignHelper.assignTexture('shadingShiftTexture', extension.shadingShiftTexture, true);\n    assignHelper.assignPrimitive('shadingShiftTextureScale', extension.shadingShiftTexture?.scale);\n    assignHelper.assignPrimitive('shadingToonyFactor', extension.shadingToonyFactor);\n    assignHelper.assignPrimitive('giEqualizationFactor', extension.giEqualizationFactor);\n    assignHelper.assignColor('matcapFactor', extension.matcapFactor);\n    assignHelper.assignTexture('matcapTexture', extension.matcapTexture, true);\n    assignHelper.assignColor('parametricRimColorFactor', extension.parametricRimColorFactor);\n    assignHelper.assignTexture('rimMultiplyTexture', extension.rimMultiplyTexture, true);\n    assignHelper.assignPrimitive('rimLightingMixFactor', extension.rimLightingMixFactor);\n    assignHelper.assignPrimitive('parametricRimFresnelPowerFactor', extension.parametricRimFresnelPowerFactor);\n    assignHelper.assignPrimitive('parametricRimLiftFactor', extension.parametricRimLiftFactor);\n    assignHelper.assignPrimitive('outlineWidthMode', extension.outlineWidthMode as MToonMaterialOutlineWidthMode);\n    assignHelper.assignPrimitive('outlineWidthFactor', extension.outlineWidthFactor);\n    assignHelper.assignTexture('outlineWidthMultiplyTexture', extension.outlineWidthMultiplyTexture, false);\n    assignHelper.assignColor('outlineColorFactor', extension.outlineColorFactor);\n    assignHelper.assignPrimitive('outlineLightingMixFactor', extension.outlineLightingMixFactor);\n    assignHelper.assignTexture('uvAnimationMaskTexture', extension.uvAnimationMaskTexture, false);\n    assignHelper.assignPrimitive('uvAnimationScrollXSpeedFactor', extension.uvAnimationScrollXSpeedFactor);\n    assignHelper.assignPrimitive('uvAnimationScrollYSpeedFactor', extension.uvAnimationScrollYSpeedFactor);\n    assignHelper.assignPrimitive('uvAnimationRotationSpeedFactor', extension.uvAnimationRotationSpeedFactor);\n\n    assignHelper.assignPrimitive('v0CompatShade', this.v0CompatShade);\n    assignHelper.assignPrimitive('debugMode', this.debugMode);\n\n    await assignHelper.pending;\n  }\n\n  /**\n   * This will do two processes that is required to render MToon properly.\n   *\n   * - Set render order\n   * - Generate outline\n   *\n   * @param mesh A target GLTF primitive\n   * @param materialIndex The material index of the primitive\n   */\n  private _setupPrimitive(mesh: THREE.Mesh, materialIndex: number): void {\n    const extension = this._getMToonExtension(materialIndex);\n    if (extension) {\n      const renderOrder = this._parseRenderOrder(extension);\n      mesh.renderOrder = renderOrder + this.renderOrderOffset;\n\n      this._generateOutline(mesh);\n\n      this._addToMaterialSet(mesh);\n\n      return;\n    }\n  }\n\n  /**\n   * Check whether the material should generate outline or not.\n   * @param surfaceMaterial The material to check\n   * @returns True if the material should generate outline\n   */\n  private _shouldGenerateOutline(surfaceMaterial: THREE.Material): boolean {\n    // we might receive MToonNodeMaterial as well as MToonMaterial\n    // so we're gonna duck type to check if it's compatible with MToon type outlines\n    return (\n      typeof (surfaceMaterial as any).outlineWidthMode === 'string' &&\n      (surfaceMaterial as any).outlineWidthMode !== 'none' &&\n      typeof (surfaceMaterial as any).outlineWidthFactor === 'number' &&\n      (surfaceMaterial as any).outlineWidthFactor > 0.0\n    );\n  }\n\n  /**\n   * Generate outline for the given mesh, if it needs.\n   *\n   * @param mesh The target mesh\n   */\n  private _generateOutline(mesh: THREE.Mesh): void {\n    // OK, it's the hacky part.\n    // We are going to duplicate the MToonMaterial for outline use.\n    // Then we are going to create two geometry groups and refer same buffer but different material.\n    // It's how we draw two materials at once using a single mesh.\n\n    // make sure the material is single\n    const surfaceMaterial = mesh.material;\n    if (!(surfaceMaterial instanceof THREE.Material)) {\n      return;\n    }\n\n    if (!this._shouldGenerateOutline(surfaceMaterial)) {\n      return;\n    }\n\n    // make its material an array\n    mesh.material = [surfaceMaterial]; // mesh.material is guaranteed to be a Material in GLTFLoader\n\n    // duplicate the material for outline use\n    const outlineMaterial = surfaceMaterial.clone();\n    outlineMaterial.name += ' (Outline)';\n    (outlineMaterial as any).isOutline = true;\n    outlineMaterial.side = THREE.BackSide;\n    mesh.material.push(outlineMaterial);\n\n    // make two geometry groups out of a same buffer\n    const geometry = mesh.geometry; // mesh.geometry is guaranteed to be a BufferGeometry in GLTFLoader\n    const primitiveVertices = geometry.index ? geometry.index.count : geometry.attributes.position.count / 3;\n    geometry.addGroup(0, primitiveVertices, 0);\n    geometry.addGroup(0, primitiveVertices, 1);\n  }\n\n  private _addToMaterialSet(mesh: THREE.Mesh): void {\n    const materialOrMaterials = mesh.material;\n    const materialSet = new Set<THREE.Material>();\n\n    if (Array.isArray(materialOrMaterials)) {\n      materialOrMaterials.forEach((material) => materialSet.add(material));\n    } else {\n      materialSet.add(materialOrMaterials);\n    }\n\n    for (const material of materialSet) {\n      this._mToonMaterialSet.add(material);\n    }\n  }\n\n  private _parseRenderOrder(extension: V1MToonSchema.VRMCMaterialsMToon): number {\n    // transparentWithZWrite ranges from 0 to +9\n    // mere transparent ranges from -9 to 0\n    const enabledZWrite = extension.transparentWithZWrite;\n    return (enabledZWrite ? 0 : 19) + (extension.renderQueueOffsetNumber ?? 0);\n  }\n}\n", "import * as THREE from 'three';\nimport { GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { MToonMaterialParameters } from './MToonMaterialParameters';\nimport { setTextureColorSpace } from './utils/setTextureColorSpace';\n\n/**\n * MaterialParameters hates `undefined`. This helper automatically rejects assign of these `undefined`.\n * It also handles asynchronous process of textures.\n * Make sure await for {@link GLTFMToonMaterialParamsAssignHelper.pending}.\n */\nexport class GLTFMToonMaterialParamsAssignHelper {\n  private readonly _parser: GLTFParser;\n  private _materialParams: MToonMaterialParameters;\n  private _pendings: Promise<any>[];\n\n  public get pending(): Promise<unknown> {\n    return Promise.all(this._pendings);\n  }\n\n  public constructor(parser: GLTFParser, materialParams: MToonMaterialParameters) {\n    this._parser = parser;\n    this._materialParams = materialParams;\n    this._pendings = [];\n  }\n\n  public assignPrimitive<T extends keyof MToonMaterialParameters>(key: T, value: MToonMaterialParameters[T]): void {\n    if (value != null) {\n      this._materialParams[key] = value;\n    }\n  }\n\n  public assignColor<T extends keyof MToonMaterialParameters>(\n    key: T,\n    value: number[] | undefined,\n    convertSRGBToLinear?: boolean,\n  ): void {\n    if (value != null) {\n      this._materialParams[key] = new THREE.Color().fromArray(value);\n\n      if (convertSRGBToLinear) {\n        this._materialParams[key].convertSRGBToLinear();\n      }\n    }\n  }\n\n  public async assignTexture<T extends keyof MToonMaterialParameters>(\n    key: T,\n    texture: { index: number } | undefined,\n    isColorTexture: boolean,\n  ): Promise<void> {\n    const promise = (async () => {\n      if (texture != null) {\n        await this._parser.assignTexture(this._materialParams, key, texture);\n\n        if (isColorTexture) {\n          setTextureColorSpace(this._materialParams[key], 'srgb');\n        }\n      }\n    })();\n\n    this._pendings.push(promise);\n\n    return promise;\n  }\n\n  public async assignTextureByIndex<T extends keyof MToonMaterialParameters>(\n    key: T,\n    textureIndex: number | undefined,\n    isColorTexture: boolean,\n  ): Promise<void> {\n    return this.assignTexture(key, textureIndex != null ? { index: textureIndex } : undefined, isColorTexture);\n  }\n}\n", "import * as THREE from 'three';\n\nconst colorSpaceEncodingMap: Record<'' | 'srgb', any> = {\n  // eslint-disable-next-line @typescript-eslint/naming-convention\n  '': 3000,\n  srgb: 3001,\n};\n\n/**\n * A compat function to set texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to set the color space to\n * @param colorSpace The color space you want to set to the texture\n */\nexport function setTextureColorSpace(texture: THREE.Texture, colorSpace: '' | 'srgb'): void {\n  if (parseInt(THREE.REVISION, 10) >= 152) {\n    texture.colorSpace = colorSpace;\n  } else {\n    (texture as any).encoding = colorSpaceEncodingMap[colorSpace];\n  }\n}\n", "/* tslint:disable:member-ordering */\n\nimport * as THREE from 'three';\nimport vertexShader from './shaders/mtoon.vert';\nimport fragmentShader from './shaders/mtoon.frag';\nimport { MToonMaterialDebugMode } from './MToonMaterialDebugMode';\nimport { MToonMaterialOutlineWidthMode } from './MToonMaterialOutlineWidthMode';\nimport type { MToonMaterialParameters } from './MToonMaterialParameters';\nimport { getTextureColorSpace } from './utils/getTextureColorSpace';\n\n/**\n * MToon is a material specification that has various features.\n * The spec and implementation are originally founded for Unity engine and this is a port of the material.\n *\n * See: https://github.com/Santarh/MToon\n */\nexport class MToonMaterial extends THREE.ShaderMaterial {\n  public uniforms: {\n    litFactor: THREE.IUniform<THREE.Color>;\n    alphaTest: THREE.IUniform<number>;\n    opacity: THREE.IUniform<number>;\n    map: THREE.IUniform<THREE.Texture | null>;\n    mapUvTransform: THREE.IUniform<THREE.Matrix3>;\n    normalMap: THREE.IUniform<THREE.Texture | null>;\n    normalMapUvTransform: THREE.IUniform<THREE.Matrix3>;\n    normalScale: THREE.IUniform<THREE.Vector2>;\n    emissive: THREE.IUniform<THREE.Color>;\n    emissiveIntensity: THREE.IUniform<number>;\n    emissiveMap: THREE.IUniform<THREE.Texture | null>;\n    emissiveMapUvTransform: THREE.IUniform<THREE.Matrix3>;\n    shadeColorFactor: THREE.IUniform<THREE.Color>;\n    shadeMultiplyTexture: THREE.IUniform<THREE.Texture | null>;\n    shadeMultiplyTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    shadingShiftFactor: THREE.IUniform<number>;\n    shadingShiftTexture: THREE.IUniform<THREE.Texture | null>;\n    shadingShiftTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    shadingShiftTextureScale: THREE.IUniform<number>;\n    shadingToonyFactor: THREE.IUniform<number>;\n    giEqualizationFactor: THREE.IUniform<number>;\n    matcapFactor: THREE.IUniform<THREE.Color>;\n    matcapTexture: THREE.IUniform<THREE.Texture | null>;\n    matcapTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    parametricRimColorFactor: THREE.IUniform<THREE.Color>;\n    rimMultiplyTexture: THREE.IUniform<THREE.Texture | null>;\n    rimMultiplyTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    rimLightingMixFactor: THREE.IUniform<number>;\n    parametricRimFresnelPowerFactor: THREE.IUniform<number>;\n    parametricRimLiftFactor: THREE.IUniform<number>;\n    outlineWidthMultiplyTexture: THREE.IUniform<THREE.Texture | null>;\n    outlineWidthMultiplyTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    outlineWidthFactor: THREE.IUniform<number>;\n    outlineColorFactor: THREE.IUniform<THREE.Color>;\n    outlineLightingMixFactor: THREE.IUniform<number>;\n    uvAnimationMaskTexture: THREE.IUniform<THREE.Texture | null>;\n    uvAnimationMaskTextureUvTransform: THREE.IUniform<THREE.Matrix3>;\n    uvAnimationScrollXOffset: THREE.IUniform<number>;\n    uvAnimationScrollYOffset: THREE.IUniform<number>;\n    uvAnimationRotationPhase: THREE.IUniform<number>;\n  };\n\n  public get color(): THREE.Color {\n    return this.uniforms.litFactor.value;\n  }\n  public set color(value: THREE.Color) {\n    this.uniforms.litFactor.value = value;\n  }\n\n  public get map(): THREE.Texture | null {\n    return this.uniforms.map.value;\n  }\n  public set map(value: THREE.Texture | null) {\n    this.uniforms.map.value = value;\n  }\n\n  public get normalMap(): THREE.Texture | null {\n    return this.uniforms.normalMap.value;\n  }\n  public set normalMap(value: THREE.Texture | null) {\n    this.uniforms.normalMap.value = value;\n  }\n\n  public get normalScale(): THREE.Vector2 {\n    return this.uniforms.normalScale.value;\n  }\n  public set normalScale(value: THREE.Vector2) {\n    this.uniforms.normalScale.value = value;\n  }\n\n  public get emissive(): THREE.Color {\n    return this.uniforms.emissive.value;\n  }\n  public set emissive(value: THREE.Color) {\n    this.uniforms.emissive.value = value;\n  }\n\n  public get emissiveIntensity(): number {\n    return this.uniforms.emissiveIntensity.value;\n  }\n  public set emissiveIntensity(value: number) {\n    this.uniforms.emissiveIntensity.value = value;\n  }\n\n  public get emissiveMap(): THREE.Texture | null {\n    return this.uniforms.emissiveMap.value;\n  }\n  public set emissiveMap(value: THREE.Texture | null) {\n    this.uniforms.emissiveMap.value = value;\n  }\n\n  public get shadeColorFactor(): THREE.Color {\n    return this.uniforms.shadeColorFactor.value;\n  }\n  public set shadeColorFactor(value: THREE.Color) {\n    this.uniforms.shadeColorFactor.value = value;\n  }\n\n  public get shadeMultiplyTexture(): THREE.Texture | null {\n    return this.uniforms.shadeMultiplyTexture.value;\n  }\n  public set shadeMultiplyTexture(value: THREE.Texture | null) {\n    this.uniforms.shadeMultiplyTexture.value = value;\n  }\n\n  public get shadingShiftFactor(): number {\n    return this.uniforms.shadingShiftFactor.value;\n  }\n  public set shadingShiftFactor(value: number) {\n    this.uniforms.shadingShiftFactor.value = value;\n  }\n\n  public get shadingShiftTexture(): THREE.Texture | null {\n    return this.uniforms.shadingShiftTexture.value;\n  }\n  public set shadingShiftTexture(value: THREE.Texture | null) {\n    this.uniforms.shadingShiftTexture.value = value;\n  }\n\n  public get shadingShiftTextureScale(): number {\n    return this.uniforms.shadingShiftTextureScale.value;\n  }\n  public set shadingShiftTextureScale(value: number) {\n    this.uniforms.shadingShiftTextureScale.value = value;\n  }\n\n  public get shadingToonyFactor(): number {\n    return this.uniforms.shadingToonyFactor.value;\n  }\n  public set shadingToonyFactor(value: number) {\n    this.uniforms.shadingToonyFactor.value = value;\n  }\n\n  public get giEqualizationFactor(): number {\n    return this.uniforms.giEqualizationFactor.value;\n  }\n  public set giEqualizationFactor(value: number) {\n    this.uniforms.giEqualizationFactor.value = value;\n  }\n\n  public get matcapFactor(): THREE.Color {\n    return this.uniforms.matcapFactor.value;\n  }\n  public set matcapFactor(value: THREE.Color) {\n    this.uniforms.matcapFactor.value = value;\n  }\n\n  public get matcapTexture(): THREE.Texture | null {\n    return this.uniforms.matcapTexture.value;\n  }\n  public set matcapTexture(value: THREE.Texture | null) {\n    this.uniforms.matcapTexture.value = value;\n  }\n\n  public get parametricRimColorFactor(): THREE.Color {\n    return this.uniforms.parametricRimColorFactor.value;\n  }\n  public set parametricRimColorFactor(value: THREE.Color) {\n    this.uniforms.parametricRimColorFactor.value = value;\n  }\n\n  public get rimMultiplyTexture(): THREE.Texture | null {\n    return this.uniforms.rimMultiplyTexture.value;\n  }\n  public set rimMultiplyTexture(value: THREE.Texture | null) {\n    this.uniforms.rimMultiplyTexture.value = value;\n  }\n\n  public get rimLightingMixFactor(): number {\n    return this.uniforms.rimLightingMixFactor.value;\n  }\n  public set rimLightingMixFactor(value: number) {\n    this.uniforms.rimLightingMixFactor.value = value;\n  }\n\n  public get parametricRimFresnelPowerFactor(): number {\n    return this.uniforms.parametricRimFresnelPowerFactor.value;\n  }\n  public set parametricRimFresnelPowerFactor(value: number) {\n    this.uniforms.parametricRimFresnelPowerFactor.value = value;\n  }\n\n  public get parametricRimLiftFactor(): number {\n    return this.uniforms.parametricRimLiftFactor.value;\n  }\n  public set parametricRimLiftFactor(value: number) {\n    this.uniforms.parametricRimLiftFactor.value = value;\n  }\n\n  public get outlineWidthMultiplyTexture(): THREE.Texture | null {\n    return this.uniforms.outlineWidthMultiplyTexture.value;\n  }\n  public set outlineWidthMultiplyTexture(value: THREE.Texture | null) {\n    this.uniforms.outlineWidthMultiplyTexture.value = value;\n  }\n\n  public get outlineWidthFactor(): number {\n    return this.uniforms.outlineWidthFactor.value;\n  }\n  public set outlineWidthFactor(value: number) {\n    this.uniforms.outlineWidthFactor.value = value;\n  }\n\n  public get outlineColorFactor(): THREE.Color {\n    return this.uniforms.outlineColorFactor.value;\n  }\n  public set outlineColorFactor(value: THREE.Color) {\n    this.uniforms.outlineColorFactor.value = value;\n  }\n\n  public get outlineLightingMixFactor(): number {\n    return this.uniforms.outlineLightingMixFactor.value;\n  }\n  public set outlineLightingMixFactor(value: number) {\n    this.uniforms.outlineLightingMixFactor.value = value;\n  }\n\n  public get uvAnimationMaskTexture(): THREE.Texture | null {\n    return this.uniforms.uvAnimationMaskTexture.value;\n  }\n  public set uvAnimationMaskTexture(value: THREE.Texture | null) {\n    this.uniforms.uvAnimationMaskTexture.value = value;\n  }\n\n  public get uvAnimationScrollXOffset(): number {\n    return this.uniforms.uvAnimationScrollXOffset.value;\n  }\n  public set uvAnimationScrollXOffset(value: number) {\n    this.uniforms.uvAnimationScrollXOffset.value = value;\n  }\n\n  public get uvAnimationScrollYOffset(): number {\n    return this.uniforms.uvAnimationScrollYOffset.value;\n  }\n  public set uvAnimationScrollYOffset(value: number) {\n    this.uniforms.uvAnimationScrollYOffset.value = value;\n  }\n\n  public get uvAnimationRotationPhase(): number {\n    return this.uniforms.uvAnimationRotationPhase.value;\n  }\n  public set uvAnimationRotationPhase(value: number) {\n    this.uniforms.uvAnimationRotationPhase.value = value;\n  }\n\n  public uvAnimationScrollXSpeedFactor = 0.0;\n  public uvAnimationScrollYSpeedFactor = 0.0;\n  public uvAnimationRotationSpeedFactor = 0.0;\n\n  /**\n   * Whether the material is affected by fog.\n   * `true` by default.\n   */\n  public fog = true;\n\n  /**\n   * Will be read in WebGLPrograms\n   *\n   * See: https://github.com/mrdoob/three.js/blob/4f5236ac3d6f41d904aa58401b40554e8fbdcb15/src/renderers/webgl/WebGLPrograms.js#L190-L191\n   */\n  public normalMapType = THREE.TangentSpaceNormalMap;\n\n  /**\n   * When this is `true`, vertex colors will be ignored.\n   * `true` by default.\n   */\n  private _ignoreVertexColor = true;\n\n  /**\n   * When this is `true`, vertex colors will be ignored.\n   * `true` by default.\n   */\n  public get ignoreVertexColor(): boolean {\n    return this._ignoreVertexColor;\n  }\n  public set ignoreVertexColor(value: boolean) {\n    this._ignoreVertexColor = value;\n\n    this.needsUpdate = true;\n  }\n\n  private _v0CompatShade = false;\n\n  /**\n   * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n   * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n   * Usually not recommended to turn this on.\n   * `false` by default.\n   */\n  get v0CompatShade(): boolean {\n    return this._v0CompatShade;\n  }\n\n  /**\n   * There is a line of the shader called \"comment out if you want to PBR absolutely\" in VRM0.0 MToon.\n   * When this is true, the material enables the line to make it compatible with the legacy rendering of VRM.\n   * Usually not recommended to turn this on.\n   * `false` by default.\n   */\n  set v0CompatShade(v: boolean) {\n    this._v0CompatShade = v;\n\n    this.needsUpdate = true;\n  }\n\n  private _debugMode: MToonMaterialDebugMode = MToonMaterialDebugMode.None;\n\n  /**\n   * Debug mode for the material.\n   * You can visualize several components for diagnosis using debug mode.\n   *\n   * See: {@link MToonMaterialDebugMode}\n   */\n  get debugMode(): MToonMaterialDebugMode {\n    return this._debugMode;\n  }\n\n  /**\n   * Debug mode for the material.\n   * You can visualize several components for diagnosis using debug mode.\n   *\n   * See: {@link MToonMaterialDebugMode}\n   */\n  set debugMode(m: MToonMaterialDebugMode) {\n    this._debugMode = m;\n\n    this.needsUpdate = true;\n  }\n\n  private _outlineWidthMode: MToonMaterialOutlineWidthMode = MToonMaterialOutlineWidthMode.None;\n\n  get outlineWidthMode(): MToonMaterialOutlineWidthMode {\n    return this._outlineWidthMode;\n  }\n  set outlineWidthMode(m: MToonMaterialOutlineWidthMode) {\n    this._outlineWidthMode = m;\n\n    this.needsUpdate = true;\n  }\n\n  private _isOutline = false;\n\n  get isOutline(): boolean {\n    return this._isOutline;\n  }\n  set isOutline(b: boolean) {\n    this._isOutline = b;\n\n    this.needsUpdate = true;\n  }\n\n  /**\n   * Readonly boolean that indicates this is a [[MToonMaterial]].\n   */\n  public get isMToonMaterial(): true {\n    return true;\n  }\n\n  constructor(parameters: MToonMaterialParameters = {}) {\n    super({ vertexShader, fragmentShader });\n\n    // override depthWrite with transparentWithZWrite\n    if (parameters.transparentWithZWrite) {\n      parameters.depthWrite = true;\n    }\n    delete parameters.transparentWithZWrite;\n\n    // == enabling bunch of stuff ==================================================================\n    parameters.fog = true;\n    parameters.lights = true;\n    parameters.clipping = true;\n\n    // == uniforms =================================================================================\n    this.uniforms = THREE.UniformsUtils.merge([\n      THREE.UniformsLib.common, // map\n      THREE.UniformsLib.normalmap, // normalMap\n      THREE.UniformsLib.emissivemap, // emissiveMap\n      THREE.UniformsLib.fog,\n      THREE.UniformsLib.lights,\n      {\n        litFactor: { value: new THREE.Color(1.0, 1.0, 1.0) },\n        mapUvTransform: { value: new THREE.Matrix3() },\n        colorAlpha: { value: 1.0 },\n        normalMapUvTransform: { value: new THREE.Matrix3() },\n        shadeColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        shadeMultiplyTexture: { value: null },\n        shadeMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n        shadingShiftFactor: { value: 0.0 },\n        shadingShiftTexture: { value: null },\n        shadingShiftTextureUvTransform: { value: new THREE.Matrix3() },\n        shadingShiftTextureScale: { value: 1.0 },\n        shadingToonyFactor: { value: 0.9 },\n        giEqualizationFactor: { value: 0.9 },\n        matcapFactor: { value: new THREE.Color(1.0, 1.0, 1.0) },\n        matcapTexture: { value: null },\n        matcapTextureUvTransform: { value: new THREE.Matrix3() },\n        parametricRimColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        rimMultiplyTexture: { value: null },\n        rimMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n        rimLightingMixFactor: { value: 1.0 },\n        parametricRimFresnelPowerFactor: { value: 5.0 },\n        parametricRimLiftFactor: { value: 0.0 },\n        emissive: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        emissiveIntensity: { value: 1.0 },\n        emissiveMapUvTransform: { value: new THREE.Matrix3() },\n        outlineWidthMultiplyTexture: { value: null },\n        outlineWidthMultiplyTextureUvTransform: { value: new THREE.Matrix3() },\n        outlineWidthFactor: { value: 0.0 },\n        outlineColorFactor: { value: new THREE.Color(0.0, 0.0, 0.0) },\n        outlineLightingMixFactor: { value: 1.0 },\n        uvAnimationMaskTexture: { value: null },\n        uvAnimationMaskTextureUvTransform: { value: new THREE.Matrix3() },\n        uvAnimationScrollXOffset: { value: 0.0 },\n        uvAnimationScrollYOffset: { value: 0.0 },\n        uvAnimationRotationPhase: { value: 0.0 },\n      },\n      parameters.uniforms ?? {},\n    ]) as typeof MToonMaterial.prototype.uniforms;\n\n    // == finally compile the shader program =======================================================\n    this.setValues(parameters);\n\n    // == upload uniforms that need to upload ======================================================\n    this._uploadUniformsWorkaround();\n\n    // == update shader stuff ======================================================================\n    this.customProgramCacheKey = () =>\n      [\n        ...Object.entries(this._generateDefines()).map(([token, macro]) => `${token}:${macro}`),\n        this.matcapTexture ? `matcapTextureColorSpace:${getTextureColorSpace(this.matcapTexture)}` : '',\n        this.shadeMultiplyTexture\n          ? `shadeMultiplyTextureColorSpace:${getTextureColorSpace(this.shadeMultiplyTexture)}`\n          : '',\n        this.rimMultiplyTexture ? `rimMultiplyTextureColorSpace:${getTextureColorSpace(this.rimMultiplyTexture)}` : '',\n      ].join(',');\n\n    this.onBeforeCompile = (shader) => {\n      const threeRevision = parseInt(THREE.REVISION, 10);\n\n      const defines =\n        Object.entries({ ...this._generateDefines(), ...this.defines })\n          .filter(([token, macro]) => !!macro)\n          .map(([token, macro]) => `#define ${token} ${macro}`)\n          .join('\\n') + '\\n';\n\n      // -- generate shader code -------------------------------------------------------------------\n      shader.vertexShader = defines + shader.vertexShader;\n      shader.fragmentShader = defines + shader.fragmentShader;\n\n      // -- compat ---------------------------------------------------------------------------------\n\n      // COMPAT: pre-r154\n      // Three.js r154 renames the shader chunk <colorspace_fragment> to <encodings_fragment>\n      if (threeRevision < 154) {\n        shader.fragmentShader = shader.fragmentShader.replace(\n          '#include <colorspace_fragment>',\n          '#include <encodings_fragment>',\n        );\n      }\n    };\n  }\n\n  /**\n   * Update this material.\n   *\n   * @param delta deltaTime since last update\n   */\n  public update(delta: number): void {\n    this._uploadUniformsWorkaround();\n    this._updateUVAnimation(delta);\n  }\n\n  public copy(source: this): this {\n    super.copy(source);\n    // uniforms are already copied at this moment\n\n    // Beginning from r133, uniform textures will be cloned instead of reference\n    // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/examples/jsm/loaders/GLTFLoader.js#L3047\n    // See: https://github.com/mrdoob/three.js/blob/a8813be04a849bd155f7cf6f1b23d8ee2e0fb48b/src/renderers/shaders/UniformsUtils.js#L22\n    // This will leave their `.version` to be `0`\n    // and these textures won't be uploaded to GPU\n    // We are going to workaround this in here\n    // I've opened an issue for this: https://github.com/mrdoob/three.js/issues/22718\n    this.map = source.map;\n    this.normalMap = source.normalMap;\n    this.emissiveMap = source.emissiveMap;\n    this.shadeMultiplyTexture = source.shadeMultiplyTexture;\n    this.shadingShiftTexture = source.shadingShiftTexture;\n    this.matcapTexture = source.matcapTexture;\n    this.rimMultiplyTexture = source.rimMultiplyTexture;\n    this.outlineWidthMultiplyTexture = source.outlineWidthMultiplyTexture;\n    this.uvAnimationMaskTexture = source.uvAnimationMaskTexture;\n\n    // == copy members =============================================================================\n    this.normalMapType = source.normalMapType;\n\n    this.uvAnimationScrollXSpeedFactor = source.uvAnimationScrollXSpeedFactor;\n    this.uvAnimationScrollYSpeedFactor = source.uvAnimationScrollYSpeedFactor;\n    this.uvAnimationRotationSpeedFactor = source.uvAnimationRotationSpeedFactor;\n\n    this.ignoreVertexColor = source.ignoreVertexColor;\n\n    this.v0CompatShade = source.v0CompatShade;\n    this.debugMode = source.debugMode;\n    this.outlineWidthMode = source.outlineWidthMode;\n\n    this.isOutline = source.isOutline;\n\n    // == update shader stuff ======================================================================\n    this.needsUpdate = true;\n\n    return this;\n  }\n\n  /**\n   * Update UV animation state.\n   * Intended to be called via {@link update}.\n   * @param delta deltaTime\n   */\n  private _updateUVAnimation(delta: number): void {\n    this.uniforms.uvAnimationScrollXOffset.value += delta * this.uvAnimationScrollXSpeedFactor;\n    this.uniforms.uvAnimationScrollYOffset.value += delta * this.uvAnimationScrollYSpeedFactor;\n    this.uniforms.uvAnimationRotationPhase.value += delta * this.uvAnimationRotationSpeedFactor;\n    this.uniforms.alphaTest.value = this.alphaTest;\n\n    this.uniformsNeedUpdate = true;\n  }\n\n  /**\n   * Upload uniforms that need to upload but doesn't automatically because of reasons.\n   * Intended to be called via {@link constructor} and {@link update}.\n   */\n  private _uploadUniformsWorkaround(): void {\n    // workaround: since opacity is defined as a property in THREE.Material\n    // and cannot be overridden as an accessor,\n    // We are going to update opacity here\n    this.uniforms.opacity.value = this.opacity;\n\n    // workaround: texture transforms are not updated automatically\n    this._updateTextureMatrix(this.uniforms.map, this.uniforms.mapUvTransform);\n    this._updateTextureMatrix(this.uniforms.normalMap, this.uniforms.normalMapUvTransform);\n    this._updateTextureMatrix(this.uniforms.emissiveMap, this.uniforms.emissiveMapUvTransform);\n    this._updateTextureMatrix(this.uniforms.shadeMultiplyTexture, this.uniforms.shadeMultiplyTextureUvTransform);\n    this._updateTextureMatrix(this.uniforms.shadingShiftTexture, this.uniforms.shadingShiftTextureUvTransform);\n    this._updateTextureMatrix(this.uniforms.matcapTexture, this.uniforms.matcapTextureUvTransform);\n    this._updateTextureMatrix(this.uniforms.rimMultiplyTexture, this.uniforms.rimMultiplyTextureUvTransform);\n    this._updateTextureMatrix(\n      this.uniforms.outlineWidthMultiplyTexture,\n      this.uniforms.outlineWidthMultiplyTextureUvTransform,\n    );\n    this._updateTextureMatrix(this.uniforms.uvAnimationMaskTexture, this.uniforms.uvAnimationMaskTextureUvTransform);\n\n    this.uniformsNeedUpdate = true;\n  }\n\n  /**\n   * Returns a map object of preprocessor token and macro of the shader program.\n   */\n  private _generateDefines(): { [token: string]: boolean | number | string } {\n    const threeRevision = parseInt(THREE.REVISION, 10);\n\n    const useUvInVert = this.outlineWidthMultiplyTexture !== null;\n    const useUvInFrag =\n      this.map !== null ||\n      this.normalMap !== null ||\n      this.emissiveMap !== null ||\n      this.shadeMultiplyTexture !== null ||\n      this.shadingShiftTexture !== null ||\n      this.rimMultiplyTexture !== null ||\n      this.uvAnimationMaskTexture !== null;\n\n    return {\n      // Temporary compat against shader change @ Three.js r126\n      // See: #21205, #21307, #21299\n      THREE_VRM_THREE_REVISION: threeRevision,\n\n      OUTLINE: this._isOutline,\n      MTOON_USE_UV: useUvInVert || useUvInFrag, // we can't use `USE_UV` , it will be redefined in WebGLProgram.js\n      MTOON_UVS_VERTEX_ONLY: useUvInVert && !useUvInFrag,\n      V0_COMPAT_SHADE: this._v0CompatShade,\n      USE_SHADEMULTIPLYTEXTURE: this.shadeMultiplyTexture !== null,\n      USE_SHADINGSHIFTTEXTURE: this.shadingShiftTexture !== null,\n      USE_MATCAPTEXTURE: this.matcapTexture !== null,\n      USE_RIMMULTIPLYTEXTURE: this.rimMultiplyTexture !== null,\n      USE_OUTLINEWIDTHMULTIPLYTEXTURE: this._isOutline && this.outlineWidthMultiplyTexture !== null,\n      USE_UVANIMATIONMASKTEXTURE: this.uvAnimationMaskTexture !== null,\n      IGNORE_VERTEX_COLOR: this._ignoreVertexColor === true,\n      DEBUG_NORMAL: this._debugMode === 'normal',\n      DEBUG_LITSHADERATE: this._debugMode === 'litShadeRate',\n      DEBUG_UV: this._debugMode === 'uv',\n      OUTLINE_WIDTH_WORLD: this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.WorldCoordinates,\n      OUTLINE_WIDTH_SCREEN:\n        this._isOutline && this._outlineWidthMode === MToonMaterialOutlineWidthMode.ScreenCoordinates,\n    };\n  }\n\n  private _updateTextureMatrix(src: THREE.IUniform<THREE.Texture | null>, dst: THREE.IUniform<THREE.Matrix3>): void {\n    if (src.value) {\n      if (src.value.matrixAutoUpdate) {\n        src.value.updateMatrix();\n      }\n\n      dst.value.copy(src.value.matrix);\n    }\n  }\n}\n", "// #define PHONG\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n  varying vec3 vNormal;\n#endif\n\n#include <common>\n\n// #include <uv_pars_vertex>\n#ifdef MTOON_USE_UV\n  varying vec2 vUv;\n\n  // COMPAT: pre-r151 uses a common uvTransform\n  #if THREE_VRM_THREE_REVISION < 151\n    uniform mat3 uvTransform;\n  #endif\n#endif\n\n// #include <uv2_pars_vertex>\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\n#if THREE_VRM_THREE_REVISION < 151\n  #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n    attribute vec2 uv2;\n    varying vec2 vUv2;\n    uniform mat3 uv2Transform;\n  #endif\n#endif\n\n// #include <displacementmap_pars_vertex>\n// #include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\n#ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\n  uniform sampler2D outlineWidthMultiplyTexture;\n  uniform mat3 outlineWidthMultiplyTextureUvTransform;\n#endif\n\nuniform float outlineWidthFactor;\n\nvoid main() {\n\n  // #include <uv_vertex>\n  #ifdef MTOON_USE_UV\n    // COMPAT: pre-r151 uses a common uvTransform\n    #if THREE_VRM_THREE_REVISION >= 151\n      vUv = uv;\n    #else\n      vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n    #endif\n  #endif\n\n  // #include <uv2_vertex>\n  // COMAPT: pre-r151 uses uv2 for lightMap and aoMap\n  #if THREE_VRM_THREE_REVISION < 151\n    #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n      vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n    #endif\n  #endif\n\n  #include <color_vertex>\n\n  #include <beginnormal_vertex>\n  #include <morphnormal_vertex>\n  #include <skinbase_vertex>\n  #include <skinnormal_vertex>\n\n  // we need this to compute the outline properly\n  objectNormal = normalize( objectNormal );\n\n  #include <defaultnormal_vertex>\n\n  #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n    vNormal = normalize( transformedNormal );\n  #endif\n\n  #include <begin_vertex>\n\n  #include <morphtarget_vertex>\n  #include <skinning_vertex>\n  // #include <displacementmap_vertex>\n  #include <project_vertex>\n  #include <logdepthbuf_vertex>\n  #include <clipping_planes_vertex>\n\n  vViewPosition = - mvPosition.xyz;\n\n  float outlineTex = 1.0;\n\n  #ifdef OUTLINE\n    #ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE\n      vec2 outlineWidthMultiplyTextureUv = ( outlineWidthMultiplyTextureUvTransform * vec3( vUv, 1 ) ).xy;\n      outlineTex = texture2D( outlineWidthMultiplyTexture, outlineWidthMultiplyTextureUv ).g;\n    #endif\n\n    #ifdef OUTLINE_WIDTH_WORLD\n      float worldNormalLength = length( transformedNormal );\n      vec3 outlineOffset = outlineWidthFactor * outlineTex * worldNormalLength * objectNormal;\n      gl_Position = projectionMatrix * modelViewMatrix * vec4( outlineOffset + transformed, 1.0 );\n    #endif\n\n    #ifdef OUTLINE_WIDTH_SCREEN\n      vec3 clipNormal = ( projectionMatrix * modelViewMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n      vec2 projectedNormal = normalize( clipNormal.xy );\n      projectedNormal.x *= projectionMatrix[ 0 ].x / projectionMatrix[ 1 ].y;\n      gl_Position.xy += 2.0 * outlineWidthFactor * outlineTex * projectedNormal.xy;\n    #endif\n\n    gl_Position.z += 1E-6 * gl_Position.w; // anti-artifact magic\n  #endif\n\n  #include <worldpos_vertex>\n  // #include <envmap_vertex>\n  #include <shadowmap_vertex>\n  #include <fog_vertex>\n\n}", "// #define PHONG\n\nuniform vec3 litFactor;\n\nuniform float opacity;\n\nuniform vec3 shadeColorFactor;\n#ifdef USE_SHADEMULTIPLYTEXTURE\n  uniform sampler2D shadeMultiplyTexture;\n  uniform mat3 shadeMultiplyTextureUvTransform;\n#endif\n\nuniform float shadingShiftFactor;\nuniform float shadingToonyFactor;\n\n#ifdef USE_SHADINGSHIFTTEXTURE\n  uniform sampler2D shadingShiftTexture;\n  uniform mat3 shadingShiftTextureUvTransform;\n  uniform float shadingShiftTextureScale;\n#endif\n\nuniform float giEqualizationFactor;\n\nuniform vec3 parametricRimColorFactor;\n#ifdef USE_RIMMULTIPLYTEXTURE\n  uniform sampler2D rimMultiplyTexture;\n  uniform mat3 rimMultiplyTextureUvTransform;\n#endif\nuniform float rimLightingMixFactor;\nuniform float parametricRimFresnelPowerFactor;\nuniform float parametricRimLiftFactor;\n\n#ifdef USE_MATCAPTEXTURE\n  uniform vec3 matcapFactor;\n  uniform sampler2D matcapTexture;\n  uniform mat3 matcapTextureUvTransform;\n#endif\n\nuniform vec3 emissive;\nuniform float emissiveIntensity;\n\nuniform vec3 outlineColorFactor;\nuniform float outlineLightingMixFactor;\n\n#ifdef USE_UVANIMATIONMASKTEXTURE\n  uniform sampler2D uvAnimationMaskTexture;\n  uniform mat3 uvAnimationMaskTextureUvTransform;\n#endif\n\nuniform float uvAnimationScrollXOffset;\nuniform float uvAnimationScrollYOffset;\nuniform float uvAnimationRotationPhase;\n\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n\n// #include <uv_pars_fragment>\n#if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\n  varying vec2 vUv;\n#endif\n\n// #include <uv2_pars_fragment>\n// COMAPT: pre-r151 uses uv2 for lightMap and aoMap\n#if THREE_VRM_THREE_REVISION < 151\n  #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n    varying vec2 vUv2;\n  #endif\n#endif\n\n#include <map_pars_fragment>\n\n#ifdef USE_MAP\n  uniform mat3 mapUvTransform;\n#endif\n\n// #include <alphamap_pars_fragment>\n\n#include <alphatest_pars_fragment>\n\n#include <aomap_pars_fragment>\n// #include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n\n#ifdef USE_EMISSIVEMAP\n  uniform mat3 emissiveMapUvTransform;\n#endif\n\n// #include <envmap_common_pars_fragment>\n// #include <envmap_pars_fragment>\n// #include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n\n// #include <bsdfs>\n// COMPAT: pre-r151 doesn't have BRDF_Lambert in <common>\n#if THREE_VRM_THREE_REVISION < 151\n  vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n    return RECIPROCAL_PI * diffuseColor;\n  }\n#endif\n\n#include <lights_pars_begin>\n\n#include <normal_pars_fragment>\n\n// #include <lights_phong_pars_fragment>\nvarying vec3 vViewPosition;\n\nstruct MToonMaterial {\n  vec3 diffuseColor;\n  vec3 shadeColor;\n  float shadingShift;\n};\n\nfloat linearstep( float a, float b, float t ) {\n  return clamp( ( t - a ) / ( b - a ), 0.0, 1.0 );\n}\n\n/**\n * Convert NdotL into toon shading factor using shadingShift and shadingToony\n */\nfloat getShading(\n  const in float dotNL,\n  const in float shadow,\n  const in float shadingShift\n) {\n  float shading = dotNL;\n  shading = shading + shadingShift;\n  shading = linearstep( -1.0 + shadingToonyFactor, 1.0 - shadingToonyFactor, shading );\n  shading *= shadow;\n  return shading;\n}\n\n/**\n * Mix diffuseColor and shadeColor using shading factor and light color\n */\nvec3 getDiffuse(\n  const in MToonMaterial material,\n  const in float shading,\n  in vec3 lightColor\n) {\n  #ifdef DEBUG_LITSHADERATE\n    return vec3( BRDF_Lambert( shading * lightColor ) );\n  #endif\n\n  vec3 col = lightColor * BRDF_Lambert( mix( material.shadeColor, material.diffuseColor, shading ) );\n\n  // The \"comment out if you want to PBR absolutely\" line\n  #ifdef V0_COMPAT_SHADE\n    col = min( col, material.diffuseColor );\n  #endif\n\n  return col;\n}\n\n// COMPAT: pre-r156 uses a struct GeometricContext\n#if THREE_VRM_THREE_REVISION >= 157\n  void RE_Direct_MToon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\n    float dotNL = clamp( dot( geometryNormal, directLight.direction ), -1.0, 1.0 );\n    vec3 irradiance = directLight.color;\n\n    // directSpecular will be used for rim lighting, not an actual specular\n    reflectedLight.directSpecular += irradiance;\n\n    irradiance *= dotNL;\n\n    float shading = getShading( dotNL, shadow, material.shadingShift );\n\n    // toon shaded diffuse\n    reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\n  }\n\n  void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\n    // indirect diffuse will use diffuseColor, no shadeColor involved\n    reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n    // directSpecular will be used for rim lighting, not an actual specular\n    reflectedLight.directSpecular += irradiance;\n  }\n#else\n  void RE_Direct_MToon( const in IncidentLight directLight, const in GeometricContext geometry, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) {\n    float dotNL = clamp( dot( geometry.normal, directLight.direction ), -1.0, 1.0 );\n    vec3 irradiance = directLight.color;\n\n    // directSpecular will be used for rim lighting, not an actual specular\n    reflectedLight.directSpecular += irradiance;\n\n    irradiance *= dotNL;\n\n    float shading = getShading( dotNL, shadow, material.shadingShift );\n\n    // toon shaded diffuse\n    reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color );\n  }\n\n  void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in GeometricContext geometry, const in MToonMaterial material, inout ReflectedLight reflectedLight ) {\n    // indirect diffuse will use diffuseColor, no shadeColor involved\n    reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n    // directSpecular will be used for rim lighting, not an actual specular\n    reflectedLight.directSpecular += irradiance;\n  }\n#endif\n\n#define RE_Direct RE_Direct_MToon\n#define RE_IndirectDiffuse RE_IndirectDiffuse_MToon\n#define Material_LightProbeLOD( material ) (0)\n\n#include <shadowmap_pars_fragment>\n// #include <bumpmap_pars_fragment>\n\n// #include <normalmap_pars_fragment>\n#ifdef USE_NORMALMAP\n\n  uniform sampler2D normalMap;\n  uniform mat3 normalMapUvTransform;\n  uniform vec2 normalScale;\n\n#endif\n\n// COMPAT: pre-r151\n// USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\n#if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\n\n  uniform mat3 normalMatrix;\n\n#endif\n\n// COMPAT: pre-r151\n// USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( TANGENTSPACE_NORMALMAP ) )\n\n  // Per-Pixel Tangent Space Normal Mapping\n  // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n  // three-vrm specific change: it requires `uv` as an input in order to support uv scrolls\n\n  // Temporary compat against shader change @ Three.js r126, r151\n  #if THREE_VRM_THREE_REVISION >= 151\n\n    mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\n      vec3 q0 = dFdx( eye_pos.xyz );\n      vec3 q1 = dFdy( eye_pos.xyz );\n      vec2 st0 = dFdx( uv.st );\n      vec2 st1 = dFdy( uv.st );\n\n      vec3 N = surf_norm;\n\n      vec3 q1perp = cross( q1, N );\n      vec3 q0perp = cross( N, q0 );\n\n      vec3 T = q1perp * st0.x + q0perp * st1.x;\n      vec3 B = q1perp * st0.y + q0perp * st1.y;\n\n      float det = max( dot( T, T ), dot( B, B ) );\n      float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\n      return mat3( T * scale, B * scale, N );\n\n    }\n\n  #else\n\n    vec3 perturbNormal2Arb( vec2 uv, vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\n      vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n      vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n      vec2 st0 = dFdx( uv.st );\n      vec2 st1 = dFdy( uv.st );\n\n      vec3 N = normalize( surf_norm );\n\n      vec3 q1perp = cross( q1, N );\n      vec3 q0perp = cross( N, q0 );\n\n      vec3 T = q1perp * st0.x + q0perp * st1.x;\n      vec3 B = q1perp * st0.y + q0perp * st1.y;\n\n      // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0\n      // TODO: Is this still required? Or shall I make a PR about it?\n      if ( length( T ) == 0.0 || length( B ) == 0.0 ) {\n        return surf_norm;\n      }\n\n      float det = max( dot( T, T ), dot( B, B ) );\n      float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\n      return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\n    }\n\n  #endif\n\n#endif\n\n// #include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\n// == post correction ==========================================================\nvoid postCorrection() {\n  #include <tonemapping_fragment>\n  #include <colorspace_fragment>\n  #include <fog_fragment>\n  #include <premultiplied_alpha_fragment>\n  #include <dithering_fragment>\n}\n\n// == main procedure ===========================================================\nvoid main() {\n  #include <clipping_planes_fragment>\n\n  vec2 uv = vec2(0.5, 0.5);\n\n  #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\n    uv = vUv;\n\n    float uvAnimMask = 1.0;\n    #ifdef USE_UVANIMATIONMASKTEXTURE\n      vec2 uvAnimationMaskTextureUv = ( uvAnimationMaskTextureUvTransform * vec3( uv, 1 ) ).xy;\n      uvAnimMask = texture2D( uvAnimationMaskTexture, uvAnimationMaskTextureUv ).b;\n    #endif\n\n    float uvRotCos = cos( uvAnimationRotationPhase * uvAnimMask );\n    float uvRotSin = sin( uvAnimationRotationPhase * uvAnimMask );\n    uv = mat2( uvRotCos, -uvRotSin, uvRotSin, uvRotCos ) * ( uv - 0.5 ) + 0.5;\n    uv = uv + vec2( uvAnimationScrollXOffset, uvAnimationScrollYOffset ) * uvAnimMask;\n  #endif\n\n  #ifdef DEBUG_UV\n    gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n    #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) )\n      gl_FragColor = vec4( uv, 0.0, 1.0 );\n    #endif\n    return;\n  #endif\n\n  vec4 diffuseColor = vec4( litFactor, opacity );\n  ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n  vec3 totalEmissiveRadiance = emissive * emissiveIntensity;\n\n  #include <logdepthbuf_fragment>\n\n  // #include <map_fragment>\n  #ifdef USE_MAP\n    vec2 mapUv = ( mapUvTransform * vec3( uv, 1 ) ).xy;\n    vec4 sampledDiffuseColor = texture2D( map, mapUv );\n    #ifdef DECODE_VIDEO_TEXTURE\n      sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n    #endif\n    diffuseColor *= sampledDiffuseColor;\n  #endif\n\n  // #include <color_fragment>\n  #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\n    diffuseColor.rgb *= vColor;\n  #endif\n\n  // #include <alphamap_fragment>\n\n  #include <alphatest_fragment>\n\n  // #include <specularmap_fragment>\n\n  // #include <normal_fragment_begin>\n  float faceDirection = gl_FrontFacing ? 1.0 : -1.0;\n\n  #ifdef FLAT_SHADED\n\n    vec3 fdx = dFdx( vViewPosition );\n    vec3 fdy = dFdy( vViewPosition );\n    vec3 normal = normalize( cross( fdx, fdy ) );\n\n  #else\n\n    vec3 normal = normalize( vNormal );\n\n    #ifdef DOUBLE_SIDED\n\n      normal *= faceDirection;\n\n    #endif\n\n  #endif\n\n  #ifdef USE_NORMALMAP\n\n    vec2 normalMapUv = ( normalMapUvTransform * vec3( uv, 1 ) ).xy;\n\n  #endif\n\n  #ifdef USE_NORMALMAP_TANGENTSPACE\n\n    #ifdef USE_TANGENT\n\n      mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\n    #else\n\n      mat3 tbn = getTangentFrame( - vViewPosition, normal, normalMapUv );\n\n    #endif\n\n    #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\n      tbn[0] *= faceDirection;\n      tbn[1] *= faceDirection;\n\n    #endif\n\n  #endif\n\n  #ifdef USE_CLEARCOAT_NORMALMAP\n\n    #ifdef USE_TANGENT\n\n      mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\n    #else\n\n      mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\n    #endif\n\n    #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\n      tbn2[0] *= faceDirection;\n      tbn2[1] *= faceDirection;\n\n    #endif\n\n  #endif\n\n  // non perturbed normal for clearcoat among others\n\n  vec3 nonPerturbedNormal = normal;\n\n  #ifdef OUTLINE\n    normal *= -1.0;\n  #endif\n\n  // #include <normal_fragment_maps>\n\n  // COMPAT: pre-r151\n  // USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151\n  #if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP )\n\n    normal = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\n\n    #ifdef FLIP_SIDED\n\n      normal = - normal;\n\n    #endif\n\n    #ifdef DOUBLE_SIDED\n\n      normal = normal * faceDirection;\n\n    #endif\n\n    normal = normalize( normalMatrix * normal );\n\n  // COMPAT: pre-r151\n  // USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151\n  #elif defined( USE_NORMALMAP_TANGENTSPACE ) || defined( TANGENTSPACE_NORMALMAP )\n\n    vec3 mapN = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0;\n    mapN.xy *= normalScale;\n\n    // COMPAT: pre-r151\n    #if THREE_VRM_THREE_REVISION >= 151 || defined( USE_TANGENT )\n\n      normal = normalize( tbn * mapN );\n\n    #else\n\n      normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN, faceDirection );\n\n    #endif\n\n  #endif\n\n  // #include <emissivemap_fragment>\n  #ifdef USE_EMISSIVEMAP\n    vec2 emissiveMapUv = ( emissiveMapUvTransform * vec3( uv, 1 ) ).xy;\n    totalEmissiveRadiance *= texture2D( emissiveMap, emissiveMapUv ).rgb;\n  #endif\n\n  #ifdef DEBUG_NORMAL\n    gl_FragColor = vec4( 0.5 + 0.5 * normal, 1.0 );\n    return;\n  #endif\n\n  // -- MToon: lighting --------------------------------------------------------\n  // accumulation\n  // #include <lights_phong_fragment>\n  MToonMaterial material;\n\n  material.diffuseColor = diffuseColor.rgb;\n\n  material.shadeColor = shadeColorFactor;\n  #ifdef USE_SHADEMULTIPLYTEXTURE\n    vec2 shadeMultiplyTextureUv = ( shadeMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\n    material.shadeColor *= texture2D( shadeMultiplyTexture, shadeMultiplyTextureUv ).rgb;\n  #endif\n\n  #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) )\n    material.shadeColor.rgb *= vColor;\n  #endif\n\n  material.shadingShift = shadingShiftFactor;\n  #ifdef USE_SHADINGSHIFTTEXTURE\n    vec2 shadingShiftTextureUv = ( shadingShiftTextureUvTransform * vec3( uv, 1 ) ).xy;\n    material.shadingShift += texture2D( shadingShiftTexture, shadingShiftTextureUv ).r * shadingShiftTextureScale;\n  #endif\n\n  // #include <lights_fragment_begin>\n\n  // MToon Specific changes:\n  // Since we want to take shadows into account of shading instead of irradiance,\n  // we had to modify the codes that multiplies the results of shadowmap into color of direct lights.\n\n  // COMPAT: pre-r156 uses a struct GeometricContext\n  #if THREE_VRM_THREE_REVISION >= 157\n    vec3 geometryPosition = - vViewPosition;\n    vec3 geometryNormal = normal;\n    vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n    vec3 geometryClearcoatNormal;\n\n    #ifdef USE_CLEARCOAT\n\n      geometryClearcoatNormal = clearcoatNormal;\n\n    #endif\n  #else\n    GeometricContext geometry;\n\n    geometry.position = - vViewPosition;\n    geometry.normal = normal;\n    geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n    #ifdef USE_CLEARCOAT\n\n      geometry.clearcoatNormal = clearcoatNormal;\n\n    #endif\n  #endif\n\n  IncidentLight directLight;\n\n  // since these variables will be used in unrolled loop, we have to define in prior\n  float shadow;\n\n  #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n    PointLight pointLight;\n    #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n    PointLightShadow pointLightShadow;\n    #endif\n\n    #pragma unroll_loop_start\n    for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n      pointLight = pointLights[ i ];\n\n      // COMPAT: pre-r156 uses a struct GeometricContext\n      #if THREE_VRM_THREE_REVISION >= 157\n        getPointLightInfo( pointLight, geometryPosition, directLight );\n      #else\n        getPointLightInfo( pointLight, geometry, directLight );\n      #endif\n\n      shadow = 1.0;\n      #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n      pointLightShadow = pointLightShadows[ i ];\n      // COMPAT: pre-r166\n      // r166 introduced shadowIntensity\n      #if THREE_VRM_THREE_REVISION >= 166\n        shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n      #else\n        shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n      #endif\n      #endif\n\n      // COMPAT: pre-r156 uses a struct GeometricContext\n      #if THREE_VRM_THREE_REVISION >= 157\n        RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\n      #else\n        RE_Direct( directLight, geometry, material, shadow, reflectedLight );\n      #endif\n\n    }\n    #pragma unroll_loop_end\n\n  #endif\n\n  #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n    SpotLight spotLight;\n    #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n    SpotLightShadow spotLightShadow;\n    #endif\n\n    #pragma unroll_loop_start\n    for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n      spotLight = spotLights[ i ];\n\n      // COMPAT: pre-r156 uses a struct GeometricContext\n      #if THREE_VRM_THREE_REVISION >= 157\n        getSpotLightInfo( spotLight, geometryPosition, directLight );\n      #else\n        getSpotLightInfo( spotLight, geometry, directLight );\n      #endif\n\n      shadow = 1.0;\n      #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n      spotLightShadow = spotLightShadows[ i ];\n      // COMPAT: pre-r166\n      // r166 introduced shadowIntensity\n      #if THREE_VRM_THREE_REVISION >= 166\n        shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n      #else\n        shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n      #endif\n      #endif\n\n      // COMPAT: pre-r156 uses a struct GeometricContext\n      #if THREE_VRM_THREE_REVISION >= 157\n        RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\n      #else\n        RE_Direct( directLight, geometry, material, shadow, reflectedLight );\n      #endif\n\n    }\n    #pragma unroll_loop_end\n\n  #endif\n\n  #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\n    DirectionalLight directionalLight;\n    #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n    DirectionalLightShadow directionalLightShadow;\n    #endif\n\n    #pragma unroll_loop_start\n    for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n      directionalLight = directionalLights[ i ];\n\n      // COMPAT: pre-r156 uses a struct GeometricContext\n      #if THREE_VRM_THREE_REVISION >= 157\n        getDirectionalLightInfo( directionalLight, directLight );\n      #else\n        getDirectionalLightInfo( directionalLight, geometry, directLight );\n      #endif\n\n      shadow = 1.0;\n      #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n      directionalLightShadow = directionalLightShadows[ i ];\n      // COMPAT: pre-r166\n      // r166 introduced shadowIntensity\n      #if THREE_VRM_THREE_REVISION >= 166\n        shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n      #else\n        shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n      #endif\n      #endif\n\n      // COMPAT: pre-r156 uses a struct GeometricContext\n      #if THREE_VRM_THREE_REVISION >= 157\n        RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight );\n      #else\n        RE_Direct( directLight, geometry, material, shadow, reflectedLight );\n      #endif\n\n    }\n    #pragma unroll_loop_end\n\n  #endif\n\n  // #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n  //   RectAreaLight rectAreaLight;\n\n  //   #pragma unroll_loop_start\n  //   for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n  //     rectAreaLight = rectAreaLights[ i ];\n  //     RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\n  //   }\n  //   #pragma unroll_loop_end\n\n  // #endif\n\n  #if defined( RE_IndirectDiffuse )\n\n    vec3 iblIrradiance = vec3( 0.0 );\n\n    vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n    // COMPAT: pre-r156 uses a struct GeometricContext\n    // COMPAT: pre-r156 doesn't have a define USE_LIGHT_PROBES\n    #if THREE_VRM_THREE_REVISION >= 157\n      #if defined( USE_LIGHT_PROBES )\n        irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n      #endif\n    #else\n      irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n    #endif\n\n    #if ( NUM_HEMI_LIGHTS > 0 )\n\n      #pragma unroll_loop_start\n      for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n        // COMPAT: pre-r156 uses a struct GeometricContext\n        #if THREE_VRM_THREE_REVISION >= 157\n          irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n        #else\n          irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n        #endif\n\n      }\n      #pragma unroll_loop_end\n\n    #endif\n\n  #endif\n\n  // #if defined( RE_IndirectSpecular )\n\n  //   vec3 radiance = vec3( 0.0 );\n  //   vec3 clearcoatRadiance = vec3( 0.0 );\n\n  // #endif\n\n  #include <lights_fragment_maps>\n  #include <lights_fragment_end>\n\n  // modulation\n  #include <aomap_fragment>\n\n  vec3 col = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\n  #ifdef DEBUG_LITSHADERATE\n    gl_FragColor = vec4( col, diffuseColor.a );\n    postCorrection();\n    return;\n  #endif\n\n  // -- MToon: rim lighting -----------------------------------------\n  vec3 viewDir = normalize( vViewPosition );\n\n  #ifndef PHYSICALLY_CORRECT_LIGHTS\n    reflectedLight.directSpecular /= PI;\n  #endif\n  vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, 1.0 );\n\n  vec3 rim = parametricRimColorFactor * pow( saturate( 1.0 - dot( viewDir, normal ) + parametricRimLiftFactor ), parametricRimFresnelPowerFactor );\n\n  #ifdef USE_MATCAPTEXTURE\n    {\n      vec3 x = normalize( vec3( viewDir.z, 0.0, -viewDir.x ) );\n      vec3 y = cross( viewDir, x ); // guaranteed to be normalized\n      vec2 sphereUv = 0.5 + 0.5 * vec2( dot( x, normal ), -dot( y, normal ) );\n      sphereUv = ( matcapTextureUvTransform * vec3( sphereUv, 1 ) ).xy;\n      vec3 matcap = texture2D( matcapTexture, sphereUv ).rgb;\n      rim += matcapFactor * matcap;\n    }\n  #endif\n\n  #ifdef USE_RIMMULTIPLYTEXTURE\n    vec2 rimMultiplyTextureUv = ( rimMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy;\n    rim *= texture2D( rimMultiplyTexture, rimMultiplyTextureUv ).rgb;\n  #endif\n\n  col += rimMix * rim;\n\n  // -- MToon: Emission --------------------------------------------------------\n  col += totalEmissiveRadiance;\n\n  // #include <envmap_fragment>\n\n  // -- Almost done! -----------------------------------------------------------\n  #if defined( OUTLINE )\n    col = outlineColorFactor.rgb * mix( vec3( 1.0 ), col, outlineLightingMixFactor );\n  #endif\n\n  #ifdef OPAQUE\n    diffuseColor.a = 1.0;\n  #endif\n\n  gl_FragColor = vec4( col, diffuseColor.a );\n  postCorrection();\n}\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * Specifiers of debug mode of {@link MToonMaterial}.\n *\n * See: {@link MToonMaterial.debugMode}\n */\nexport const MToonMaterialDebugMode = {\n  /**\n   * Render normally.\n   */\n  None: 'none',\n\n  /**\n   * Visualize normals of the surface.\n   */\n  Normal: 'normal',\n\n  /**\n   * Visualize lit/shade of the surface.\n   */\n  LitShadeRate: 'litShadeRate',\n\n  /**\n   * Visualize UV of the surface.\n   */\n  UV: 'uv',\n} as const;\n\nexport type MToonMaterialDebugMode = typeof MToonMaterialDebugMode[keyof typeof MToonMaterialDebugMode];\n", "/* eslint-disable @typescript-eslint/naming-convention */\n\nexport const MToonMaterialOutlineWidthMode = {\n  None: 'none',\n  WorldCoordinates: 'worldCoordinates',\n  ScreenCoordinates: 'screenCoordinates',\n} as const;\n\nexport type MToonMaterialOutlineWidthMode =\n  typeof MToonMaterialOutlineWidthMode[keyof typeof MToonMaterialOutlineWidthMode];\n", "import * as THREE from 'three';\n\nconst encodingColorSpaceMap: Record<any, '' | 'srgb'> = {\n  // eslint-disable-next-line @typescript-eslint/naming-convention\n  3000: '',\n  // eslint-disable-next-line @typescript-eslint/naming-convention\n  3001: 'srgb',\n};\n\n/**\n * A compat function to get texture color space.\n *\n * COMPAT: pre-r152\n * Starting from Three.js r152, `texture.encoding` is renamed to `texture.colorSpace`.\n * This function will handle the comapt.\n *\n * @param texture The texture you want to get the color space from\n */\nexport function getTextureColorSpace(texture: THREE.Texture): '' | 'srgb' {\n  if (parseInt(THREE.REVISION, 10) >= 152) {\n    return texture.colorSpace as '' | 'srgb';\n  } else {\n    return encodingColorSpaceMap[(texture as any).encoding];\n  }\n}\n", "import { GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport * as HDREmissiveMultiplierSchema from '@pixiv/types-vrmc-materials-hdr-emissive-multiplier-1.0';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nexport class VRMMaterialsHDREmissiveMultiplierLoaderPlugin implements GLTFLoaderPlugin {\n  public static EXTENSION_NAME = 'VRMC_materials_hdr_emissiveMultiplier' as const;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    return VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n  }\n\n  public async extendMaterialParams(materialIndex: number, materialParams: { [key: string]: any }): Promise<void> {\n    const extension = this._getHDREmissiveMultiplierExtension(materialIndex);\n    if (extension == null) {\n      return;\n    }\n\n    // This extension is archived. Emit warning\n    // See: https://github.com/vrm-c/vrm-specification/pull/375\n    console.warn(\n      'VRMMaterialsHDREmissiveMultiplierLoaderPlugin: `VRMC_materials_hdr_emissiveMultiplier` is archived. Use `KHR_materials_emissive_strength` instead.',\n    );\n\n    const emissiveMultiplier = extension.emissiveMultiplier;\n    materialParams.emissiveIntensity = emissiveMultiplier;\n  }\n\n  private _getHDREmissiveMultiplierExtension(\n    materialIndex: number,\n  ): HDREmissiveMultiplierSchema.VRMCMaterialsHDREmissiveMultiplier | undefined {\n    const parser = this.parser;\n    const json = parser.json as GLTFSchema.IGLTF;\n\n    const materialDef = json.materials?.[materialIndex];\n\n    if (materialDef == null) {\n      console.warn(\n        `VRMMaterialsHDREmissiveMultiplierLoaderPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`,\n      );\n      return undefined;\n    }\n\n    const extension = materialDef.extensions?.[VRMMaterialsHDREmissiveMultiplierLoaderPlugin.EXTENSION_NAME] as\n      | HDREmissiveMultiplierSchema.VRMCMaterialsHDREmissiveMultiplier\n      | undefined;\n    if (extension == null) {\n      return undefined;\n    }\n\n    return extension;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRM as V0VRM, Material as V0Material } from '@pixiv/types-vrm-0.0';\nimport * as V1MToonSchema from '@pixiv/types-vrmc-materials-mtoon-1.0';\nimport type { GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { gammaEOTF } from './utils/gammaEOTF';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\n\nexport class VRMMaterialsV0CompatPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  /**\n   * A map from v0 render queue to v1 render queue offset, for Transparent materials.\n   */\n  private readonly _renderQueueMapTransparent: Map<number, number>;\n\n  /**\n   * A map from v0 render queue to v1 render queue offset, for TransparentZWrite materials.\n   */\n  private readonly _renderQueueMapTransparentZWrite: Map<number, number>;\n\n  public get name(): string {\n    return 'VRMMaterialsV0CompatPlugin';\n  }\n\n  public constructor(parser: GLTFParser) {\n    this.parser = parser;\n\n    this._renderQueueMapTransparent = new Map();\n    this._renderQueueMapTransparentZWrite = new Map();\n\n    // WORKAROUND: Add KHR_texture_transform to extensionsUsed\n    // It is too late to add this in beforeRoot\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    json.extensionsUsed = json.extensionsUsed ?? [];\n    if (json.extensionsUsed.indexOf('KHR_texture_transform') === -1) {\n      json.extensionsUsed.push('KHR_texture_transform');\n    }\n  }\n\n  public async beforeRoot(): Promise<void> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use V0VRM\n    const v0VRMExtension = json.extensions?.['VRM'] as V0VRM | undefined;\n    const v0MaterialProperties = v0VRMExtension?.materialProperties;\n    if (!v0MaterialProperties) {\n      return;\n    }\n\n    // populate render queue map\n    this._populateRenderQueueMap(v0MaterialProperties);\n\n    // convert V0 material properties into V1 compatible format\n    v0MaterialProperties.forEach((materialProperties, materialIndex) => {\n      const materialDef = json.materials?.[materialIndex];\n\n      if (materialDef == null) {\n        console.warn(\n          `VRMMaterialsV0CompatPlugin: Attempt to use materials[${materialIndex}] of glTF but the material doesn't exist`,\n        );\n        return;\n      }\n\n      if (materialProperties.shader === 'VRM/MToon') {\n        const material = this._parseV0MToonProperties(materialProperties, materialDef);\n        json.materials![materialIndex] = material;\n      } else if (materialProperties.shader?.startsWith('VRM/Unlit')) {\n        const material = this._parseV0UnlitProperties(materialProperties, materialDef);\n        json.materials![materialIndex] = material;\n      } else if (materialProperties.shader === 'VRM_USE_GLTFSHADER') {\n        // `json.materials[materialIndex]` should be already valid\n      } else {\n        console.warn(`VRMMaterialsV0CompatPlugin: Unknown shader: ${materialProperties.shader}`);\n      }\n    });\n  }\n\n  private _parseV0MToonProperties(\n    materialProperties: V0Material,\n    schemaMaterial: GLTFSchema.IMaterial,\n  ): GLTFSchema.IMaterial {\n    const isTransparent = materialProperties.keywordMap?.['_ALPHABLEND_ON'] ?? false;\n    const enabledZWrite = materialProperties.floatProperties?.['_ZWrite'] === 1;\n    const transparentWithZWrite = enabledZWrite && isTransparent;\n\n    const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n\n    const isCutoff = materialProperties.keywordMap?.['_ALPHATEST_ON'] ?? false;\n    const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n    const alphaCutoff = isCutoff ? materialProperties.floatProperties?.['_Cutoff'] ?? 0.5 : undefined;\n\n    const cullMode = materialProperties.floatProperties?.['_CullMode'] ?? 2; // enum, { Off, Front, Back }\n    const doubleSided = cullMode === 0;\n\n    const textureTransformExt = this._portTextureTransform(materialProperties);\n\n    const baseColorFactor = (materialProperties.vectorProperties?.['_Color'] ?? [1.0, 1.0, 1.0, 1.0]).map(\n      (v: number, i: number) => (i === 3 ? v : gammaEOTF(v)), // alpha channel is stored in linear\n    );\n    const baseColorTextureIndex = materialProperties.textureProperties?.['_MainTex'];\n    const baseColorTexture =\n      baseColorTextureIndex != null\n        ? {\n            index: baseColorTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const normalTextureScale = materialProperties.floatProperties?.['_BumpScale'] ?? 1.0;\n    const normalTextureIndex = materialProperties.textureProperties?.['_BumpMap'];\n    const normalTexture =\n      normalTextureIndex != null\n        ? {\n            index: normalTextureIndex,\n            scale: normalTextureScale,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const emissiveFactor = (materialProperties.vectorProperties?.['_EmissionColor'] ?? [0.0, 0.0, 0.0, 1.0]).map(\n      gammaEOTF,\n    );\n    const emissiveTextureIndex = materialProperties.textureProperties?.['_EmissionMap'];\n    const emissiveTexture =\n      emissiveTextureIndex != null\n        ? {\n            index: emissiveTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const shadeColorFactor = (materialProperties.vectorProperties?.['_ShadeColor'] ?? [0.97, 0.81, 0.86, 1.0]).map(\n      gammaEOTF,\n    );\n    const shadeMultiplyTextureIndex = materialProperties.textureProperties?.['_ShadeTexture'];\n    const shadeMultiplyTexture =\n      shadeMultiplyTextureIndex != null\n        ? {\n            index: shadeMultiplyTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    // // convert v0 shade shift / shade toony\n    let shadingShiftFactor = materialProperties.floatProperties?.['_ShadeShift'] ?? 0.0;\n    let shadingToonyFactor = materialProperties.floatProperties?.['_ShadeToony'] ?? 0.9;\n    shadingToonyFactor = THREE.MathUtils.lerp(shadingToonyFactor, 1.0, 0.5 + 0.5 * shadingShiftFactor);\n    shadingShiftFactor = -shadingShiftFactor - (1.0 - shadingToonyFactor);\n\n    const giIntensityFactor = materialProperties.floatProperties?.['_IndirectLightIntensity'] ?? 0.1;\n    const giEqualizationFactor = giIntensityFactor ? 1.0 - giIntensityFactor : undefined;\n\n    const matcapTextureIndex = materialProperties.textureProperties?.['_SphereAdd'];\n    const matcapFactor = matcapTextureIndex != null ? [1.0, 1.0, 1.0] : undefined;\n    const matcapTexture =\n      matcapTextureIndex != null\n        ? {\n            index: matcapTextureIndex,\n          }\n        : undefined;\n\n    const rimLightingMixFactor = materialProperties.floatProperties?.['_RimLightingMix'] ?? 0.0;\n    const rimMultiplyTextureIndex = materialProperties.textureProperties?.['_RimTexture'];\n    const rimMultiplyTexture =\n      rimMultiplyTextureIndex != null\n        ? {\n            index: rimMultiplyTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const parametricRimColorFactor = (materialProperties.vectorProperties?.['_RimColor'] ?? [0.0, 0.0, 0.0, 1.0]).map(\n      gammaEOTF,\n    );\n    const parametricRimFresnelPowerFactor = materialProperties.floatProperties?.['_RimFresnelPower'] ?? 1.0;\n    const parametricRimLiftFactor = materialProperties.floatProperties?.['_RimLift'] ?? 0.0;\n\n    const outlineWidthMode = ['none', 'worldCoordinates', 'screenCoordinates'][\n      materialProperties.floatProperties?.['_OutlineWidthMode'] ?? 0\n    ] as V1MToonSchema.MaterialsMToonOutlineWidthMode;\n\n    // // v0 outlineWidthFactor is in centimeter\n    let outlineWidthFactor = materialProperties.floatProperties?.['_OutlineWidth'] ?? 0.0;\n    outlineWidthFactor = 0.01 * outlineWidthFactor;\n\n    const outlineWidthMultiplyTextureIndex = materialProperties.textureProperties?.['_OutlineWidthTexture'];\n    const outlineWidthMultiplyTexture =\n      outlineWidthMultiplyTextureIndex != null\n        ? {\n            index: outlineWidthMultiplyTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const outlineColorFactor = (materialProperties.vectorProperties?.['_OutlineColor'] ?? [0.0, 0.0, 0.0]).map(\n      gammaEOTF,\n    );\n    const outlineColorMode = materialProperties.floatProperties?.['_OutlineColorMode'] ?? 0; // enum, { Fixed, Mixed }\n    const outlineLightingMixFactor =\n      outlineColorMode === 1 ? materialProperties.floatProperties?.['_OutlineLightingMix'] ?? 1.0 : 0.0;\n\n    const uvAnimationMaskTextureIndex = materialProperties.textureProperties?.['_UvAnimMaskTexture'];\n    const uvAnimationMaskTexture =\n      uvAnimationMaskTextureIndex != null\n        ? {\n            index: uvAnimationMaskTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    const uvAnimationScrollXSpeedFactor = materialProperties.floatProperties?.['_UvAnimScrollX'] ?? 0.0;\n\n    // uvAnimationScrollYSpeedFactor will be opposite between V0 and V1\n    let uvAnimationScrollYSpeedFactor = materialProperties.floatProperties?.['_UvAnimScrollY'] ?? 0.0;\n    if (uvAnimationScrollYSpeedFactor != null) {\n      uvAnimationScrollYSpeedFactor = -uvAnimationScrollYSpeedFactor;\n    }\n\n    const uvAnimationRotationSpeedFactor = materialProperties.floatProperties?.['_UvAnimRotation'] ?? 0.0;\n\n    const mtoonExtension: V1MToonSchema.VRMCMaterialsMToon = {\n      specVersion: '1.0',\n      transparentWithZWrite,\n      renderQueueOffsetNumber,\n      shadeColorFactor,\n      shadeMultiplyTexture,\n      shadingShiftFactor,\n      shadingToonyFactor,\n      giEqualizationFactor,\n      matcapFactor,\n      matcapTexture,\n      rimLightingMixFactor,\n      rimMultiplyTexture,\n      parametricRimColorFactor,\n      parametricRimFresnelPowerFactor,\n      parametricRimLiftFactor,\n      outlineWidthMode,\n      outlineWidthFactor,\n      outlineWidthMultiplyTexture,\n      outlineColorFactor,\n      outlineLightingMixFactor,\n      uvAnimationMaskTexture,\n      uvAnimationScrollXSpeedFactor,\n      uvAnimationScrollYSpeedFactor,\n      uvAnimationRotationSpeedFactor,\n    };\n\n    return {\n      ...schemaMaterial,\n\n      pbrMetallicRoughness: {\n        baseColorFactor,\n        baseColorTexture,\n      },\n      normalTexture,\n      emissiveTexture,\n      emissiveFactor,\n      alphaMode,\n      alphaCutoff,\n      doubleSided,\n      extensions: {\n        // eslint-disable-next-line @typescript-eslint/naming-convention\n        VRMC_materials_mtoon: mtoonExtension,\n      },\n    };\n  }\n\n  private _parseV0UnlitProperties(\n    materialProperties: V0Material,\n    schemaMaterial: GLTFSchema.IMaterial,\n  ): GLTFSchema.IMaterial {\n    const isTransparentZWrite = materialProperties.shader === 'VRM/UnlitTransparentZWrite';\n    const isTransparent = materialProperties.shader === 'VRM/UnlitTransparent' || isTransparentZWrite;\n\n    const renderQueueOffsetNumber = this._v0ParseRenderQueue(materialProperties);\n\n    const isCutoff = materialProperties.shader === 'VRM/UnlitCutout';\n    const alphaMode = isTransparent ? 'BLEND' : isCutoff ? 'MASK' : 'OPAQUE';\n    const alphaCutoff = isCutoff ? materialProperties.floatProperties?.['_Cutoff'] ?? 0.5 : undefined;\n\n    const textureTransformExt = this._portTextureTransform(materialProperties);\n\n    const baseColorFactor = (materialProperties.vectorProperties?.['_Color'] ?? [1.0, 1.0, 1.0, 1.0]).map(gammaEOTF);\n    const baseColorTextureIndex = materialProperties.textureProperties?.['_MainTex'];\n    const baseColorTexture =\n      baseColorTextureIndex != null\n        ? {\n            index: baseColorTextureIndex,\n            extensions: {\n              ...textureTransformExt,\n            },\n          }\n        : undefined;\n\n    // use mtoon instead of unlit, since there might be VRM0.0 specific features that are not supported by gltf\n    const mtoonExtension: V1MToonSchema.VRMCMaterialsMToon = {\n      specVersion: '1.0',\n      transparentWithZWrite: isTransparentZWrite,\n      renderQueueOffsetNumber,\n      shadeColorFactor: baseColorFactor,\n      shadeMultiplyTexture: baseColorTexture,\n    };\n\n    return {\n      ...schemaMaterial,\n\n      pbrMetallicRoughness: {\n        baseColorFactor,\n        baseColorTexture,\n      },\n      alphaMode,\n      alphaCutoff,\n      extensions: {\n        // eslint-disable-next-line @typescript-eslint/naming-convention\n        VRMC_materials_mtoon: mtoonExtension,\n      },\n    };\n  }\n\n  /**\n   * Create a glTF `KHR_texture_transform` extension from v0 texture transform info.\n   */\n  private _portTextureTransform(materialProperties: V0Material): { [name: string]: any } {\n    const textureTransform = materialProperties.vectorProperties?.['_MainTex'];\n    if (textureTransform == null) {\n      return {};\n    }\n\n    const offset = [textureTransform?.[0] ?? 0.0, textureTransform?.[1] ?? 0.0];\n    const scale = [textureTransform?.[2] ?? 1.0, textureTransform?.[3] ?? 1.0];\n\n    offset[1] = 1.0 - scale[1] - offset[1];\n\n    return {\n      // eslint-disable-next-line @typescript-eslint/naming-convention\n      KHR_texture_transform: { offset, scale },\n    };\n  }\n\n  /**\n   * Convert v0 render order into v1 render order.\n   * This uses a map from v0 render queue to v1 compliant render queue offset which is generated in {@link _populateRenderQueueMap}.\n   */\n  private _v0ParseRenderQueue(materialProperties: V0Material): number {\n    const isTransparent = materialProperties.keywordMap?.['_ALPHABLEND_ON'] ?? false;\n    const enabledZWrite = materialProperties.floatProperties?.['_ZWrite'] === 1;\n\n    let offset = 0;\n\n    if (isTransparent) {\n      const v0Queue = materialProperties.renderQueue;\n\n      if (v0Queue != null) {\n        if (enabledZWrite) {\n          offset = this._renderQueueMapTransparentZWrite.get(v0Queue)!;\n        } else {\n          offset = this._renderQueueMapTransparent.get(v0Queue)!;\n        }\n      }\n    }\n\n    return offset;\n  }\n\n  /**\n   * Create a map which maps v0 render queue to v1 compliant render queue offset.\n   * This lists up all render queues the model use and creates a map to new render queue offsets in the same order.\n   */\n  private _populateRenderQueueMap(materialPropertiesList: V0Material[]) {\n    /**\n     * A set of used render queues in Transparent materials.\n     */\n    const renderQueuesTransparent = new Set<number>();\n\n    /**\n     * A set of used render queues in TransparentZWrite materials.\n     */\n    const renderQueuesTransparentZWrite = new Set<number>();\n\n    // populate the render queue set\n    materialPropertiesList.forEach((materialProperties) => {\n      const isTransparent = materialProperties.keywordMap?.['_ALPHABLEND_ON'] ?? false;\n      const enabledZWrite = materialProperties.floatProperties?.['_ZWrite'] === 1;\n\n      if (isTransparent) {\n        const v0Queue = materialProperties.renderQueue;\n\n        if (v0Queue != null) {\n          if (enabledZWrite) {\n            renderQueuesTransparentZWrite.add(v0Queue);\n          } else {\n            renderQueuesTransparent.add(v0Queue);\n          }\n        }\n      }\n    });\n\n    // show a warning if the model uses v1 incompatible number of render queues\n    if (renderQueuesTransparent.size > 10) {\n      console.warn(\n        `VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparent.size} render queues for Transparent materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`,\n      );\n    }\n\n    if (renderQueuesTransparentZWrite.size > 10) {\n      console.warn(\n        `VRMMaterialsV0CompatPlugin: This VRM uses ${renderQueuesTransparentZWrite.size} render queues for TransparentZWrite materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`,\n      );\n    }\n\n    // create a map from v0 render queue to v1 render queue offset\n    Array.from(renderQueuesTransparent)\n      .sort()\n      .forEach((queue, i) => {\n        const newQueueOffset = Math.min(Math.max(i - renderQueuesTransparent.size + 1, -9), 0);\n        this._renderQueueMapTransparent.set(queue, newQueueOffset);\n      });\n\n    Array.from(renderQueuesTransparentZWrite)\n      .sort()\n      .forEach((queue, i) => {\n        const newQueueOffset = Math.min(Math.max(i, 0), 9);\n        this._renderQueueMapTransparentZWrite.set(queue, newQueueOffset);\n      });\n  }\n}\n", "export function gammaEOTF(e: number): number {\n  return Math.pow(e, 2.2);\n}\n", "import * as THREE from 'three';\nimport { VRMNodeConstraint } from '../VRMNodeConstraint';\n\nconst _v3A = new THREE.Vector3();\n\nexport class VRMNodeConstraintHelper extends THREE.Group {\n  public readonly constraint: VRMNodeConstraint;\n  private _line: THREE.Line;\n  private _attrPosition: THREE.BufferAttribute;\n\n  public constructor(constraint: VRMNodeConstraint) {\n    super();\n\n    this._attrPosition = new THREE.BufferAttribute(new Float32Array([0, 0, 0, 0, 0, 0]), 3);\n    this._attrPosition.setUsage(THREE.DynamicDrawUsage);\n\n    const geometry = new THREE.BufferGeometry();\n    geometry.setAttribute('position', this._attrPosition);\n\n    const material = new THREE.LineBasicMaterial({\n      color: 0xff00ff,\n      depthTest: false,\n      depthWrite: false,\n    });\n\n    this._line = new THREE.Line(geometry, material);\n    this.add(this._line);\n\n    this.constraint = constraint;\n  }\n\n  public updateMatrixWorld(force?: boolean): void {\n    _v3A.setFromMatrixPosition(this.constraint.destination.matrixWorld);\n    this._attrPosition.setXYZ(0, _v3A.x, _v3A.y, _v3A.z);\n\n    if (this.constraint.source) {\n      _v3A.setFromMatrixPosition(this.constraint.source.matrixWorld);\n    }\n    this._attrPosition.setXYZ(1, _v3A.x, _v3A.y, _v3A.z);\n\n    this._attrPosition.needsUpdate = true;\n\n    super.updateMatrixWorld(force);\n  }\n}\n", "import * as THREE from 'three';\nimport { decomposePosition } from './utils/decomposePosition';\nimport { decomposeRotation } from './utils/decomposeRotation';\nimport { quatInvertCompat } from './utils/quatInvertCompat';\nimport { VRMNodeConstraint } from './VRMNodeConstraint';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\nconst _quatC = new THREE.Quaternion();\n\n/**\n * A constraint that makes it look at a source object.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nexport class VRMAimConstraint extends VRMNodeConstraint {\n  /**\n   * The aim axis of the constraint.\n   */\n  public get aimAxis(): 'PositiveX' | 'NegativeX' | 'PositiveY' | 'NegativeY' | 'PositiveZ' | 'NegativeZ' {\n    return this._aimAxis;\n  }\n\n  /**\n   * The aim axis of the constraint.\n   */\n  public set aimAxis(aimAxis: 'PositiveX' | 'NegativeX' | 'PositiveY' | 'NegativeY' | 'PositiveZ' | 'NegativeZ') {\n    this._aimAxis = aimAxis;\n    this._v3AimAxis.set(\n      aimAxis === 'PositiveX' ? 1.0 : aimAxis === 'NegativeX' ? -1.0 : 0.0,\n      aimAxis === 'PositiveY' ? 1.0 : aimAxis === 'NegativeY' ? -1.0 : 0.0,\n      aimAxis === 'PositiveZ' ? 1.0 : aimAxis === 'NegativeZ' ? -1.0 : 0.0,\n    );\n  }\n\n  /**\n   * The aim axis of the constraint.\n   */\n  private _aimAxis: 'PositiveX' | 'NegativeX' | 'PositiveY' | 'NegativeY' | 'PositiveZ' | 'NegativeZ';\n\n  /**\n   * The {@link _aimAxis} but in an actual Vector3 form.\n   */\n  private _v3AimAxis: THREE.Vector3;\n\n  /**\n   * The rest quaternion of the {@link destination}.\n   */\n  private _dstRestQuat: THREE.Quaternion;\n\n  public get dependencies(): Set<THREE.Object3D> {\n    const set = new Set<THREE.Object3D>([this.source]);\n\n    if (this.destination.parent) {\n      set.add(this.destination.parent);\n    }\n\n    return set;\n  }\n\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    super(destination, source);\n\n    this._aimAxis = 'PositiveX';\n    this._v3AimAxis = new THREE.Vector3(1, 0, 0);\n\n    this._dstRestQuat = new THREE.Quaternion();\n  }\n\n  public setInitState(): void {\n    this._dstRestQuat.copy(this.destination.quaternion);\n  }\n\n  public update(): void {\n    // update world matrix of destination and source manually\n    this.destination.updateWorldMatrix(true, false);\n    this.source.updateWorldMatrix(true, false);\n\n    // get world quaternion of the parent of the destination\n    const dstParentWorldQuat = _quatA.identity();\n    const invDstParentWorldQuat = _quatB.identity();\n    if (this.destination.parent) {\n      decomposeRotation(this.destination.parent.matrixWorld, dstParentWorldQuat);\n      quatInvertCompat(invDstParentWorldQuat.copy(dstParentWorldQuat));\n    }\n\n    // calculate from-to vectors in world coord\n    const a0 = _v3A.copy(this._v3AimAxis).applyQuaternion(this._dstRestQuat).applyQuaternion(dstParentWorldQuat);\n    const a1 = decomposePosition(this.source.matrixWorld, _v3B)\n      .sub(decomposePosition(this.destination.matrixWorld, _v3C))\n      .normalize();\n\n    // create a from-to quaternion, convert to destination local coord, then multiply rest quaternion\n    const targetQuat = _quatC\n      .setFromUnitVectors(a0, a1)\n      .premultiply(invDstParentWorldQuat)\n      .multiply(dstParentWorldQuat)\n      .multiply(this._dstRestQuat);\n\n    // blend with the rest quaternion using weight\n    this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n  }\n}\n", "import * as THREE from 'three';\n\nexport function decomposePosition<T extends THREE.Vector3>(matrix: THREE.Matrix4, target: T): T {\n  return target.set(matrix.elements[12], matrix.elements[13], matrix.elements[14]);\n}\n", "import * as THREE from 'three';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\n\nexport function decomposeRotation<T extends THREE.Quaternion>(matrix: THREE.Matrix4, target: T): T {\n  matrix.decompose(_v3A, target, _v3B);\n  return target;\n}\n", "import * as THREE from 'three';\n\n/**\n * A compat function for `Quaternion.invert()` / `Quaternion.inverse()`.\n * `Quaternion.invert()` is introduced in r123 and `Quaternion.inverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target quaternion\n */\nexport function quatInvertCompat<T extends THREE.Quaternion>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).inverse();\n  }\n\n  return target;\n}\n", "import * as THREE from 'three';\n\n/**\n * A base class of VRM constraint classes.\n */\nexport abstract class VRMNodeConstraint {\n  /**\n   * The object being constrained by the {@link source}.\n   */\n  public destination: THREE.Object3D;\n\n  /**\n   * The object constrains the {@link destination}.\n   */\n  public source: THREE.Object3D;\n\n  /**\n   * The weight of the constraint.\n   */\n  public weight: number;\n\n  public abstract get dependencies(): Set<THREE.Object3D>;\n\n  /**\n   * @param destination The destination object\n   * @param source The source object\n   */\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    this.destination = destination;\n    this.source = source;\n\n    this.weight = 1.0;\n  }\n\n  /**\n   * Set initial state of the constraint.\n   */\n  public abstract setInitState(): void;\n\n  /**\n   * Update and apply the constraint.\n   */\n  public abstract update(): void;\n}\n", "import type * as THREE from 'three';\n\n/**\n * Traverse ancestors of given object and call given callback from root side.\n * It will include the given object itself.\n *\n * @param object The object you want to traverse\n * @param callback The call back function that will be called for each ancestors\n */\nexport function traverseAncestorsFromRoot(object: THREE.Object3D, callback: (object: THREE.Object3D) => void): void {\n  const ancestors: THREE.Object3D[] = [object];\n\n  let head: THREE.Object3D | null = object.parent;\n  while (head !== null) {\n    ancestors.unshift(head);\n    head = head.parent;\n  }\n\n  ancestors.forEach((ancestor) => {\n    callback(ancestor);\n  });\n}\n", "import type * as THREE from 'three';\nimport type { VRMNodeConstraint } from './VRMNodeConstraint';\nimport { traverseAncestorsFromRoot } from './utils/traverseAncestorsFromRoot';\n\nexport class VRMNodeConstraintManager {\n  private _constraints = new Set<VRMNodeConstraint>();\n  public get constraints(): Set<VRMNodeConstraint> {\n    return this._constraints;\n  }\n\n  private _objectConstraintsMap = new Map<THREE.Object3D, Set<VRMNodeConstraint>>();\n\n  public addConstraint(constraint: VRMNodeConstraint): void {\n    this._constraints.add(constraint);\n\n    let objectSet = this._objectConstraintsMap.get(constraint.destination);\n    if (objectSet == null) {\n      objectSet = new Set<VRMNodeConstraint>();\n      this._objectConstraintsMap.set(constraint.destination, objectSet);\n    }\n    objectSet.add(constraint);\n  }\n\n  public deleteConstraint(constraint: VRMNodeConstraint): void {\n    this._constraints.delete(constraint);\n\n    const objectSet = this._objectConstraintsMap.get(constraint.destination)!;\n    objectSet.delete(constraint);\n  }\n\n  public setInitState(): void {\n    const constraintsTried = new Set<VRMNodeConstraint>();\n    const constraintsDone = new Set<VRMNodeConstraint>();\n\n    for (const constraint of this._constraints) {\n      this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.setInitState());\n    }\n  }\n\n  public update(): void {\n    const constraintsTried = new Set<VRMNodeConstraint>();\n    const constraintsDone = new Set<VRMNodeConstraint>();\n\n    for (const constraint of this._constraints) {\n      this._processConstraint(constraint, constraintsTried, constraintsDone, (constraint) => constraint.update());\n    }\n  }\n\n  /**\n   * Update a constraint.\n   * If there are other constraints that are dependant, it will try to update them recursively.\n   * It might throw an error if there are circular dependencies.\n   *\n   * Intended to be used in {@link update} and {@link _processConstraint} itself recursively.\n   *\n   * @param constraint A constraint you want to update\n   * @param constraintsTried Set of constraints that are already tried to be updated\n   * @param constraintsDone Set of constraints that are already up to date\n   */\n  private _processConstraint(\n    constraint: VRMNodeConstraint,\n    constraintsTried: Set<VRMNodeConstraint>,\n    constraintsDone: Set<VRMNodeConstraint>,\n    callback: (constraint: VRMNodeConstraint) => void,\n  ): void {\n    if (constraintsDone.has(constraint)) {\n      return;\n    }\n\n    if (constraintsTried.has(constraint)) {\n      throw new Error('VRMNodeConstraintManager: Circular dependency detected while updating constraints');\n    }\n    constraintsTried.add(constraint);\n\n    const depObjects = constraint.dependencies;\n    for (const depObject of depObjects) {\n      traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n        const objectSet = this._objectConstraintsMap.get(depObjectAncestor);\n        if (objectSet) {\n          for (const depConstraint of objectSet) {\n            this._processConstraint(depConstraint, constraintsTried, constraintsDone, callback);\n          }\n        }\n      });\n    }\n\n    callback(constraint);\n\n    constraintsDone.add(constraint);\n  }\n}\n", "import * as THREE from 'three';\nimport { quatInvertCompat } from './utils/quatInvertCompat';\nimport { VRMNodeConstraint } from './VRMNodeConstraint';\n\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\n\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nexport class VRMRotationConstraint extends VRMNodeConstraint {\n  /**\n   * The rest quaternion of the {@link destination}.\n   */\n  private _dstRestQuat: THREE.Quaternion;\n\n  /**\n   * The inverse of the rest quaternion of the {@link source}.\n   */\n  private _invSrcRestQuat: THREE.Quaternion;\n\n  public get dependencies(): Set<THREE.Object3D> {\n    return new Set([this.source]);\n  }\n\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    super(destination, source);\n\n    this._dstRestQuat = new THREE.Quaternion();\n    this._invSrcRestQuat = new THREE.Quaternion();\n  }\n\n  public setInitState(): void {\n    this._dstRestQuat.copy(this.destination.quaternion);\n    quatInvertCompat(this._invSrcRestQuat.copy(this.source.quaternion));\n  }\n\n  public update(): void {\n    // calculate the delta rotation from the rest about the source\n    const srcDeltaQuat = _quatA.copy(this._invSrcRestQuat).multiply(this.source.quaternion);\n\n    // multiply the delta to the rest of the destination\n    const targetQuat = _quatB.copy(this._dstRestQuat).multiply(srcDeltaQuat);\n\n    // blend with the rest quaternion using weight\n    this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n  }\n}\n", "import * as THREE from 'three';\nimport { quatInvertCompat } from './utils/quatInvertCompat';\nimport { VRMNodeConstraint } from './VRMNodeConstraint';\n\nconst _v3A = new THREE.Vector3();\nconst _quatA = new THREE.Quaternion();\nconst _quatB = new THREE.Quaternion();\n\n/**\n * A constraint that transfers a rotation around one axis of a source.\n *\n * See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_node_constraint-1.0_beta#roll-constraint\n */\nexport class VRMRollConstraint extends VRMNodeConstraint {\n  /**\n   * The roll axis of the constraint.\n   */\n  public get rollAxis(): 'X' | 'Y' | 'Z' {\n    return this._rollAxis;\n  }\n\n  /**\n   * The roll axis of the constraint.\n   */\n  public set rollAxis(rollAxis: 'X' | 'Y' | 'Z') {\n    this._rollAxis = rollAxis;\n    this._v3RollAxis.set(rollAxis === 'X' ? 1.0 : 0.0, rollAxis === 'Y' ? 1.0 : 0.0, rollAxis === 'Z' ? 1.0 : 0.0);\n  }\n\n  /**\n   * The roll axis of the constraint.\n   */\n  private _rollAxis: 'X' | 'Y' | 'Z';\n\n  /**\n   * The {@link _rollAxis} but in an actual Vector3 form.\n   */\n  private _v3RollAxis: THREE.Vector3;\n\n  /**\n   * The rest quaternion of the {@link destination}.\n   */\n  private _dstRestQuat: THREE.Quaternion;\n\n  /**\n   * The inverse of the rest quaternion of the {@link destination}.\n   */\n  private _invDstRestQuat: THREE.Quaternion;\n\n  /**\n   * `srcRestQuat.invert() * dstRestQuat`.\n   */\n  private _invSrcRestQuatMulDstRestQuat: THREE.Quaternion;\n\n  public get dependencies(): Set<THREE.Object3D> {\n    return new Set([this.source]);\n  }\n\n  public constructor(destination: THREE.Object3D, source: THREE.Object3D) {\n    super(destination, source);\n\n    this._rollAxis = 'X';\n    this._v3RollAxis = new THREE.Vector3(1, 0, 0);\n\n    this._dstRestQuat = new THREE.Quaternion();\n    this._invDstRestQuat = new THREE.Quaternion();\n    this._invSrcRestQuatMulDstRestQuat = new THREE.Quaternion();\n  }\n\n  public setInitState(): void {\n    this._dstRestQuat.copy(this.destination.quaternion);\n    quatInvertCompat(this._invDstRestQuat.copy(this._dstRestQuat));\n    quatInvertCompat(this._invSrcRestQuatMulDstRestQuat.copy(this.source.quaternion)).multiply(this._dstRestQuat);\n  }\n\n  public update(): void {\n    // calculate the delta rotation from the rest about the source, then convert to the destination local coord\n    /**\n     * What the quatDelta is intended to be:\n     *\n     * ```ts\n     * const quatSrcDelta = _quatA\n     *   .copy( this._invSrcRestQuat )\n     *   .multiply( this.source.quaternion );\n     * const quatSrcDeltaInParent = _quatB\n     *   .copy( this._srcRestQuat )\n     *   .multiply( quatSrcDelta )\n     *   .multiply( this._invSrcRestQuat );\n     * const quatSrcDeltaInDst = _quatA\n     *   .copy( this._invDstRestQuat )\n     *   .multiply( quatSrcDeltaInParent )\n     *   .multiply( this._dstRestQuat );\n     * ```\n     */\n    const quatDelta = _quatA\n      .copy(this._invDstRestQuat)\n      .multiply(this.source.quaternion)\n      .multiply(this._invSrcRestQuatMulDstRestQuat);\n\n    // create a from-to quaternion\n    const n1 = _v3A.copy(this._v3RollAxis).applyQuaternion(quatDelta);\n\n    /**\n     * What the quatFromTo is intended to be:\n     *\n     * ```ts\n     * const quatFromTo = _quatB.setFromUnitVectors( this._v3RollAxis, n1 ).inverse();\n     * ```\n     */\n    const quatFromTo = _quatB.setFromUnitVectors(n1, this._v3RollAxis);\n\n    // quatFromTo * quatDelta == roll extracted from quatDelta\n    const targetQuat = quatFromTo.premultiply(this._dstRestQuat).multiply(quatDelta);\n\n    // blend with the rest quaternion using weight\n    this.destination.quaternion.copy(this._dstRestQuat).slerp(targetQuat, this.weight);\n  }\n}\n", "import type * as ConstraintSchema from '@pixiv/types-vrmc-node-constraint-1.0';\nimport type * as THREE from 'three';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMNodeConstraintHelper } from './helpers';\nimport type { VRMNodeConstraintLoaderPluginOptions } from './VRMNodeConstraintLoaderPluginOptions';\nimport { VRMNodeConstraintManager } from './VRMNodeConstraintManager';\nimport { VRMRotationConstraint } from './VRMRotationConstraint';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMAimConstraint } from './VRMAimConstraint';\nimport { VRMRollConstraint } from './VRMRollConstraint';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\nexport class VRMNodeConstraintLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly EXTENSION_NAME = 'VRMC_node_constraint';\n\n  /**\n   * Specify an Object3D to add {@link VRMNodeConstraintHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public helperRoot?: THREE.Object3D;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    return VRMNodeConstraintLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMNodeConstraintLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.helperRoot = options?.helperRoot;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmNodeConstraintManager = await this._import(gltf);\n  }\n\n  /**\n   * Import constraints from a GLTF and returns a {@link VRMNodeConstraintManager}.\n   * It might return `null` instead when it does not need to be created or something go wrong.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  protected async _import(gltf: GLTF): Promise<VRMNodeConstraintManager | null> {\n    const json = this.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use constraints\n    const isConstraintsUsed = json.extensionsUsed?.indexOf(VRMNodeConstraintLoaderPlugin.EXTENSION_NAME) !== -1;\n    if (!isConstraintsUsed) {\n      return null;\n    }\n\n    const manager = new VRMNodeConstraintManager();\n    const threeNodes: THREE.Object3D[] = await this.parser.getDependencies('node');\n\n    // import constraints for each nodes\n    threeNodes.forEach((node, nodeIndex) => {\n      const schemaNode = json.nodes![nodeIndex];\n\n      // check if the extension uses the extension\n      const extension = schemaNode?.extensions?.[VRMNodeConstraintLoaderPlugin.EXTENSION_NAME] as\n        | ConstraintSchema.VRMCNodeConstraint\n        | undefined;\n\n      if (extension == null) {\n        return;\n      }\n\n      const specVersion = extension.specVersion;\n      if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n        console.warn(\n          `VRMNodeConstraintLoaderPlugin: Unknown ${VRMNodeConstraintLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`,\n        );\n        return;\n      }\n\n      const constraintDef = extension.constraint;\n\n      // import constraints\n      if (constraintDef.roll != null) {\n        const constraint = this._importRollConstraint(node, threeNodes, constraintDef.roll);\n        manager.addConstraint(constraint);\n      } else if (constraintDef.aim != null) {\n        const constraint = this._importAimConstraint(node, threeNodes, constraintDef.aim);\n        manager.addConstraint(constraint);\n      } else if (constraintDef.rotation != null) {\n        const constraint = this._importRotationConstraint(node, threeNodes, constraintDef.rotation);\n        manager.addConstraint(constraint);\n      }\n    });\n\n    // init constraints\n    gltf.scene.updateMatrixWorld();\n    manager.setInitState();\n\n    return manager;\n  }\n\n  protected _importRollConstraint(\n    destination: THREE.Object3D,\n    nodes: THREE.Object3D[],\n    rollConstraintDef: ConstraintSchema.RollConstraint,\n  ): VRMRollConstraint {\n    const { source: sourceIndex, rollAxis, weight } = rollConstraintDef;\n    const source = nodes[sourceIndex];\n    const constraint = new VRMRollConstraint(destination, source);\n\n    if (rollAxis != null) {\n      constraint.rollAxis = rollAxis;\n    }\n    if (weight != null) {\n      constraint.weight = weight;\n    }\n\n    if (this.helperRoot) {\n      const helper = new VRMNodeConstraintHelper(constraint);\n      this.helperRoot.add(helper);\n    }\n\n    return constraint;\n  }\n\n  protected _importAimConstraint(\n    destination: THREE.Object3D,\n    nodes: THREE.Object3D[],\n    aimConstraintDef: ConstraintSchema.AimConstraint,\n  ): VRMAimConstraint {\n    const { source: sourceIndex, aimAxis, weight } = aimConstraintDef;\n    const source = nodes[sourceIndex];\n    const constraint = new VRMAimConstraint(destination, source);\n\n    if (aimAxis != null) {\n      constraint.aimAxis = aimAxis;\n    }\n    if (weight != null) {\n      constraint.weight = weight;\n    }\n\n    if (this.helperRoot) {\n      const helper = new VRMNodeConstraintHelper(constraint);\n      this.helperRoot.add(helper);\n    }\n\n    return constraint;\n  }\n\n  protected _importRotationConstraint(\n    destination: THREE.Object3D,\n    nodes: THREE.Object3D[],\n    rotationConstraintDef: ConstraintSchema.RotationConstraint,\n  ): VRMRotationConstraint {\n    const { source: sourceIndex, weight } = rotationConstraintDef;\n    const source = nodes[sourceIndex];\n    const constraint = new VRMRotationConstraint(destination, source);\n\n    if (weight != null) {\n      constraint.weight = weight;\n    }\n\n    if (this.helperRoot) {\n      const helper = new VRMNodeConstraintHelper(constraint);\n      this.helperRoot.add(helper);\n    }\n\n    return constraint;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneCollider } from '../VRMSpringBoneCollider';\nimport { VRMSpringBoneColliderShapeCapsule } from '../VRMSpringBoneColliderShapeCapsule';\nimport { VRMSpringBoneColliderShapePlane } from '../VRMSpringBoneColliderShapePlane';\nimport { VRMSpringBoneColliderShapeSphere } from '../VRMSpringBoneColliderShapeSphere';\nimport { ColliderShapeBufferGeometry } from './utils/ColliderShapeBufferGeometry';\nimport { ColliderShapeCapsuleBufferGeometry } from './utils/ColliderShapeCapsuleBufferGeometry';\nimport { ColliderShapePlaneBufferGeometry } from './utils/ColliderShapePlaneBufferGeometry';\nimport { ColliderShapeSphereBufferGeometry } from './utils/ColliderShapeSphereBufferGeometry';\n\nconst _v3A = new THREE.Vector3();\n\nexport class VRMSpringBoneColliderHelper extends THREE.Group {\n  public readonly collider: VRMSpringBoneCollider;\n  private readonly _geometry: ColliderShapeBufferGeometry;\n  private readonly _line: THREE.LineSegments;\n\n  public constructor(collider: VRMSpringBoneCollider) {\n    super();\n    this.matrixAutoUpdate = false;\n\n    this.collider = collider;\n\n    if (this.collider.shape instanceof VRMSpringBoneColliderShapeSphere) {\n      this._geometry = new ColliderShapeSphereBufferGeometry(this.collider.shape);\n    } else if (this.collider.shape instanceof VRMSpringBoneColliderShapeCapsule) {\n      this._geometry = new ColliderShapeCapsuleBufferGeometry(this.collider.shape);\n    } else if (this.collider.shape instanceof VRMSpringBoneColliderShapePlane) {\n      this._geometry = new ColliderShapePlaneBufferGeometry(this.collider.shape);\n    } else {\n      throw new Error('VRMSpringBoneColliderHelper: Unknown collider shape type detected');\n    }\n\n    const material = new THREE.LineBasicMaterial({\n      color: 0xff00ff,\n      depthTest: false,\n      depthWrite: false,\n    });\n\n    this._line = new THREE.LineSegments(this._geometry, material);\n    this.add(this._line);\n  }\n\n  public dispose(): void {\n    this._geometry.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    this.collider.updateWorldMatrix(true, false);\n\n    this.matrix.copy(this.collider.matrixWorld);\n\n    const matrixWorldElements = this.matrix.elements;\n    this._geometry.worldScale = _v3A\n      .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n      .length(); // calculate scale of x component\n\n    this._geometry.update();\n\n    super.updateMatrixWorld(force);\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\n\nexport class VRMSpringBoneColliderShapeCapsule extends VRMSpringBoneColliderShape {\n  public get type(): 'capsule' {\n    return 'capsule';\n  }\n\n  /**\n   * The offset of the capsule head from the origin in local space.\n   */\n  public offset: THREE.Vector3;\n\n  /**\n   * The offset of the capsule tail from the origin in local space.\n   */\n  public tail: THREE.Vector3;\n\n  /**\n   * The radius of the capsule.\n   */\n  public radius: number;\n\n  /**\n   * If true, the collider prevents spring bones from going outside of the capsule instead.\n   */\n  public inside: boolean;\n\n  public constructor(params?: { radius?: number; offset?: THREE.Vector3; tail?: THREE.Vector3; inside?: boolean }) {\n    super();\n\n    this.offset = params?.offset ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.tail = params?.tail ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.radius = params?.radius ?? 0.0;\n    this.inside = params?.inside ?? false;\n  }\n\n  public calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number {\n    _v3A.copy(this.offset).applyMatrix4(colliderMatrix); // transformed head\n    _v3B.copy(this.tail).applyMatrix4(colliderMatrix); // transformed tail\n    _v3B.sub(_v3A); // from head to tail\n    const lengthSqCapsule = _v3B.lengthSq();\n\n    target.copy(objectPosition).sub(_v3A); // from head to object\n    const dot = _v3B.dot(target); // dot product of offsetToTail and offsetToObject\n\n    if (dot <= 0.0) {\n      // if object is near from the head\n      // do nothing, use the current value directly\n    } else if (lengthSqCapsule <= dot) {\n      // if object is near from the tail\n      target.sub(_v3B); // from tail to object\n    } else {\n      // if object is between two ends\n      _v3B.multiplyScalar(dot / lengthSqCapsule); // from head to the nearest point of the shaft\n      target.sub(_v3B); // from the shaft point to object\n    }\n\n    const distance = this.inside\n      ? this.radius - objectRadius - target.length()\n      : target.length() - objectRadius - this.radius;\n\n    target.normalize(); // convert the delta to the direction\n    if (this.inside) {\n      target.negate(); // if inside, reverse the direction\n    }\n\n    return distance;\n  }\n}\n", "import type * as THREE from 'three';\n\n/**\n * Represents a shape of a collider.\n */\nexport abstract class VRMSpringBoneColliderShape {\n  /**\n   * The type of the shape.\n   */\n  public abstract get type(): string;\n\n  /**\n   * Calculate a distance and a direction from the collider to a target object.\n   * It's hit if the distance is negative.\n   * The direction will be contained in the given target vector.\n   *\n   * @param colliderMatrix A matrix represents the transform of the collider\n   * @param objectPosition A vector represents the position of the target object\n   * @param objectRadius The radius of the object\n   * @param target The result direction will be contained in this vector\n   */\n  public abstract calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number;\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\nconst _v3A = new THREE.Vector3();\nconst _mat3A = new THREE.Matrix3();\n\nexport class VRMSpringBoneColliderShapePlane extends VRMSpringBoneColliderShape {\n  public get type(): 'plane' {\n    return 'plane';\n  }\n\n  /**\n   * The offset of the plane from the origin in local space.\n   */\n  public offset: THREE.Vector3;\n\n  /**\n   * The normal of the plane in local space. Must be normalized.\n   */\n  public normal: THREE.Vector3;\n\n  public constructor(params?: { offset?: THREE.Vector3; normal?: THREE.Vector3 }) {\n    super();\n\n    this.offset = params?.offset ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.normal = params?.normal ?? new THREE.Vector3(0.0, 0.0, 1.0);\n  }\n\n  public calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number {\n    target.copy(this.offset).applyMatrix4(colliderMatrix); // transformed offset\n    target.negate().add(objectPosition); // a vector from collider center to object position\n\n    _mat3A.getNormalMatrix(colliderMatrix); // convert the collider matrix to the normal matrix\n    _v3A.copy(this.normal).applyNormalMatrix(_mat3A).normalize(); // transformed normal\n    const distance = target.dot(_v3A) - objectRadius;\n\n    target.copy(_v3A); // convert the delta to the direction\n\n    return distance;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\nexport class VRMSpringBoneColliderShapeSphere extends VRMSpringBoneColliderShape {\n  public get type(): 'sphere' {\n    return 'sphere';\n  }\n\n  /**\n   * The offset of the sphere from the origin in local space.\n   */\n  public offset: THREE.Vector3;\n\n  /**\n   * The radius.\n   */\n  public radius: number;\n\n  /**\n   * If true, the collider prevents spring bones from going outside of the sphere instead.\n   */\n  public inside: boolean;\n\n  public constructor(params?: { radius?: number; offset?: THREE.Vector3; inside?: boolean }) {\n    super();\n\n    this.offset = params?.offset ?? new THREE.Vector3(0.0, 0.0, 0.0);\n    this.radius = params?.radius ?? 0.0;\n    this.inside = params?.inside ?? false;\n  }\n\n  public calculateCollision(\n    colliderMatrix: THREE.Matrix4,\n    objectPosition: THREE.Vector3,\n    objectRadius: number,\n    target: THREE.Vector3,\n  ): number {\n    target.copy(this.offset).applyMatrix4(colliderMatrix); // transformed offset\n    target.negate().add(objectPosition); // a vector from collider center to object position\n\n    const distance = this.inside\n      ? this.radius - objectRadius - target.length()\n      : target.length() - objectRadius - this.radius;\n\n    target.normalize(); // convert the delta to the direction\n    if (this.inside) {\n      target.negate(); // if inside, reverse the direction\n    }\n\n    return distance;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneColliderShapeCapsule } from '../../VRMSpringBoneColliderShapeCapsule';\nimport { ColliderShapeBufferGeometry } from './ColliderShapeBufferGeometry';\n\nconst _v3A = new THREE.Vector3();\n\nexport class ColliderShapeCapsuleBufferGeometry extends THREE.BufferGeometry implements ColliderShapeBufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _shape: VRMSpringBoneColliderShapeCapsule;\n  private _currentRadius = 0;\n  private readonly _currentOffset = new THREE.Vector3();\n  private readonly _currentTail = new THREE.Vector3();\n\n  public constructor(shape: VRMSpringBoneColliderShapeCapsule) {\n    super();\n\n    this._shape = shape;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(396), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(264), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    const radius = this._shape.radius / this.worldScale;\n    if (this._currentRadius !== radius) {\n      this._currentRadius = radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentOffset.equals(this._shape.offset)) {\n      this._currentOffset.copy(this._shape.offset);\n      shouldUpdateGeometry = true;\n    }\n\n    const tail = _v3A.copy(this._shape.tail).divideScalar(this.worldScale);\n    if (this._currentTail.distanceToSquared(tail) > 1e-10) {\n      this._currentTail.copy(tail);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    _v3A.copy(this._currentTail).sub(this._currentOffset);\n    const l = _v3A.length() / this._currentRadius;\n\n    for (let i = 0; i <= 16; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, -Math.sin(t), -Math.cos(t), 0.0);\n      this._attrPos.setXYZ(17 + i, l + Math.sin(t), Math.cos(t), 0.0);\n      this._attrPos.setXYZ(34 + i, -Math.sin(t), 0.0, -Math.cos(t));\n      this._attrPos.setXYZ(51 + i, l + Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n      this._attrPos.setXYZ(68 + i, 0.0, Math.sin(t), Math.cos(t));\n      this._attrPos.setXYZ(100 + i, l, Math.sin(t), Math.cos(t));\n    }\n\n    const theta = Math.atan2(_v3A.y, Math.sqrt(_v3A.x * _v3A.x + _v3A.z * _v3A.z));\n    const phi = -Math.atan2(_v3A.z, _v3A.x);\n\n    this.rotateZ(theta);\n    this.rotateY(phi);\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 34; i++) {\n      const i1 = (i + 1) % 34;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(68 + i * 2, 34 + i, 34 + i1);\n    }\n\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(136 + i * 2, 68 + i, 68 + i1);\n      this._attrIndex.setXY(200 + i * 2, 100 + i, 100 + i1);\n    }\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneColliderShapePlane } from '../../VRMSpringBoneColliderShapePlane';\nimport { ColliderShapeBufferGeometry } from './ColliderShapeBufferGeometry';\n\nexport class ColliderShapePlaneBufferGeometry extends THREE.BufferGeometry implements ColliderShapeBufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _shape: VRMSpringBoneColliderShapePlane;\n  private readonly _currentOffset = new THREE.Vector3();\n  private readonly _currentNormal = new THREE.Vector3();\n\n  public constructor(shape: VRMSpringBoneColliderShapePlane) {\n    super();\n\n    this._shape = shape;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(6 * 3), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(10), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    if (!this._currentOffset.equals(this._shape.offset)) {\n      this._currentOffset.copy(this._shape.offset);\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentNormal.equals(this._shape.normal)) {\n      this._currentNormal.copy(this._shape.normal);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    this._attrPos.setXYZ(0, -0.5, -0.5, 0);\n    this._attrPos.setXYZ(1, 0.5, -0.5, 0);\n    this._attrPos.setXYZ(2, 0.5, 0.5, 0);\n    this._attrPos.setXYZ(3, -0.5, 0.5, 0);\n    this._attrPos.setXYZ(4, 0, 0, 0);\n    this._attrPos.setXYZ(5, 0, 0, 0.25);\n\n    this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n    this.lookAt(this._currentNormal);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    this._attrIndex.setXY(0, 0, 1);\n    this._attrIndex.setXY(2, 1, 2);\n    this._attrIndex.setXY(4, 2, 3);\n    this._attrIndex.setXY(6, 3, 0);\n    this._attrIndex.setXY(8, 4, 5);\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneColliderShapeSphere } from '../../VRMSpringBoneColliderShapeSphere';\nimport { ColliderShapeBufferGeometry } from './ColliderShapeBufferGeometry';\n\nexport class ColliderShapeSphereBufferGeometry extends THREE.BufferGeometry implements ColliderShapeBufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _shape: VRMSpringBoneColliderShapeSphere;\n  private _currentRadius = 0;\n  private readonly _currentOffset = new THREE.Vector3();\n\n  public constructor(shape: VRMSpringBoneColliderShapeSphere) {\n    super();\n\n    this._shape = shape;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(32 * 3 * 3), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(64 * 3), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    const radius = this._shape.radius / this.worldScale;\n    if (this._currentRadius !== radius) {\n      this._currentRadius = radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentOffset.equals(this._shape.offset)) {\n      this._currentOffset.copy(this._shape.offset);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n      this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n      this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentOffset.x, this._currentOffset.y, this._currentOffset.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n      this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n    }\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneJoint } from '../VRMSpringBoneJoint';\nimport { SpringBoneBufferGeometry } from './utils/SpringBoneBufferGeometry';\n\nconst _v3A = new THREE.Vector3();\n\nexport class VRMSpringBoneJointHelper extends THREE.Group {\n  public readonly springBone: VRMSpringBoneJoint;\n  private readonly _geometry: SpringBoneBufferGeometry;\n  private readonly _line: THREE.LineSegments;\n\n  public constructor(springBone: VRMSpringBoneJoint) {\n    super();\n    this.matrixAutoUpdate = false;\n\n    this.springBone = springBone;\n\n    this._geometry = new SpringBoneBufferGeometry(this.springBone);\n\n    const material = new THREE.LineBasicMaterial({\n      color: 0xffff00,\n      depthTest: false,\n      depthWrite: false,\n    });\n\n    this._line = new THREE.LineSegments(this._geometry, material);\n    this.add(this._line);\n  }\n\n  public dispose(): void {\n    this._geometry.dispose();\n  }\n\n  public updateMatrixWorld(force: boolean): void {\n    this.springBone.bone.updateWorldMatrix(true, false);\n\n    this.matrix.copy(this.springBone.bone.matrixWorld);\n\n    const matrixWorldElements = this.matrix.elements;\n    this._geometry.worldScale = _v3A\n      .set(matrixWorldElements[0], matrixWorldElements[1], matrixWorldElements[2])\n      .length(); // calculate scale of x component\n\n    this._geometry.update();\n\n    super.updateMatrixWorld(force);\n  }\n}\n", "import * as THREE from 'three';\nimport { VRMSpringBoneJoint } from '../../VRMSpringBoneJoint';\n\nexport class SpringBoneBufferGeometry extends THREE.BufferGeometry {\n  public worldScale = 1.0;\n\n  private readonly _attrPos: THREE.BufferAttribute;\n  private readonly _attrIndex: THREE.BufferAttribute;\n  private readonly _springBone: VRMSpringBoneJoint;\n  private _currentRadius = 0;\n  private readonly _currentTail = new THREE.Vector3();\n\n  public constructor(springBone: VRMSpringBoneJoint) {\n    super();\n\n    this._springBone = springBone;\n\n    this._attrPos = new THREE.BufferAttribute(new Float32Array(294), 3);\n    this.setAttribute('position', this._attrPos);\n\n    this._attrIndex = new THREE.BufferAttribute(new Uint16Array(194), 1);\n    this.setIndex(this._attrIndex);\n\n    this._buildIndex();\n    this.update();\n  }\n\n  public update(): void {\n    let shouldUpdateGeometry = false;\n\n    const radius = this._springBone.settings.hitRadius / this.worldScale;\n    if (this._currentRadius !== radius) {\n      this._currentRadius = radius;\n      shouldUpdateGeometry = true;\n    }\n\n    if (!this._currentTail.equals(this._springBone.initialLocalChildPosition)) {\n      this._currentTail.copy(this._springBone.initialLocalChildPosition);\n      shouldUpdateGeometry = true;\n    }\n\n    if (shouldUpdateGeometry) {\n      this._buildPosition();\n    }\n  }\n\n  private _buildPosition(): void {\n    for (let i = 0; i < 32; i++) {\n      const t = (i / 16.0) * Math.PI;\n\n      this._attrPos.setXYZ(i, Math.cos(t), Math.sin(t), 0.0);\n      this._attrPos.setXYZ(32 + i, 0.0, Math.cos(t), Math.sin(t));\n      this._attrPos.setXYZ(64 + i, Math.sin(t), 0.0, Math.cos(t));\n    }\n\n    this.scale(this._currentRadius, this._currentRadius, this._currentRadius);\n    this.translate(this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.setXYZ(96, 0, 0, 0);\n    this._attrPos.setXYZ(97, this._currentTail.x, this._currentTail.y, this._currentTail.z);\n\n    this._attrPos.needsUpdate = true;\n  }\n\n  private _buildIndex(): void {\n    for (let i = 0; i < 32; i++) {\n      const i1 = (i + 1) % 32;\n\n      this._attrIndex.setXY(i * 2, i, i1);\n      this._attrIndex.setXY(64 + i * 2, 32 + i, 32 + i1);\n      this._attrIndex.setXY(128 + i * 2, 64 + i, 64 + i1);\n    }\n    this._attrIndex.setXY(192, 96, 97);\n\n    this._attrIndex.needsUpdate = true;\n  }\n}\n", "import * as THREE from 'three';\nimport type { VRMSpringBoneColliderShape } from './VRMSpringBoneColliderShape';\n\n/**\n * Represents a collider of a VRM.\n */\nexport class VRMSpringBoneCollider extends THREE.Object3D {\n  /**\n   * The shape of the collider.\n   */\n  public readonly shape: VRMSpringBoneColliderShape;\n\n  public constructor(shape: VRMSpringBoneColliderShape) {\n    super();\n\n    this.shape = shape;\n  }\n}\n", "import * as THREE from 'three';\nimport { mat4InvertCompat } from './utils/mat4InvertCompat';\nimport { Matrix4InverseCache } from './utils/Matrix4InverseCache';\nimport type { VRMSpringBoneColliderGroup } from './VRMSpringBoneColliderGroup';\nimport type { VRMSpringBoneJointSettings } from './VRMSpringBoneJointSettings';\n\n// based on\n// http://rocketjump.skr.jp/unity3d/109/\n// https://github.com/dwango/UniVRM/blob/master/Scripts/SpringBone/VRMSpringBone.cs\n\nconst IDENTITY_MATRIX4 = new THREE.Matrix4();\n\n// \u8A08\u7B97\u4E2D\u306E\u4E00\u6642\u4FDD\u5B58\u7528\u5909\u6570\uFF08\u4E00\u5EA6\u30A4\u30F3\u30B9\u30BF\u30F3\u30B9\u3092\u4F5C\u3063\u305F\u3089\u3042\u3068\u306F\u4F7F\u3044\u56DE\u3059\uFF09\nconst _v3A = new THREE.Vector3();\nconst _v3B = new THREE.Vector3();\nconst _v3C = new THREE.Vector3();\n\n/**\n * A temporary variable which is used in `update`\n */\nconst _worldSpacePosition = new THREE.Vector3();\n\n/**\n * A temporary variable which is used in `update`\n */\nconst _centerSpacePosition = new THREE.Vector3();\n\n/**\n * A temporary variable which is used in `update`\n */\nconst _nextTail = new THREE.Vector3();\n\nconst _quatA = new THREE.Quaternion();\nconst _matA = new THREE.Matrix4();\nconst _matB = new THREE.Matrix4();\n\n/**\n * A class represents a single joint of a spring bone.\n * It should be managed by a [[VRMSpringBoneManager]].\n */\nexport class VRMSpringBoneJoint {\n  /**\n   * Settings of the bone.\n   */\n  public settings: VRMSpringBoneJointSettings;\n\n  /**\n   * Collider groups attached to this bone.\n   */\n  public colliderGroups: VRMSpringBoneColliderGroup[];\n\n  /**\n   * An Object3D attached to this bone.\n   */\n  public readonly bone: THREE.Object3D;\n\n  /**\n   * An Object3D that will be used as a tail of this spring bone.\n   * It can be null when the spring bone is imported from VRM 0.0.\n   */\n  public readonly child: THREE.Object3D | null;\n\n  /**\n   * Current position of child tail, in center unit. Will be used for verlet integration.\n   */\n  private _currentTail = new THREE.Vector3();\n\n  /**\n   * Previous position of child tail, in center unit. Will be used for verlet integration.\n   */\n  private _prevTail = new THREE.Vector3();\n\n  /**\n   * Initial axis of the bone, in local unit.\n   */\n  private _boneAxis = new THREE.Vector3();\n\n  /**\n   * Length of the bone in world unit.\n   * Will be used for normalization in update loop, will be updated by {@link _calcWorldSpaceBoneLength}.\n   *\n   * It's same as local unit length unless there are scale transformations in the world space.\n   */\n  private _worldSpaceBoneLength = 0.0;\n\n  /**\n   * This springbone will be calculated based on the space relative from this object.\n   * If this is `null`, springbone will be calculated in world space.\n   */\n  private _center: THREE.Object3D | null = null;\n  public get center(): THREE.Object3D | null {\n    return this._center;\n  }\n  public set center(center: THREE.Object3D | null) {\n    // uninstall inverse cache\n    if (this._center?.userData.inverseCacheProxy) {\n      (this._center.userData.inverseCacheProxy as Matrix4InverseCache).revert();\n      delete this._center.userData.inverseCacheProxy;\n    }\n\n    // change the center\n    this._center = center;\n\n    // install inverse cache\n    if (this._center) {\n      if (!this._center.userData.inverseCacheProxy) {\n        this._center.userData.inverseCacheProxy = new Matrix4InverseCache(this._center.matrixWorld);\n      }\n    }\n  }\n\n  /**\n   * Initial state of the local matrix of the bone.\n   */\n  private _initialLocalMatrix = new THREE.Matrix4();\n\n  /**\n   * Initial state of the rotation of the bone.\n   */\n  private _initialLocalRotation = new THREE.Quaternion();\n\n  /**\n   * Initial state of the position of its child.\n   */\n  private _initialLocalChildPosition = new THREE.Vector3();\n  public get initialLocalChildPosition(): THREE.Vector3 {\n    return this._initialLocalChildPosition;\n  }\n\n  /**\n   * Returns the world matrix of its parent object.\n   * Note that it returns a reference to the matrix. Don't mutate this directly!\n   */\n  private get _parentMatrixWorld(): THREE.Matrix4 {\n    return this.bone.parent ? this.bone.parent.matrixWorld : IDENTITY_MATRIX4;\n  }\n\n  /**\n   * Create a new VRMSpringBone.\n   *\n   * @param bone An Object3D that will be attached to this bone\n   * @param child An Object3D that will be used as a tail of this spring bone. It can be null when the spring bone is imported from VRM 0.0\n   * @param settings Several parameters related to behavior of the spring bone\n   * @param colliderGroups Collider groups that will be collided with this spring bone\n   */\n  constructor(\n    bone: THREE.Object3D,\n    child: THREE.Object3D | null,\n    settings: Partial<VRMSpringBoneJointSettings> = {},\n    colliderGroups: VRMSpringBoneColliderGroup[] = [],\n  ) {\n    this.bone = bone; // uniVRM\u3067\u306E parent\n    this.bone.matrixAutoUpdate = false; // update\u306B\u3088\u308A\u8A08\u7B97\u3055\u308C\u308B\u306E\u3067three.js\u5185\u3067\u306E\u81EA\u52D5\u51E6\u7406\u306F\u4E0D\u8981\n\n    this.child = child;\n\n    this.settings = {\n      hitRadius: settings.hitRadius ?? 0.0,\n      stiffness: settings.stiffness ?? 1.0,\n      gravityPower: settings.gravityPower ?? 0.0,\n      gravityDir: settings.gravityDir?.clone() ?? new THREE.Vector3(0.0, -1.0, 0.0),\n      dragForce: settings.dragForce ?? 0.4,\n    };\n\n    this.colliderGroups = colliderGroups;\n  }\n\n  /**\n   * Set the initial state of this spring bone.\n   * You might want to call {@link VRMSpringBoneManager.setInitState} instead.\n   */\n  public setInitState(): void {\n    // remember initial position of itself\n    this._initialLocalMatrix.copy(this.bone.matrix);\n    this._initialLocalRotation.copy(this.bone.quaternion);\n\n    // see initial position of its local child\n    if (this.child) {\n      this._initialLocalChildPosition.copy(this.child.position);\n    } else {\n      // vrm0 requires a 7cm fixed bone length for the final node in a chain\n      // See: https://github.com/vrm-c/vrm-specification/tree/master/specification/VRMC_springBone-1.0#about-spring-configuration\n      this._initialLocalChildPosition.copy(this.bone.position).normalize().multiplyScalar(0.07);\n    }\n\n    // copy the child position to tails\n    const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n    this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n    this._prevTail.copy(this._currentTail);\n\n    // set initial states that are related to local child position\n    this._boneAxis.copy(this._initialLocalChildPosition).normalize();\n  }\n\n  /**\n   * Reset the state of this bone.\n   * You might want to call [[VRMSpringBoneManager.reset]] instead.\n   */\n  public reset(): void {\n    this.bone.quaternion.copy(this._initialLocalRotation);\n\n    // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n    this.bone.updateMatrix();\n    this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n\n    // Apply updated position to tail states\n    const matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n    this.bone.localToWorld(this._currentTail.copy(this._initialLocalChildPosition)).applyMatrix4(matrixWorldToCenter);\n    this._prevTail.copy(this._currentTail);\n  }\n\n  /**\n   * Update the state of this bone.\n   * You might want to call [[VRMSpringBoneManager.update]] instead.\n   *\n   * @param delta deltaTime\n   */\n  public update(delta: number): void {\n    if (delta <= 0) return;\n\n    // Update the _worldSpaceBoneLength\n    this._calcWorldSpaceBoneLength();\n\n    // Get bone position in center space\n    _worldSpacePosition.setFromMatrixPosition(this.bone.matrixWorld);\n    let matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n    _centerSpacePosition.copy(_worldSpacePosition).applyMatrix4(matrixWorldToCenter);\n    const quatWorldToCenter = _quatA.setFromRotationMatrix(matrixWorldToCenter);\n\n    // Get parent matrix in center space\n    const centerSpaceParentMatrix = _matB.copy(matrixWorldToCenter).multiply(this._parentMatrixWorld);\n\n    // Get boneAxis in center space\n    const centerSpaceBoneAxis = _v3B\n      .copy(this._boneAxis)\n      .applyMatrix4(this._initialLocalMatrix)\n      .applyMatrix4(centerSpaceParentMatrix)\n      .sub(_centerSpacePosition)\n      .normalize();\n\n    // gravity in center space\n    const centerSpaceGravity = _v3C.copy(this.settings.gravityDir).applyQuaternion(quatWorldToCenter).normalize();\n\n    const matrixCenterToWorld = this._getMatrixCenterToWorld(_matA);\n\n    // verlet\u7A4D\u5206\u3067\u6B21\u306E\u4F4D\u7F6E\u3092\u8A08\u7B97\n    _nextTail\n      .copy(this._currentTail)\n      .add(\n        _v3A\n          .copy(this._currentTail)\n          .sub(this._prevTail)\n          .multiplyScalar(1 - this.settings.dragForce),\n      ) // \u524D\u30D5\u30EC\u30FC\u30E0\u306E\u79FB\u52D5\u3092\u7D99\u7D9A\u3059\u308B(\u6E1B\u8870\u3082\u3042\u308B\u3088)\n      .add(_v3A.copy(centerSpaceBoneAxis).multiplyScalar(this.settings.stiffness * delta)) // \u89AA\u306E\u56DE\u8EE2\u306B\u3088\u308B\u5B50\u30DC\u30FC\u30F3\u306E\u79FB\u52D5\u76EE\u6A19\n      .add(_v3A.copy(centerSpaceGravity).multiplyScalar(this.settings.gravityPower * delta)) // \u5916\u529B\u306B\u3088\u308B\u79FB\u52D5\u91CF\n      .applyMatrix4(matrixCenterToWorld); // tail\u3092world space\u306B\u623B\u3059\n\n    // normalize bone length\n    _nextTail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n\n    // Collision\u3067\u79FB\u52D5\n    this._collision(_nextTail);\n\n    // update prevTail and currentTail\n    matrixWorldToCenter = this._getMatrixWorldToCenter(_matA);\n\n    this._prevTail.copy(this._currentTail);\n    this._currentTail.copy(_v3A.copy(_nextTail).applyMatrix4(matrixWorldToCenter));\n\n    // Apply rotation, convert vector3 thing into actual quaternion\n    // Original UniVRM is doing center unit calculus at here but we're gonna do this on local unit\n    const worldSpaceInitialMatrixInv = mat4InvertCompat(\n      _matA.copy(this._parentMatrixWorld).multiply(this._initialLocalMatrix),\n    );\n    const applyRotation = _quatA.setFromUnitVectors(\n      this._boneAxis,\n      _v3A.copy(_nextTail).applyMatrix4(worldSpaceInitialMatrixInv).normalize(),\n    );\n\n    this.bone.quaternion.copy(this._initialLocalRotation).multiply(applyRotation);\n\n    // We need to update its matrixWorld manually, since we tweaked the bone by our hand\n    this.bone.updateMatrix();\n    this.bone.matrixWorld.multiplyMatrices(this._parentMatrixWorld, this.bone.matrix);\n  }\n\n  /**\n   * Do collision math against every colliders attached to this bone.\n   *\n   * @param tail The tail you want to process\n   */\n  private _collision(tail: THREE.Vector3): void {\n    this.colliderGroups.forEach((colliderGroup) => {\n      colliderGroup.colliders.forEach((collider) => {\n        const dist = collider.shape.calculateCollision(collider.matrixWorld, tail, this.settings.hitRadius, _v3A);\n\n        if (dist < 0.0) {\n          // hit\n          tail.add(_v3A.multiplyScalar(-dist));\n\n          // normalize bone length\n          tail.sub(_worldSpacePosition).normalize().multiplyScalar(this._worldSpaceBoneLength).add(_worldSpacePosition);\n        }\n      });\n    });\n  }\n\n  /**\n   * Calculate the {@link _worldSpaceBoneLength}.\n   * Intended to be used in {@link update}.\n   */\n  private _calcWorldSpaceBoneLength(): void {\n    _v3A.setFromMatrixPosition(this.bone.matrixWorld); // get world position of this.bone\n\n    if (this.child) {\n      _v3B.setFromMatrixPosition(this.child.matrixWorld); // get world position of this.child\n    } else {\n      _v3B.copy(this._initialLocalChildPosition);\n      _v3B.applyMatrix4(this.bone.matrixWorld);\n    }\n\n    this._worldSpaceBoneLength = _v3A.sub(_v3B).length();\n  }\n\n  /**\n   * Create a matrix that converts center space into world space.\n   * @param target Target matrix\n   */\n  private _getMatrixCenterToWorld(target: THREE.Matrix4): THREE.Matrix4 {\n    if (this._center) {\n      target.copy(this._center.matrixWorld);\n    } else {\n      target.identity();\n    }\n\n    return target;\n  }\n\n  /**\n   * Create a matrix that converts world space into center space.\n   * @param target Target matrix\n   */\n  private _getMatrixWorldToCenter(target: THREE.Matrix4): THREE.Matrix4 {\n    if (this._center) {\n      target.copy((this._center.userData.inverseCacheProxy as Matrix4InverseCache).inverse);\n    } else {\n      target.identity();\n    }\n\n    return target;\n  }\n}\n", "import * as THREE from 'three';\n\nconst _matA = new THREE.Matrix4();\n\n/**\n * A compat function for `Matrix4.invert()` / `Matrix4.getInverse()`.\n * `Matrix4.invert()` is introduced in r123 and `Matrix4.getInverse()` emits a warning.\n * We are going to use this compat for a while.\n * @param target A target matrix\n */\nexport function mat4InvertCompat<T extends THREE.Matrix4>(target: T): T {\n  if ((target as any).invert) {\n    target.invert();\n  } else {\n    (target as any).getInverse(_matA.copy(target));\n  }\n\n  return target;\n}\n", "import * as THREE from 'three';\nimport { mat4InvertCompat } from './mat4InvertCompat';\n\nexport class Matrix4InverseCache {\n  /**\n   * The target matrix.\n   */\n  public readonly matrix: THREE.Matrix4;\n\n  /**\n   * A cache of inverse of current matrix.\n   */\n  private readonly _inverseCache = new THREE.Matrix4();\n\n  /**\n   * A flag that makes it want to recalculate its {@link _inverseCache}.\n   * Will be set `true` when `elements` are mutated and be used in `getInverse`.\n   */\n  private _shouldUpdateInverse = true;\n\n  /**\n   * The original of `matrix.elements`\n   */\n  private readonly _originalElements: THREE.Matrix4Tuple;\n\n  /**\n   * Inverse of given matrix.\n   * Note that it will return its internal private instance.\n   * Make sure copying this before mutate this.\n   */\n  public get inverse(): THREE.Matrix4 {\n    if (this._shouldUpdateInverse) {\n      mat4InvertCompat(this._inverseCache.copy(this.matrix));\n      this._shouldUpdateInverse = false;\n    }\n\n    return this._inverseCache;\n  }\n\n  public constructor(matrix: THREE.Matrix4) {\n    this.matrix = matrix;\n\n    const handler: ProxyHandler<number[]> = {\n      set: (obj, prop: any, newVal) => {\n        this._shouldUpdateInverse = true;\n        obj[prop] = newVal;\n\n        return true;\n      },\n    };\n\n    this._originalElements = matrix.elements;\n    matrix.elements = new Proxy<THREE.Matrix4Tuple>(matrix.elements, handler);\n  }\n\n  public revert(): void {\n    this.matrix.elements = this._originalElements;\n  }\n}\n", "import type * as V0VRM from '@pixiv/types-vrm-0.0';\nimport type * as V1SpringBoneSchema from '@pixiv/types-vrmc-springbone-1.0';\nimport type * as SpringBoneExtendedColliderSchema from '@pixiv/types-vrmc-springbone-extended-collider-1.0';\nimport * as THREE from 'three';\nimport type { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport { VRMSpringBoneColliderHelper, VRMSpringBoneJointHelper } from './helpers';\nimport { VRMSpringBoneCollider } from './VRMSpringBoneCollider';\nimport type { VRMSpringBoneColliderGroup } from './VRMSpringBoneColliderGroup';\nimport { VRMSpringBoneColliderShapeCapsule } from './VRMSpringBoneColliderShapeCapsule';\nimport { VRMSpringBoneColliderShapeSphere } from './VRMSpringBoneColliderShapeSphere';\nimport { VRMSpringBoneJoint } from './VRMSpringBoneJoint';\nimport type { VRMSpringBoneLoaderPluginOptions } from './VRMSpringBoneLoaderPluginOptions';\nimport { VRMSpringBoneManager } from './VRMSpringBoneManager';\nimport type { VRMSpringBoneJointSettings } from './VRMSpringBoneJointSettings';\nimport { GLTF as GLTFSchema } from '@gltf-transform/core';\nimport { VRMSpringBoneColliderShapePlane } from './VRMSpringBoneColliderShapePlane';\n\nconst EXTENSION_NAME_EXTENDED_COLLIDER = 'VRMC_springBone_extended_collider';\n\n/**\n * Possible spec versions it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS = new Set(['1.0', '1.0-beta']);\n\n/**\n * Possible spec versions of `VRMC_springBone_extended_collider` it recognizes.\n */\nconst POSSIBLE_SPEC_VERSIONS_EXTENDED_COLLIDERS = new Set(['1.0']);\n\nexport class VRMSpringBoneLoaderPlugin implements GLTFLoaderPlugin {\n  public static readonly EXTENSION_NAME = 'VRMC_springBone';\n\n  /**\n   * Specify an Object3D to add {@link VRMSpringBoneJointHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public jointHelperRoot?: THREE.Object3D;\n\n  /**\n   * Specify an Object3D to add {@link VRMSpringBoneJointHelper} s.\n   * If not specified, helper will not be created.\n   * If `renderOrder` is set to the root, helpers will copy the same `renderOrder` .\n   */\n  public colliderHelperRoot?: THREE.Object3D;\n\n  /**\n   * If true, load colliders defined in `VRMC_springBone_extended_collider`.\n   * Set to `false` to disable loading extended colliders and use the fallback behavior.\n   * `true` by default.\n   */\n  public useExtendedColliders: boolean;\n\n  public readonly parser: GLTFParser;\n\n  public get name(): string {\n    return VRMSpringBoneLoaderPlugin.EXTENSION_NAME;\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMSpringBoneLoaderPluginOptions) {\n    this.parser = parser;\n\n    this.jointHelperRoot = options?.jointHelperRoot;\n    this.colliderHelperRoot = options?.colliderHelperRoot;\n    this.useExtendedColliders = options?.useExtendedColliders ?? true;\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    gltf.userData.vrmSpringBoneManager = await this._import(gltf);\n  }\n\n  /**\n   * Import spring bones from a GLTF and return a {@link VRMSpringBoneManager}.\n   * It might return `null` instead when it does not need to be created or something go wrong.\n   *\n   * @param gltf A parsed result of GLTF taken from GLTFLoader\n   */\n  private async _import(gltf: GLTF): Promise<VRMSpringBoneManager | null> {\n    const v1Result = await this._v1Import(gltf);\n    if (v1Result != null) {\n      return v1Result;\n    }\n\n    const v0Result = await this._v0Import(gltf);\n    if (v0Result != null) {\n      return v0Result;\n    }\n\n    return null;\n  }\n\n  private async _v1Import(gltf: GLTF): Promise<VRMSpringBoneManager | null> {\n    const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use spring bones\n    const isSpringBoneUsed = json.extensionsUsed?.indexOf(VRMSpringBoneLoaderPlugin.EXTENSION_NAME) !== -1;\n    if (!isSpringBoneUsed) {\n      return null;\n    }\n\n    const manager = new VRMSpringBoneManager();\n\n    const threeNodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n\n    const extension = json.extensions?.[VRMSpringBoneLoaderPlugin.EXTENSION_NAME] as\n      | V1SpringBoneSchema.VRMCSpringBone\n      | undefined;\n    if (!extension) {\n      return null;\n    }\n\n    const specVersion = extension.specVersion;\n    if (!POSSIBLE_SPEC_VERSIONS.has(specVersion)) {\n      console.warn(\n        `VRMSpringBoneLoaderPlugin: Unknown ${VRMSpringBoneLoaderPlugin.EXTENSION_NAME} specVersion \"${specVersion}\"`,\n      );\n      return null;\n    }\n\n    const colliders = extension.colliders?.map((schemaCollider, iCollider) => {\n      const node = threeNodes[schemaCollider.node!];\n      const schemaShape = schemaCollider.shape!;\n\n      // TODO: separate into several functions\n\n      const schemaExCollider: SpringBoneExtendedColliderSchema.VRMCSpringBoneExtendedCollider | undefined =\n        schemaCollider.extensions?.[EXTENSION_NAME_EXTENDED_COLLIDER];\n\n      if (this.useExtendedColliders && schemaExCollider != null) {\n        const specVersionExCollider = schemaExCollider.specVersion;\n        if (!POSSIBLE_SPEC_VERSIONS_EXTENDED_COLLIDERS.has(specVersionExCollider)) {\n          console.warn(\n            `VRMSpringBoneLoaderPlugin: Unknown ${EXTENSION_NAME_EXTENDED_COLLIDER} specVersion \"${specVersionExCollider}\". Fallbacking to the ${VRMSpringBoneLoaderPlugin.EXTENSION_NAME} definition`,\n          );\n        } else {\n          const schemaExShape = schemaExCollider.shape!;\n          if (schemaExShape.sphere) {\n            return this._importSphereCollider(node, {\n              offset: new THREE.Vector3().fromArray(schemaExShape.sphere.offset ?? [0.0, 0.0, 0.0]),\n              radius: schemaExShape.sphere.radius ?? 0.0,\n              inside: schemaExShape.sphere.inside ?? false,\n            });\n          } else if (schemaExShape.capsule) {\n            return this._importCapsuleCollider(node, {\n              offset: new THREE.Vector3().fromArray(schemaExShape.capsule.offset ?? [0.0, 0.0, 0.0]),\n              radius: schemaExShape.capsule.radius ?? 0.0,\n              tail: new THREE.Vector3().fromArray(schemaExShape.capsule.tail ?? [0.0, 0.0, 0.0]),\n              inside: schemaExShape.capsule.inside ?? false,\n            });\n          } else if (schemaExShape.plane) {\n            return this._importPlaneCollider(node, {\n              offset: new THREE.Vector3().fromArray(schemaExShape.plane.offset ?? [0.0, 0.0, 0.0]),\n              normal: new THREE.Vector3().fromArray(schemaExShape.plane.normal ?? [0.0, 0.0, 1.0]),\n            });\n          }\n        }\n      }\n\n      if (schemaShape.sphere) {\n        return this._importSphereCollider(node, {\n          offset: new THREE.Vector3().fromArray(schemaShape.sphere.offset ?? [0.0, 0.0, 0.0]),\n          radius: schemaShape.sphere.radius ?? 0.0,\n          inside: false,\n        });\n      } else if (schemaShape.capsule) {\n        return this._importCapsuleCollider(node, {\n          offset: new THREE.Vector3().fromArray(schemaShape.capsule.offset ?? [0.0, 0.0, 0.0]),\n          radius: schemaShape.capsule.radius ?? 0.0,\n          tail: new THREE.Vector3().fromArray(schemaShape.capsule.tail ?? [0.0, 0.0, 0.0]),\n          inside: false,\n        });\n      }\n\n      throw new Error(`VRMSpringBoneLoaderPlugin: The collider #${iCollider} has no valid shape`);\n    });\n\n    const colliderGroups = extension.colliderGroups?.map(\n      (schemaColliderGroup, iColliderGroup): VRMSpringBoneColliderGroup => {\n        const cols = (schemaColliderGroup.colliders ?? []).map((iCollider) => {\n          const col = colliders?.[iCollider];\n\n          if (col == null) {\n            throw new Error(\n              `VRMSpringBoneLoaderPlugin: The colliderGroup #${iColliderGroup} attempted to use a collider #${iCollider} but not found`,\n            );\n          }\n\n          return col;\n        });\n\n        return {\n          colliders: cols,\n          name: schemaColliderGroup.name,\n        };\n      },\n    );\n\n    extension.springs?.forEach((schemaSpring, iSpring) => {\n      const schemaJoints = schemaSpring.joints;\n\n      // prepare colliders\n      const colliderGroupsForSpring = schemaSpring.colliderGroups?.map((iColliderGroup) => {\n        const group = colliderGroups?.[iColliderGroup];\n\n        if (group == null) {\n          throw new Error(\n            `VRMSpringBoneLoaderPlugin: The spring #${iSpring} attempted to use a colliderGroup ${iColliderGroup} but not found`,\n          );\n        }\n\n        return group;\n      });\n\n      const center = schemaSpring.center != null ? threeNodes[schemaSpring.center] : undefined;\n\n      let prevSchemaJoint: V1SpringBoneSchema.SpringBoneJoint | undefined;\n      schemaJoints.forEach((schemaJoint) => {\n        if (prevSchemaJoint) {\n          // prepare node\n          const nodeIndex = prevSchemaJoint.node;\n          const node = threeNodes[nodeIndex];\n          const childIndex = schemaJoint.node;\n          const child = threeNodes[childIndex];\n\n          // prepare setting\n          const setting: Partial<VRMSpringBoneJointSettings> = {\n            hitRadius: prevSchemaJoint.hitRadius,\n            dragForce: prevSchemaJoint.dragForce,\n            gravityPower: prevSchemaJoint.gravityPower,\n            stiffness: prevSchemaJoint.stiffness,\n            gravityDir:\n              prevSchemaJoint.gravityDir != null\n                ? new THREE.Vector3().fromArray(prevSchemaJoint.gravityDir)\n                : undefined,\n          };\n\n          // create spring bones\n          const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n          if (center) {\n            joint.center = center;\n          }\n\n          manager.addJoint(joint);\n        }\n\n        prevSchemaJoint = schemaJoint;\n      });\n    });\n\n    // init spring bones\n    manager.setInitState();\n\n    return manager;\n  }\n\n  private async _v0Import(gltf: GLTF): Promise<VRMSpringBoneManager | null> {\n    const json = gltf.parser.json as GLTFSchema.IGLTF;\n\n    // early abort if it doesn't use vrm\n    const isVRMUsed = json.extensionsUsed?.indexOf('VRM') !== -1;\n    if (!isVRMUsed) {\n      return null;\n    }\n\n    // early abort if it doesn't have bone groups\n    const extension = json.extensions?.['VRM'] as V0VRM.VRM | undefined;\n    const schemaSecondaryAnimation = extension?.secondaryAnimation;\n    if (!schemaSecondaryAnimation) {\n      return null;\n    }\n\n    const schemaBoneGroups = schemaSecondaryAnimation?.boneGroups;\n    if (!schemaBoneGroups) {\n      return null;\n    }\n\n    const manager = new VRMSpringBoneManager();\n\n    const threeNodes: THREE.Object3D[] = await gltf.parser.getDependencies('node');\n\n    const colliderGroups = schemaSecondaryAnimation.colliderGroups?.map(\n      (schemaColliderGroup): VRMSpringBoneColliderGroup => {\n        const node = threeNodes[schemaColliderGroup.node!];\n        const colliders = (schemaColliderGroup.colliders ?? []).map((schemaCollider, iCollider) => {\n          const offset = new THREE.Vector3(0.0, 0.0, 0.0);\n          if (schemaCollider.offset) {\n            offset.set(\n              schemaCollider.offset.x ?? 0.0,\n              schemaCollider.offset.y ?? 0.0,\n              schemaCollider.offset.z ? -schemaCollider.offset.z : 0.0, // z is opposite in VRM0.0\n            );\n          }\n\n          return this._importSphereCollider(node, {\n            offset,\n            radius: schemaCollider.radius ?? 0.0,\n            inside: false,\n          });\n        });\n\n        return { colliders };\n      },\n    );\n\n    // import spring bones for each spring bone groups\n    schemaBoneGroups?.forEach((schemaBoneGroup, iBoneGroup) => {\n      const rootIndices = schemaBoneGroup.bones;\n      if (!rootIndices) {\n        return;\n      }\n\n      rootIndices.forEach((rootIndex) => {\n        const root = threeNodes[rootIndex];\n\n        // prepare setting\n        const gravityDir = new THREE.Vector3();\n        if (schemaBoneGroup.gravityDir) {\n          gravityDir.set(\n            schemaBoneGroup.gravityDir.x ?? 0.0,\n            schemaBoneGroup.gravityDir.y ?? 0.0,\n            schemaBoneGroup.gravityDir.z ?? 0.0,\n          );\n        } else {\n          gravityDir.set(0.0, -1.0, 0.0);\n        }\n\n        const center = schemaBoneGroup.center != null ? threeNodes[schemaBoneGroup.center] : undefined;\n\n        const setting: Partial<VRMSpringBoneJointSettings> = {\n          hitRadius: schemaBoneGroup.hitRadius,\n          dragForce: schemaBoneGroup.dragForce,\n          gravityPower: schemaBoneGroup.gravityPower,\n          stiffness: schemaBoneGroup.stiffiness,\n          gravityDir,\n        };\n\n        // prepare colliders\n        const colliderGroupsForSpring = schemaBoneGroup.colliderGroups?.map((iColliderGroup) => {\n          const group = colliderGroups?.[iColliderGroup];\n\n          if (group == null) {\n            throw new Error(\n              `VRMSpringBoneLoaderPlugin: The spring #${iBoneGroup} attempted to use a colliderGroup ${iColliderGroup} but not found`,\n            );\n          }\n\n          return group;\n        });\n\n        // create spring bones\n        root.traverse((node) => {\n          const child: THREE.Object3D | null = node.children[0] ?? null;\n\n          const joint = this._importJoint(node, child, setting, colliderGroupsForSpring);\n          if (center) {\n            joint.center = center;\n          }\n\n          manager.addJoint(joint);\n        });\n      });\n    });\n\n    // init spring bones\n    gltf.scene.updateMatrixWorld();\n    manager.setInitState();\n\n    return manager;\n  }\n\n  private _importJoint(\n    node: THREE.Object3D,\n    child: THREE.Object3D,\n    setting?: Partial<VRMSpringBoneJointSettings>,\n    colliderGroupsForSpring?: VRMSpringBoneColliderGroup[],\n  ): VRMSpringBoneJoint {\n    const springBone = new VRMSpringBoneJoint(node, child, setting, colliderGroupsForSpring);\n\n    if (this.jointHelperRoot) {\n      const helper = new VRMSpringBoneJointHelper(springBone);\n      this.jointHelperRoot.add(helper);\n      helper.renderOrder = this.jointHelperRoot.renderOrder;\n    }\n\n    return springBone;\n  }\n\n  private _importSphereCollider(\n    destination: THREE.Object3D,\n    params: {\n      offset: THREE.Vector3;\n      radius: number;\n      inside: boolean;\n    },\n  ): VRMSpringBoneCollider {\n    const shape = new VRMSpringBoneColliderShapeSphere(params);\n\n    const collider = new VRMSpringBoneCollider(shape);\n\n    destination.add(collider);\n\n    if (this.colliderHelperRoot) {\n      const helper = new VRMSpringBoneColliderHelper(collider);\n      this.colliderHelperRoot.add(helper);\n      helper.renderOrder = this.colliderHelperRoot.renderOrder;\n    }\n\n    return collider;\n  }\n\n  private _importCapsuleCollider(\n    destination: THREE.Object3D,\n    params: {\n      offset: THREE.Vector3;\n      radius: number;\n      tail: THREE.Vector3;\n      inside: boolean;\n    },\n  ): VRMSpringBoneCollider {\n    const shape = new VRMSpringBoneColliderShapeCapsule(params);\n\n    const collider = new VRMSpringBoneCollider(shape);\n\n    destination.add(collider);\n\n    if (this.colliderHelperRoot) {\n      const helper = new VRMSpringBoneColliderHelper(collider);\n      this.colliderHelperRoot.add(helper);\n      helper.renderOrder = this.colliderHelperRoot.renderOrder;\n    }\n\n    return collider;\n  }\n\n  private _importPlaneCollider(\n    destination: THREE.Object3D,\n    params: {\n      offset: THREE.Vector3;\n      normal: THREE.Vector3;\n    },\n  ): VRMSpringBoneCollider {\n    const shape = new VRMSpringBoneColliderShapePlane(params);\n\n    const collider = new VRMSpringBoneCollider(shape);\n\n    destination.add(collider);\n\n    if (this.colliderHelperRoot) {\n      const helper = new VRMSpringBoneColliderHelper(collider);\n      this.colliderHelperRoot.add(helper);\n      helper.renderOrder = this.colliderHelperRoot.renderOrder;\n    }\n\n    return collider;\n  }\n}\n", "import type * as THREE from 'three';\n\nexport function traverseAncestorsFromRoot(object: THREE.Object3D, callback: (object: THREE.Object3D) => void): void {\n  const ancestors: THREE.Object3D[] = [];\n\n  let head: THREE.Object3D | null = object;\n  while (head !== null) {\n    ancestors.unshift(head);\n    head = head.parent;\n  }\n\n  ancestors.forEach((ancestor) => {\n    callback(ancestor);\n  });\n}\n", "import type * as THREE from 'three';\n\n/**\n * Traverse children of given object and execute given callback.\n * The given object itself wont be given to the callback.\n * If the return value of the callback is `true`, it will halt the traversal of its children.\n * @param object A root object\n * @param callback A callback function called for each children\n */\nexport function traverseChildrenUntilConditionMet(\n  object: THREE.Object3D,\n  callback: (object: THREE.Object3D) => boolean,\n): void {\n  object.children.forEach((child) => {\n    const result = callback(child);\n    if (!result) {\n      traverseChildrenUntilConditionMet(child, callback);\n    }\n  });\n}\n", "import type * as THREE from 'three';\nimport type { VRMSpringBoneJoint } from './VRMSpringBoneJoint';\nimport { traverseAncestorsFromRoot } from './utils/traverseAncestorsFromRoot';\nimport type { VRMSpringBoneCollider } from './VRMSpringBoneCollider';\nimport type { VRMSpringBoneColliderGroup } from './VRMSpringBoneColliderGroup';\nimport { traverseChildrenUntilConditionMet } from './utils/traverseChildrenUntilConditionMet';\n\nexport class VRMSpringBoneManager {\n  private _joints = new Set<VRMSpringBoneJoint>();\n  public get joints(): Set<VRMSpringBoneJoint> {\n    return this._joints;\n  }\n\n  /**\n   * @deprecated Use {@link joints} instead.\n   */\n  public get springBones(): Set<VRMSpringBoneJoint> {\n    console.warn('VRMSpringBoneManager: springBones is deprecated. use joints instead.');\n\n    return this._joints;\n  }\n\n  public get colliderGroups(): VRMSpringBoneColliderGroup[] {\n    const set = new Set<VRMSpringBoneColliderGroup>();\n    this._joints.forEach((springBone) => {\n      springBone.colliderGroups.forEach((colliderGroup) => {\n        set.add(colliderGroup);\n      });\n    });\n    return Array.from(set);\n  }\n\n  public get colliders(): VRMSpringBoneCollider[] {\n    const set = new Set<VRMSpringBoneCollider>();\n    this.colliderGroups.forEach((colliderGroup) => {\n      colliderGroup.colliders.forEach((collider) => {\n        set.add(collider);\n      });\n    });\n    return Array.from(set);\n  }\n\n  private _objectSpringBonesMap = new Map<THREE.Object3D, Set<VRMSpringBoneJoint>>();\n\n  public addJoint(joint: VRMSpringBoneJoint): void {\n    this._joints.add(joint);\n\n    let objectSet = this._objectSpringBonesMap.get(joint.bone);\n    if (objectSet == null) {\n      objectSet = new Set<VRMSpringBoneJoint>();\n      this._objectSpringBonesMap.set(joint.bone, objectSet);\n    }\n    objectSet.add(joint);\n  }\n\n  /**\n   * @deprecated Use {@link addJoint} instead.\n   */\n  public addSpringBone(joint: VRMSpringBoneJoint): void {\n    console.warn('VRMSpringBoneManager: addSpringBone() is deprecated. use addJoint() instead.');\n\n    this.addJoint(joint);\n  }\n\n  public deleteJoint(joint: VRMSpringBoneJoint): void {\n    this._joints.delete(joint);\n\n    const objectSet = this._objectSpringBonesMap.get(joint.bone)!;\n    objectSet.delete(joint);\n  }\n\n  /**\n   * @deprecated Use {@link deleteJoint} instead.\n   */\n  public deleteSpringBone(joint: VRMSpringBoneJoint): void {\n    console.warn('VRMSpringBoneManager: deleteSpringBone() is deprecated. use deleteJoint() instead.');\n\n    this.deleteJoint(joint);\n  }\n\n  public setInitState(): void {\n    const springBonesTried = new Set<VRMSpringBoneJoint>();\n    const springBonesDone = new Set<VRMSpringBoneJoint>();\n    const objectUpdated = new Set<THREE.Object3D>();\n\n    for (const springBone of this._joints) {\n      this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) =>\n        springBone.setInitState(),\n      );\n    }\n  }\n\n  public reset(): void {\n    const springBonesTried = new Set<VRMSpringBoneJoint>();\n    const springBonesDone = new Set<VRMSpringBoneJoint>();\n    const objectUpdated = new Set<THREE.Object3D>();\n\n    for (const springBone of this._joints) {\n      this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) =>\n        springBone.reset(),\n      );\n    }\n  }\n\n  public update(delta: number): void {\n    const springBonesTried = new Set<VRMSpringBoneJoint>();\n    const springBonesDone = new Set<VRMSpringBoneJoint>();\n    const objectUpdated = new Set<THREE.Object3D>();\n\n    for (const springBone of this._joints) {\n      // update the springbone\n      this._processSpringBone(springBone, springBonesTried, springBonesDone, objectUpdated, (springBone) =>\n        springBone.update(delta),\n      );\n\n      // update children world matrices\n      // it is required when the spring bone chain is sparse\n      traverseChildrenUntilConditionMet(springBone.bone, (object) => {\n        // if the object has attached springbone, halt the traversal\n        if ((this._objectSpringBonesMap.get(object)?.size ?? 0) > 0) {\n          return true;\n        }\n\n        // otherwise update its world matrix\n        object.updateWorldMatrix(false, false);\n        return false;\n      });\n    }\n  }\n\n  /**\n   * Update a spring bone.\n   * If there are other spring bone that are dependant, it will try to update them recursively.\n   * It updates matrixWorld of all ancestors and myself.\n   * It might throw an error if there are circular dependencies.\n   *\n   * Intended to be used in {@link update} and {@link _processSpringBone} itself recursively.\n   *\n   * @param springBone A springBone you want to update\n   * @param springBonesTried Set of springBones that are already tried to be updated\n   * @param springBonesDone Set of springBones that are already up to date\n   * @param objectUpdated Set of object3D whose matrixWorld is updated\n   */\n  private _processSpringBone(\n    springBone: VRMSpringBoneJoint,\n    springBonesTried: Set<VRMSpringBoneJoint>,\n    springBonesDone: Set<VRMSpringBoneJoint>,\n    objectUpdated: Set<THREE.Object3D>,\n    callback: (springBone: VRMSpringBoneJoint) => void,\n  ): void {\n    if (springBonesDone.has(springBone)) {\n      return;\n    }\n\n    if (springBonesTried.has(springBone)) {\n      throw new Error('VRMSpringBoneManager: Circular dependency detected while updating springbones');\n    }\n    springBonesTried.add(springBone);\n\n    const depObjects = this._getDependencies(springBone);\n    for (const depObject of depObjects) {\n      traverseAncestorsFromRoot(depObject, (depObjectAncestor) => {\n        const objectSet = this._objectSpringBonesMap.get(depObjectAncestor);\n        if (objectSet) {\n          for (const depSpringBone of objectSet) {\n            this._processSpringBone(depSpringBone, springBonesTried, springBonesDone, objectUpdated, callback);\n          }\n        } else if (!objectUpdated.has(depObjectAncestor)) {\n          // update matrix of non-springbone\n          depObjectAncestor.updateWorldMatrix(false, false);\n          objectUpdated.add(depObjectAncestor);\n        }\n      });\n    }\n\n    // update my matrix\n    springBone.bone.updateMatrix();\n    springBone.bone.updateWorldMatrix(false, false);\n\n    callback(springBone);\n\n    objectUpdated.add(springBone.bone);\n\n    springBonesDone.add(springBone);\n  }\n\n  /**\n   * Return a set of objects that are dependant of given spring bone.\n   * @param springBone A spring bone\n   * @return A set of objects that are dependant of given spring bone\n   */\n  private _getDependencies(springBone: VRMSpringBoneJoint): Set<THREE.Object3D> {\n    const set = new Set<THREE.Object3D>();\n\n    const parent = springBone.bone.parent;\n    if (parent) {\n      set.add(parent);\n    }\n\n    springBone.colliderGroups.forEach((colliderGroup) => {\n      colliderGroup.colliders.forEach((collider) => {\n        set.add(collider);\n      });\n    });\n\n    return set;\n  }\n}\n", "import * as THREE from 'three';\nimport { GLTF, GLTFLoaderPlugin, GLTFParser } from 'three/examples/jsm/loaders/GLTFLoader.js';\nimport {\n  VRMExpressionLoaderPlugin,\n  VRMFirstPersonLoaderPlugin,\n  VRMHumanoid,\n  VRMHumanoidLoaderPlugin,\n  VRMLookAtLoaderPlugin,\n  VRMMeta,\n  VRMMetaLoaderPlugin,\n} from '@pixiv/three-vrm-core';\nimport { MToonMaterialLoaderPlugin } from '@pixiv/three-vrm-materials-mtoon';\nimport { VRMMaterialsHDREmissiveMultiplierLoaderPlugin } from '@pixiv/three-vrm-materials-hdr-emissive-multiplier';\nimport { VRMMaterialsV0CompatPlugin } from '@pixiv/three-vrm-materials-v0compat';\nimport { VRMNodeConstraintLoaderPlugin } from '@pixiv/three-vrm-node-constraint';\nimport { VRMSpringBoneLoaderPlugin } from '@pixiv/three-vrm-springbone';\nimport { VRMLoaderPluginOptions } from './VRMLoaderPluginOptions';\nimport { VRM } from './VRM';\n\nexport class VRMLoaderPlugin implements GLTFLoaderPlugin {\n  public readonly parser: GLTFParser;\n\n  public readonly expressionPlugin: VRMExpressionLoaderPlugin;\n  public readonly firstPersonPlugin: VRMFirstPersonLoaderPlugin;\n  public readonly humanoidPlugin: VRMHumanoidLoaderPlugin;\n  public readonly lookAtPlugin: VRMLookAtLoaderPlugin;\n  public readonly metaPlugin: VRMMetaLoaderPlugin;\n  public readonly mtoonMaterialPlugin: MToonMaterialLoaderPlugin;\n  public readonly materialsHDREmissiveMultiplierPlugin: VRMMaterialsHDREmissiveMultiplierLoaderPlugin;\n  public readonly materialsV0CompatPlugin: VRMMaterialsV0CompatPlugin;\n  public readonly springBonePlugin: VRMSpringBoneLoaderPlugin;\n  public readonly nodeConstraintPlugin: VRMNodeConstraintLoaderPlugin;\n\n  public get name(): string {\n    return 'VRMLoaderPlugin';\n  }\n\n  public constructor(parser: GLTFParser, options?: VRMLoaderPluginOptions) {\n    this.parser = parser;\n\n    const helperRoot = options?.helperRoot;\n    const autoUpdateHumanBones = options?.autoUpdateHumanBones;\n\n    this.expressionPlugin = options?.expressionPlugin ?? new VRMExpressionLoaderPlugin(parser);\n    this.firstPersonPlugin = options?.firstPersonPlugin ?? new VRMFirstPersonLoaderPlugin(parser);\n    this.humanoidPlugin =\n      options?.humanoidPlugin ??\n      new VRMHumanoidLoaderPlugin(parser, {\n        helperRoot,\n        autoUpdateHumanBones,\n      });\n    this.lookAtPlugin = options?.lookAtPlugin ?? new VRMLookAtLoaderPlugin(parser, { helperRoot });\n    this.metaPlugin = options?.metaPlugin ?? new VRMMetaLoaderPlugin(parser);\n    this.mtoonMaterialPlugin = options?.mtoonMaterialPlugin ?? new MToonMaterialLoaderPlugin(parser);\n    this.materialsHDREmissiveMultiplierPlugin =\n      options?.materialsHDREmissiveMultiplierPlugin ?? new VRMMaterialsHDREmissiveMultiplierLoaderPlugin(parser);\n    this.materialsV0CompatPlugin = options?.materialsV0CompatPlugin ?? new VRMMaterialsV0CompatPlugin(parser);\n\n    this.springBonePlugin =\n      options?.springBonePlugin ??\n      new VRMSpringBoneLoaderPlugin(parser, {\n        colliderHelperRoot: helperRoot,\n        jointHelperRoot: helperRoot,\n      });\n\n    this.nodeConstraintPlugin =\n      options?.nodeConstraintPlugin ?? new VRMNodeConstraintLoaderPlugin(parser, { helperRoot });\n  }\n\n  public async beforeRoot(): Promise<void> {\n    await this.materialsV0CompatPlugin.beforeRoot();\n    await this.mtoonMaterialPlugin.beforeRoot();\n  }\n\n  public async loadMesh(meshIndex: number): Promise<THREE.Group | THREE.Mesh | THREE.SkinnedMesh> {\n    return await this.mtoonMaterialPlugin.loadMesh(meshIndex);\n  }\n\n  public getMaterialType(materialIndex: number): typeof THREE.Material | null {\n    const mtoonType = this.mtoonMaterialPlugin.getMaterialType(materialIndex);\n    if (mtoonType != null) {\n      return mtoonType;\n    }\n\n    return null;\n  }\n\n  public async extendMaterialParams(materialIndex: number, materialParams: { [key: string]: any }): Promise<any> {\n    await this.materialsHDREmissiveMultiplierPlugin.extendMaterialParams(materialIndex, materialParams);\n    await this.mtoonMaterialPlugin.extendMaterialParams(materialIndex, materialParams);\n  }\n\n  public async afterRoot(gltf: GLTF): Promise<void> {\n    await this.metaPlugin.afterRoot(gltf);\n    await this.humanoidPlugin.afterRoot(gltf);\n    await this.expressionPlugin.afterRoot(gltf);\n    await this.lookAtPlugin.afterRoot(gltf);\n    await this.firstPersonPlugin.afterRoot(gltf);\n    await this.springBonePlugin.afterRoot(gltf);\n    await this.nodeConstraintPlugin.afterRoot(gltf);\n    await this.mtoonMaterialPlugin.afterRoot(gltf);\n\n    const meta = gltf.userData.vrmMeta as VRMMeta | null;\n    const humanoid = gltf.userData.vrmHumanoid as VRMHumanoid | null;\n\n    // meta and humanoid are required to be a VRM.\n    // Don't create VRM if they are null\n    if (meta && humanoid) {\n      const vrm = new VRM({\n        scene: gltf.scene,\n        expressionManager: gltf.userData.vrmExpressionManager,\n        firstPerson: gltf.userData.vrmFirstPerson,\n        humanoid,\n        lookAt: gltf.userData.vrmLookAt,\n        meta,\n        materials: gltf.userData.vrmMToonMaterials,\n        springBoneManager: gltf.userData.vrmSpringBoneManager,\n        nodeConstraintManager: gltf.userData.vrmNodeConstraintManager,\n      });\n\n      gltf.userData.vrm = vrm;\n    }\n  }\n}\n", "// See: https://threejs.org/docs/#manual/en/introduction/How-to-dispose-of-objects\n\nimport * as THREE from 'three';\n\nfunction disposeMaterial(material: THREE.Material): void {\n  Object.values(material).forEach((value) => {\n    if (value?.isTexture) {\n      const texture = value as THREE.Texture;\n      texture.dispose();\n    }\n  });\n\n  if ((material as any).isShaderMaterial) {\n    const uniforms: { [uniform: string]: THREE.IUniform<any> } = (material as any).uniforms;\n    if (uniforms) {\n      Object.values(uniforms).forEach((uniform) => {\n        const value = uniform.value;\n        if (value?.isTexture) {\n          const texture = value as THREE.Texture;\n          texture.dispose();\n        }\n      });\n    }\n  }\n\n  material.dispose();\n}\n\nfunction dispose(object3D: THREE.Object3D): void {\n  const geometry: THREE.BufferGeometry | undefined = (object3D as any).geometry;\n  if (geometry) {\n    geometry.dispose();\n  }\n\n  const skeleton: THREE.Skeleton | undefined = (object3D as any).skeleton;\n  if (skeleton) {\n    skeleton.dispose();\n  }\n\n  const material: THREE.Material | THREE.Material[] | undefined = (object3D as any).material;\n  if (material) {\n    if (Array.isArray(material)) {\n      material.forEach((material: THREE.Material) => disposeMaterial(material));\n    } else if (material) {\n      disposeMaterial(material);\n    }\n  }\n}\n\nexport function deepDispose(object3D: THREE.Object3D): void {\n  object3D.traverse(dispose);\n}\n", "import * as THREE from 'three';\n\n/**\n * Traverse the given object and remove unnecessarily bound joints from every `THREE.SkinnedMesh`.\n *\n * Some environments like mobile devices have a lower limit of bones\n * and might be unable to perform mesh skinning with many bones.\n * This function might resolve such an issue.\n *\n * Also, this function might significantly improve the performance of mesh skinning.\n *\n * @param root Root object that will be traversed\n */\nexport function removeUnnecessaryJoints(\n  root: THREE.Object3D,\n  options?: {\n    /**\n     * If `true`, this function will compensate skeletons with dummy bones to keep the bone count same between skeletons.\n     *\n     * This option might be effective for the shader compilation performance that matters to the initial rendering time in WebGPURenderer,\n     * especially when the model loaded has many materials and the dependent bone count is different between them.\n     *\n     * Consider this parameter as experimental. We might modify or delete this API without notice in the future.\n     *\n     * `false` by default.\n     */\n    experimentalSameBoneCounts?: boolean;\n  },\n): void {\n  const experimentalSameBoneCounts = options?.experimentalSameBoneCounts ?? false;\n\n  // Traverse an entire tree, and collect all skinned meshes\n  const skinnedMeshes: THREE.SkinnedMesh[] = [];\n\n  root.traverse((obj) => {\n    if (obj.type !== 'SkinnedMesh') {\n      return;\n    }\n\n    skinnedMeshes.push(obj as THREE.SkinnedMesh);\n  });\n\n  // A map from meshes to bones and boneInverses\n  // some meshes might share a same skinIndex attribute, and this map also prevents to convert the attribute twice\n  const bonesList: Map<\n    THREE.SkinnedMesh,\n    {\n      bones: THREE.Bone[];\n      boneInverses: THREE.Matrix4[];\n    }\n  > = new Map();\n\n  // A maximum number of bones\n  let maxBones = 0;\n\n  // Iterate over all skinned meshes and collect bones and boneInverses\n  for (const mesh of skinnedMeshes) {\n    const geometry = mesh.geometry;\n    const attribute = geometry.getAttribute('skinIndex') as THREE.BufferAttribute;\n\n    const bones: THREE.Bone[] = []; // new list of bone\n    const boneInverses: THREE.Matrix4[] = []; // new list of boneInverse\n    const boneIndexMap: { [index: number]: number } = {}; // map of old bone index vs. new bone index\n\n    // create a new bone map\n    const array = attribute.array;\n    for (let i = 0; i < array.length; i++) {\n      const index = array[i];\n\n      // new skinIndex buffer\n      if (boneIndexMap[index] == null) {\n        boneIndexMap[index] = bones.length;\n        bones.push(mesh.skeleton.bones[index]);\n        boneInverses.push(mesh.skeleton.boneInverses[index]);\n      }\n\n      array[i] = boneIndexMap[index];\n    }\n\n    // replace with new indices\n    attribute.copyArray(array);\n    attribute.needsUpdate = true;\n\n    // update boneList\n    bonesList.set(mesh, { bones, boneInverses });\n\n    // update max bones count\n    maxBones = Math.max(maxBones, bones.length);\n  }\n\n  // Let's actually set the skeletons\n  for (const mesh of skinnedMeshes) {\n    const { bones, boneInverses } = bonesList.get(mesh)!;\n\n    // if `experimentalSameBoneCounts` is `true`, compensate skeletons with dummy bones to keep the bone count same between skeletons\n    if (experimentalSameBoneCounts) {\n      for (let i = bones.length; i < maxBones; i++) {\n        bones[i] = bones[0];\n        boneInverses[i] = boneInverses[0];\n      }\n    }\n\n    const skeleton = new THREE.Skeleton(bones, boneInverses);\n    mesh.bind(skeleton, new THREE.Matrix4());\n    //                  ^^^^^^^^^^^^^^^^^^^ transform of meshes should be ignored\n    // See: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n  }\n}\n", "import * as THREE from 'three';\nimport { BufferAttribute } from 'three';\n\n/**\n * Traverse given object and remove unnecessary vertices from every BufferGeometries.\n * This only processes buffer geometries with index buffer.\n *\n * Three.js creates morph textures for each geometries and it sometimes consumes unnecessary amount of VRAM for certain models.\n * This function will optimize geometries to reduce the size of morph texture.\n * See: https://github.com/mrdoob/three.js/issues/23095\n *\n * @param root Root object that will be traversed\n */\nexport function removeUnnecessaryVertices(root: THREE.Object3D): void {\n  const geometryMap = new Map<THREE.BufferGeometry, THREE.BufferGeometry>();\n\n  // Traverse an entire tree\n  root.traverse((obj) => {\n    if (!(obj as any).isMesh) {\n      return;\n    }\n\n    const mesh = obj as THREE.Mesh;\n    const geometry = mesh.geometry;\n\n    // if the geometry does not have an index buffer it does not need to process\n    const origianlIndex = geometry.index;\n    if (origianlIndex == null) {\n      return;\n    }\n\n    // skip already processed geometry\n    const newGeometryAlreadyExisted = geometryMap.get(geometry);\n    if (newGeometryAlreadyExisted != null) {\n      mesh.geometry = newGeometryAlreadyExisted;\n      return;\n    }\n\n    const newGeometry = new THREE.BufferGeometry();\n\n    // copy various properties\n    // Ref: https://github.com/mrdoob/three.js/blob/1a241ef10048770d56e06d6cd6a64c76cc720f95/src/core/BufferGeometry.js#L1011\n    newGeometry.name = geometry.name;\n\n    newGeometry.morphTargetsRelative = geometry.morphTargetsRelative;\n\n    geometry.groups.forEach((group) => {\n      newGeometry.addGroup(group.start, group.count, group.materialIndex);\n    });\n\n    newGeometry.boundingBox = geometry.boundingBox?.clone() ?? null;\n    newGeometry.boundingSphere = geometry.boundingSphere?.clone() ?? null;\n\n    newGeometry.setDrawRange(geometry.drawRange.start, geometry.drawRange.count);\n\n    newGeometry.userData = geometry.userData;\n\n    // set to geometryMap\n    geometryMap.set(geometry, newGeometry);\n\n    /** from original index to new index */\n    const originalIndexNewIndexMap: number[] = [];\n\n    /** from new index to original index */\n    const newIndexOriginalIndexMap: number[] = [];\n\n    // reorganize indices\n    {\n      const originalIndexArray = origianlIndex.array;\n      const newIndexArray = new (originalIndexArray.constructor as any)(originalIndexArray.length);\n\n      let indexHead = 0;\n\n      for (let i = 0; i < originalIndexArray.length; i++) {\n        const originalIndex = originalIndexArray[i];\n\n        let newIndex = originalIndexNewIndexMap[originalIndex];\n        if (newIndex == null) {\n          originalIndexNewIndexMap[originalIndex] = indexHead;\n          newIndexOriginalIndexMap[indexHead] = originalIndex;\n          newIndex = indexHead;\n          indexHead++;\n        }\n        newIndexArray[i] = newIndex;\n      }\n\n      newGeometry.setIndex(new BufferAttribute(newIndexArray, 1, false));\n    }\n\n    // reorganize attributes\n    Object.keys(geometry.attributes).forEach((attributeName) => {\n      const originalAttribute = geometry.attributes[attributeName] as THREE.BufferAttribute;\n\n      if ((originalAttribute as any).isInterleavedBufferAttribute) {\n        throw new Error('removeUnnecessaryVertices: InterleavedBufferAttribute is not supported');\n      }\n\n      const originalAttributeArray = originalAttribute.array;\n      const { itemSize, normalized } = originalAttribute;\n\n      const newAttributeArray = new (originalAttributeArray.constructor as any)(\n        newIndexOriginalIndexMap.length * itemSize,\n      );\n\n      newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n        for (let j = 0; j < itemSize; j++) {\n          newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n        }\n      });\n\n      newGeometry.setAttribute(attributeName, new BufferAttribute(newAttributeArray, itemSize, normalized));\n    });\n\n    // reorganize morph attributes\n    /** True if all morphs are zero. */\n    let isNullMorph = true;\n\n    Object.keys(geometry.morphAttributes).forEach((attributeName) => {\n      newGeometry.morphAttributes[attributeName] = [];\n\n      const morphs = geometry.morphAttributes[attributeName];\n      for (let iMorph = 0; iMorph < morphs.length; iMorph++) {\n        const originalAttribute = morphs[iMorph] as THREE.BufferAttribute;\n\n        if ((originalAttribute as any).isInterleavedBufferAttribute) {\n          throw new Error('removeUnnecessaryVertices: InterleavedBufferAttribute is not supported');\n        }\n\n        const originalAttributeArray = originalAttribute.array;\n        const { itemSize, normalized } = originalAttribute;\n\n        const newAttributeArray = new (originalAttributeArray.constructor as any)(\n          newIndexOriginalIndexMap.length * itemSize,\n        );\n\n        newIndexOriginalIndexMap.forEach((originalIndex, i) => {\n          for (let j = 0; j < itemSize; j++) {\n            newAttributeArray[i * itemSize + j] = originalAttributeArray[originalIndex * itemSize + j];\n          }\n        });\n\n        isNullMorph = isNullMorph && newAttributeArray.every((v: number) => v === 0);\n\n        newGeometry.morphAttributes[attributeName][iMorph] = new BufferAttribute(\n          newAttributeArray,\n          itemSize,\n          normalized,\n        );\n      }\n    });\n\n    // If all morphs are zero, just discard the morph attributes we've just made\n    if (isNullMorph) {\n      newGeometry.morphAttributes = {};\n    }\n\n    mesh.geometry = newGeometry;\n  });\n\n  Array.from(geometryMap.keys()).forEach((originalGeometry) => {\n    originalGeometry.dispose();\n  });\n}\n", "import { VRM } from '../VRM';\n\n/**\n * If the given VRM is VRM0.0, rotate the `vrm.scene` by 180 degrees around the Y axis.\n *\n * @param vrm The target VRM\n */\nexport function rotateVRM0(vrm: VRM): void {\n  if (vrm.meta?.metaVersion === '0') {\n    vrm.scene.rotation.y = Math.PI;\n  }\n}\n", "import { deepDispose } from './deepDispose';\nimport { removeUnnecessaryJoints } from './removeUnnecessaryJoints';\nimport { removeUnnecessaryVertices } from './removeUnnecessaryVertices';\nimport { rotateVRM0 } from './rotateVRM0';\n\nexport class VRMUtils {\n  private constructor() {\n    // this class is not meant to be instantiated\n  }\n\n  public static deepDispose = deepDispose;\n  public static removeUnnecessaryJoints = removeUnnecessaryJoints;\n  public static removeUnnecessaryVertices = removeUnnecessaryVertices;\n  public static rotateVRM0 = rotateVRM0;\n}\n"],
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  "names": ["__async", "_VRMExpressionMaterialColorBind", "_VRMExpressionTextureTransformBind", "_a", "_VRMExpressionLoaderPlugin", "_b", "_VRMFirstPerson", "POSSIBLE_SPEC_VERSIONS", "_v3A", "_quatA", "_v3B", "_quatB", "_VRMLookAt", "VEC3_POSITIVE_Z", "_eulerA", "THREE5", "THREE2", "THREE", "THREE4", "THREE3", "__async", "mtoon_default", "POSSIBLE_SPEC_VERSIONS", "_MToonMaterialLoaderPlugin", "_VRMMaterialsHDREmissiveMultiplierLoaderPlugin", "__async", "THREE", "__async", "_a", "__spreadValues", "THREE", "THREE3", "THREE2", "THREE4", "THREE5", "_v3A", "_v3B", "quatInvertCompat", "_v3C", "_quatA", "_quatB", "_quatC", "constraint", "POSSIBLE_SPEC_VERSIONS", "_VRMNodeConstraintLoaderPlugin", "__async", "_a", "THREE7", "THREE", "THREE2", "THREE3", "THREE4", "THREE5", "THREE6", "THREE9", "THREE8", "THREE10", "THREE13", "THREE11", "THREE12", "THREE14", "_v3A", "_v3B", "_v3C", "_quatA", "_matA", "traverseAncestorsFromRoot", "springBone", "POSSIBLE_SPEC_VERSIONS", "_VRMSpringBoneLoaderPlugin", "__async", "_a", "_b", "_c", "_d", "_e", "material", "THREE", "THREE"]
}
\n\n\n//# sourceURL=webpack://vrm/./node_modules/@pixiv/three-vrm/lib/three-vrm.cjs?"); /***/ }), @@ -46,7 +46,7 @@ eval("\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\ncons \*****************************************************/ /***/ ((module, __unused_webpack_exports, __webpack_require__) => { -eval("/**\n * postprocessing v6.35.3 build Sat Mar 30 2024\n * https://github.com/pmndrs/postprocessing\n * Copyright 2015-2024 Raoul van Rüschen\n * @license Zlib\n */\n\nvar __defProp = Object.defineProperty;\nvar __getOwnPropDesc = Object.getOwnPropertyDescriptor;\nvar __getOwnPropNames = Object.getOwnPropertyNames;\nvar __hasOwnProp = Object.prototype.hasOwnProperty;\nvar __export = (target, all) => {\n for (var name in all)\n __defProp(target, name, { get: all[name], enumerable: true });\n};\nvar __copyProps = (to, from, except, desc) => {\n if (from && typeof from === \"object\" || typeof from === \"function\") {\n for (let key of __getOwnPropNames(from))\n if (!__hasOwnProp.call(to, key) && key !== except)\n __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });\n }\n return to;\n};\nvar __toCommonJS = (mod) => __copyProps(__defProp({}, \"__esModule\", { value: true }), mod);\n\n// src/index.js\nvar src_exports = {};\n__export(src_exports, {\n AdaptiveLuminanceMaterial: () => AdaptiveLuminanceMaterial,\n AdaptiveLuminancePass: () => AdaptiveLuminancePass,\n BlendFunction: () => BlendFunction,\n BlendMode: () => BlendMode,\n BloomEffect: () => BloomEffect,\n BlurPass: () => KawaseBlurPass,\n BokehEffect: () => BokehEffect,\n BokehMaterial: () => BokehMaterial,\n BoxBlurMaterial: () => BoxBlurMaterial,\n BoxBlurPass: () => BoxBlurPass,\n BrightnessContrastEffect: () => BrightnessContrastEffect,\n ChromaticAberrationEffect: () => ChromaticAberrationEffect,\n CircleOfConfusionMaterial: () => CircleOfConfusionMaterial,\n ClearMaskPass: () => ClearMaskPass,\n ClearPass: () => 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DownsamplingMaterial,\n EdgeDetectionMaterial: () => EdgeDetectionMaterial,\n EdgeDetectionMode: () => EdgeDetectionMode,\n Effect: () => Effect,\n EffectAttribute: () => EffectAttribute,\n EffectComposer: () => EffectComposer,\n EffectMaterial: () => EffectMaterial,\n EffectPass: () => EffectPass,\n EffectShaderData: () => EffectShaderData,\n EffectShaderSection: () => EffectShaderSection,\n FXAAEffect: () => FXAAEffect,\n GammaCorrectionEffect: () => GammaCorrectionEffect,\n GaussKernel: () => GaussKernel,\n GaussianBlurMaterial: () => GaussianBlurMaterial,\n GaussianBlurPass: () => GaussianBlurPass,\n GlitchEffect: () => GlitchEffect,\n GlitchMode: () => GlitchMode,\n GodRaysEffect: () => GodRaysEffect,\n GodRaysMaterial: () => GodRaysMaterial,\n GridEffect: () => GridEffect,\n HueSaturationEffect: () => HueSaturationEffect,\n ImmutableTimer: () => ImmutableTimer,\n Initializable: () => Initializable,\n KawaseBlurMaterial: () => KawaseBlurMaterial,\n KawaseBlurPass: () => KawaseBlurPass,\n KernelSize: () => KernelSize,\n LUT1DEffect: () => LUT1DEffect,\n LUT3DEffect: () => LUT3DEffect,\n LUT3dlLoader: () => LUT3dlLoader,\n LUTCubeLoader: () => LUTCubeLoader,\n LUTEffect: () => LUT3DEffect,\n LUTOperation: () => LUTOperation,\n LambdaPass: () => LambdaPass,\n LensDistortionEffect: () => LensDistortionEffect,\n LookupTexture: () => LookupTexture,\n LookupTexture3D: () => LookupTexture,\n LuminanceMaterial: () => LuminanceMaterial,\n LuminancePass: () => LuminancePass,\n MaskFunction: () => MaskFunction,\n MaskMaterial: () => MaskMaterial,\n MaskPass: () => MaskPass,\n MipmapBlurPass: () => MipmapBlurPass,\n NoiseEffect: () => NoiseEffect,\n NoiseTexture: () => NoiseTexture,\n NormalPass: () => NormalPass,\n OutlineEdgesMaterial: () => OutlineMaterial,\n OutlineEffect: () => OutlineEffect,\n OutlineMaterial: () => OutlineMaterial,\n OverrideMaterialManager: () => OverrideMaterialManager,\n Pass: () => Pass,\n PixelationEffect: () => PixelationEffect,\n PredicationMode: () => PredicationMode,\n RawImageData: () => RawImageData,\n RealisticBokehEffect: () => RealisticBokehEffect,\n RenderPass: () => RenderPass,\n Resizable: () => Resizable,\n Resizer: () => Resolution,\n Resolution: () => Resolution,\n SMAAAreaImageData: () => SMAAAreaImageData,\n SMAAEffect: () => SMAAEffect,\n SMAAImageGenerator: () => SMAAImageGenerator,\n SMAAImageLoader: () => SMAAImageLoader,\n SMAAPreset: () => SMAAPreset,\n SMAASearchImageData: () => SMAASearchImageData,\n SMAAWeightsMaterial: () => SMAAWeightsMaterial,\n SSAOEffect: () => SSAOEffect,\n SSAOMaterial: () => SSAOMaterial,\n SavePass: () => CopyPass,\n ScanlineEffect: () => ScanlineEffect,\n Section: () => EffectShaderSection,\n Selection: () => Selection,\n SelectiveBloomEffect: () => SelectiveBloomEffect,\n SepiaEffect: () => SepiaEffect,\n ShaderPass: () => ShaderPass,\n ShockWaveEffect: () => ShockWaveEffect,\n TetrahedralUpscaler: () => TetrahedralUpscaler,\n TextureEffect: () => TextureEffect,\n TiltShiftBlurMaterial: () => TiltShiftBlurMaterial,\n TiltShiftBlurPass: () => TiltShiftBlurPass,\n TiltShiftEffect: () => TiltShiftEffect,\n Timer: () => Timer,\n ToneMappingEffect: () => ToneMappingEffect,\n ToneMappingMode: () => ToneMappingMode,\n UpsamplingMaterial: () => UpsamplingMaterial,\n VignetteEffect: () => VignetteEffect,\n VignetteTechnique: () => VignetteTechnique,\n WebGLExtension: () => WebGLExtension,\n version: () => version\n});\nmodule.exports = __toCommonJS(src_exports);\n\n// package.json\nvar version = \"6.35.3\";\n\n// src/core/Disposable.js\nvar Disposable = class {\n /**\n * Frees internal resources.\n */\n dispose() {\n }\n};\n\n// src/core/EffectComposer.js\nvar import_three6 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/core/Timer.js\nvar MILLISECONDS_TO_SECONDS = 1 / 1e3;\nvar SECONDS_TO_MILLISECONDS = 1e3;\nvar Timer = class {\n /**\n * Constructs a new timer.\n */\n constructor() {\n this.startTime = performance.now();\n this.previousTime = 0;\n this.currentTime = 0;\n this._delta = 0;\n this._elapsed = 0;\n this._fixedDelta = 1e3 / 60;\n this.timescale = 1;\n this.useFixedDelta = false;\n this._autoReset = false;\n }\n /**\n * Enables or disables auto reset based on page visibility.\n *\n * If enabled, the timer will be reset when the page becomes visible. This effectively pauses the timer when the page\n * is hidden. Has no effect if the API is not supported.\n *\n * @type {Boolean}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Page_Visibility_API\n */\n get autoReset() {\n return this._autoReset;\n }\n set autoReset(value) {\n if (typeof document !== \"undefined\" && document.hidden !== void 0) {\n if (value) {\n document.addEventListener(\"visibilitychange\", this);\n } else {\n document.removeEventListener(\"visibilitychange\", this);\n }\n this._autoReset = value;\n }\n }\n get delta() {\n return this._delta * MILLISECONDS_TO_SECONDS;\n }\n get fixedDelta() {\n return this._fixedDelta * MILLISECONDS_TO_SECONDS;\n }\n set fixedDelta(value) {\n this._fixedDelta = value * SECONDS_TO_MILLISECONDS;\n }\n get elapsed() {\n return this._elapsed * MILLISECONDS_TO_SECONDS;\n }\n /**\n * Updates this timer.\n *\n * @param {Boolean} [timestamp] - The current time in milliseconds.\n */\n update(timestamp) {\n if (this.useFixedDelta) {\n this._delta = this.fixedDelta;\n } else {\n this.previousTime = this.currentTime;\n this.currentTime = (timestamp !== void 0 ? timestamp : performance.now()) - this.startTime;\n this._delta = this.currentTime - this.previousTime;\n }\n this._delta *= this.timescale;\n this._elapsed += this._delta;\n }\n /**\n * Resets this timer.\n */\n reset() {\n this._delta = 0;\n this._elapsed = 0;\n this.currentTime = performance.now() - this.startTime;\n }\n getDelta() {\n return this.delta;\n }\n getElapsed() {\n return this.elapsed;\n }\n handleEvent(e) {\n if (!document.hidden) {\n this.currentTime = performance.now() - this.startTime;\n }\n }\n dispose() {\n this.autoReset = false;\n }\n};\n\n// src/passes/Pass.js\nvar import_three = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar dummyCamera = /* @__PURE__ */ new import_three.Camera();\nvar geometry = null;\nfunction getFullscreenTriangle() {\n if (geometry === null) {\n const vertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]);\n const uvs = new Float32Array([0, 0, 2, 0, 0, 2]);\n geometry = new import_three.BufferGeometry();\n if (geometry.setAttribute !== void 0) {\n geometry.setAttribute(\"position\", new import_three.BufferAttribute(vertices, 3));\n geometry.setAttribute(\"uv\", new import_three.BufferAttribute(uvs, 2));\n } else {\n geometry.addAttribute(\"position\", new import_three.BufferAttribute(vertices, 3));\n geometry.addAttribute(\"uv\", new import_three.BufferAttribute(uvs, 2));\n }\n }\n return geometry;\n}\nvar Pass = class _Pass {\n /**\n * Constructs a new pass.\n *\n * @param {String} [name] - The name of this pass. Does not have to be unique.\n * @param {Scene} [scene] - The scene to render. The default scene contains a single mesh that fills the screen.\n * @param {Camera} [camera] - A camera. Fullscreen effect passes don't require a camera.\n */\n constructor(name = \"Pass\", scene = new import_three.Scene(), camera = dummyCamera) {\n this.name = name;\n this.renderer = null;\n this.scene = scene;\n this.camera = camera;\n this.screen = null;\n this.rtt = true;\n this.needsSwap = true;\n this.needsDepthTexture = false;\n this.enabled = true;\n }\n /**\n * Sets the render to screen flag.\n *\n * If this flag is changed, the fullscreen material will be updated as well.\n *\n * @type {Boolean}\n */\n get renderToScreen() {\n return !this.rtt;\n }\n set renderToScreen(value) {\n if (this.rtt === value) {\n const material = this.fullscreenMaterial;\n if (material !== null) {\n material.needsUpdate = true;\n }\n this.rtt = !value;\n }\n }\n /**\n * Sets the main scene.\n *\n * @type {Scene}\n */\n set mainScene(value) {\n }\n /**\n * Sets the main camera.\n *\n * @type {Camera}\n */\n set mainCamera(value) {\n }\n /**\n * Sets the renderer\n *\n * @deprecated\n * @param {WebGLRenderer} renderer - The renderer.\n */\n setRenderer(renderer) {\n this.renderer = renderer;\n }\n /**\n * Indicates whether this pass is enabled.\n *\n * @deprecated Use enabled instead.\n * @return {Boolean} Whether this pass is enabled.\n */\n isEnabled() {\n return this.enabled;\n }\n /**\n * Enables or disables this pass.\n *\n * @deprecated Use enabled instead.\n * @param {Boolean} value - Whether the pass should be enabled.\n */\n setEnabled(value) {\n this.enabled = value;\n }\n /**\n * The fullscreen material.\n *\n * @type {Material}\n */\n get fullscreenMaterial() {\n return this.screen !== null ? this.screen.material : null;\n }\n set fullscreenMaterial(value) {\n let screen = this.screen;\n if (screen !== null) {\n screen.material = value;\n } else {\n screen = new import_three.Mesh(getFullscreenTriangle(), value);\n screen.frustumCulled = false;\n if (this.scene === null) {\n this.scene = new import_three.Scene();\n }\n this.scene.add(screen);\n this.screen = screen;\n }\n }\n /**\n * Returns the current fullscreen material.\n *\n * @deprecated Use fullscreenMaterial instead.\n * @return {Material} The current fullscreen material, or null if there is none.\n */\n getFullscreenMaterial() {\n return this.fullscreenMaterial;\n }\n /**\n * Sets the fullscreen material.\n *\n * @deprecated Use fullscreenMaterial instead.\n * @protected\n * @param {Material} value - A fullscreen material.\n */\n setFullscreenMaterial(value) {\n this.fullscreenMaterial = value;\n }\n /**\n * Returns the current depth texture.\n *\n * @return {Texture} The current depth texture, or null if there is none.\n */\n getDepthTexture() {\n return null;\n }\n /**\n * Sets the depth texture.\n *\n * This method will be called automatically by the {@link EffectComposer}.\n * You may override this method if your pass relies on the depth information of a preceding {@link RenderPass}.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategy} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three.BasicDepthPacking) {\n }\n /**\n * Renders this pass.\n *\n * This is an abstract method that must be overridden.\n *\n * @abstract\n * @throws {Error} An error is thrown if the method is not overridden.\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n throw new Error(\"Render method not implemented!\");\n }\n /**\n * Sets the size.\n *\n * You may override this method if you want to be informed about the size of the backbuffer/canvas.\n * This method is called before {@link initialize} and every time the size of the {@link EffectComposer} changes.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n }\n /**\n * Performs initialization tasks.\n *\n * This method is called when this pass is added to an {@link EffectComposer}.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n }\n /**\n * Performs a shallow search for disposable properties and deletes them.\n *\n * The {@link EffectComposer} calls this method when it is being destroyed. You can use it independently to free\n * memory when you're certain that you don't need this pass anymore.\n */\n dispose() {\n for (const key of Object.keys(this)) {\n const property = this[key];\n const isDisposable = property instanceof import_three.WebGLRenderTarget || property instanceof import_three.Material || property instanceof import_three.Texture || property instanceof _Pass;\n if (isDisposable) {\n this[key].dispose();\n }\n }\n }\n};\n\n// src/passes/ClearMaskPass.js\nvar ClearMaskPass = class extends Pass {\n /**\n * Constructs a new clear mask pass.\n */\n constructor() {\n super(\"ClearMaskPass\", null, null);\n this.needsSwap = false;\n }\n /**\n * Disables the global stencil test.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const stencil = renderer.state.buffers.stencil;\n stencil.setLocked(false);\n stencil.setTest(false);\n }\n};\n\n// src/passes/CopyPass.js\nvar import_three4 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/CopyMaterial.js\nvar import_three3 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/utils/BackCompat.js\nvar import_three2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar revision = Number(import_three2.REVISION.replace(/\\D+/g, \"\"));\nfunction updateFragmentShader(fragmentShader) {\n if (revision < 154) {\n return fragmentShader.replace(\"colorspace_fragment\", \"encodings_fragment\");\n }\n return fragmentShader;\n}\n\n// src/materials/glsl/copy.frag\nvar copy_default = \"#include \\n#include \\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform float opacity;varying vec2 vUv;void main(){vec4 texel=texture2D(inputBuffer,vUv);gl_FragColor=opacity*texel;\\n#include \\n#include \\n}\";\n\n// src/materials/glsl/common.vert\nvar common_default = \"varying vec2 vUv;void main(){vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/CopyMaterial.js\nvar CopyMaterial = class extends import_three3.ShaderMaterial {\n /**\n * Constructs a new copy material.\n */\n constructor() {\n super({\n name: \"CopyMaterial\",\n uniforms: {\n inputBuffer: new import_three3.Uniform(null),\n opacity: new import_three3.Uniform(1)\n },\n blending: import_three3.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: copy_default,\n vertexShader: common_default\n });\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Number} value - The buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Returns the opacity.\n *\n * @deprecated Use opacity instead.\n * @return {Number} The opacity.\n */\n getOpacity(value) {\n return this.uniforms.opacity.value;\n }\n /**\n * Sets the opacity.\n *\n * @deprecated Use opacity instead.\n * @param {Number} value - The opacity.\n */\n setOpacity(value) {\n this.uniforms.opacity.value = value;\n }\n};\n\n// src/passes/CopyPass.js\nvar CopyPass = class extends Pass {\n /**\n * Constructs a new save pass.\n *\n * @param {WebGLRenderTarget} [renderTarget] - A render target.\n * @param {Boolean} [autoResize=true] - Whether the render target size should be updated automatically.\n */\n constructor(renderTarget, autoResize = true) {\n super(\"CopyPass\");\n this.fullscreenMaterial = new CopyMaterial();\n this.needsSwap = false;\n this.renderTarget = renderTarget;\n if (renderTarget === void 0) {\n this.renderTarget = new import_three4.WebGLRenderTarget(1, 1, {\n minFilter: import_three4.LinearFilter,\n magFilter: import_three4.LinearFilter,\n stencilBuffer: false,\n depthBuffer: false\n });\n this.renderTarget.texture.name = \"CopyPass.Target\";\n }\n this.autoResize = autoResize;\n }\n /**\n * Enables or disables auto resizing of the render target.\n *\n * @deprecated Use autoResize instead.\n * @type {Boolean}\n */\n get resize() {\n return this.autoResize;\n }\n set resize(value) {\n this.autoResize = value;\n }\n /**\n * The output texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the output texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Enables or disables auto resizing of the render target.\n *\n * @deprecated Use autoResize instead.\n * @param {Boolean} value - Whether the render target size should be updated automatically.\n */\n setAutoResizeEnabled(value) {\n this.autoResize = value;\n }\n /**\n * Saves the input buffer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n this.fullscreenMaterial.inputBuffer = inputBuffer.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n if (this.autoResize) {\n this.renderTarget.setSize(width, height);\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n if (frameBufferType !== import_three4.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three4.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three4.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/passes/ClearPass.js\nvar import_three5 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar color = /* @__PURE__ */ new import_three5.Color();\nvar ClearPass = class extends Pass {\n /**\n * Constructs a new clear pass.\n *\n * @param {Boolean} [color=true] - Determines whether the color buffer should be cleared.\n * @param {Boolean} [depth=true] - Determines whether the depth buffer should be cleared.\n * @param {Boolean} [stencil=false] - Determines whether the stencil buffer should be cleared.\n */\n constructor(color2 = true, depth = true, stencil = false) {\n super(\"ClearPass\", null, null);\n this.needsSwap = false;\n this.color = color2;\n this.depth = depth;\n this.stencil = stencil;\n this.overrideClearColor = null;\n this.overrideClearAlpha = -1;\n }\n /**\n * Sets the clear flags.\n *\n * @param {Boolean} color - Whether the color buffer should be cleared.\n * @param {Boolean} depth - Whether the depth buffer should be cleared.\n * @param {Boolean} stencil - Whether the stencil buffer should be cleared.\n */\n setClearFlags(color2, depth, stencil) {\n this.color = color2;\n this.depth = depth;\n this.stencil = stencil;\n }\n /**\n * Returns the override clear color. Default is null.\n *\n * @deprecated Use overrideClearColor instead.\n * @return {Color} The clear color.\n */\n getOverrideClearColor() {\n return this.overrideClearColor;\n }\n /**\n * Sets the override clear color.\n *\n * @deprecated Use overrideClearColor instead.\n * @param {Color} value - The clear color.\n */\n setOverrideClearColor(value) {\n this.overrideClearColor = value;\n }\n /**\n * Returns the override clear alpha. Default is -1.\n *\n * @deprecated Use overrideClearAlpha instead.\n * @return {Number} The clear alpha.\n */\n getOverrideClearAlpha() {\n return this.overrideClearAlpha;\n }\n /**\n * Sets the override clear alpha.\n *\n * @deprecated Use overrideClearAlpha instead.\n * @param {Number} value - The clear alpha.\n */\n setOverrideClearAlpha(value) {\n this.overrideClearAlpha = value;\n }\n /**\n * Clears the input buffer or the screen.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const overrideClearColor = this.overrideClearColor;\n const overrideClearAlpha = this.overrideClearAlpha;\n const clearAlpha = renderer.getClearAlpha();\n const hasOverrideClearColor = overrideClearColor !== null;\n const hasOverrideClearAlpha = overrideClearAlpha >= 0;\n if (hasOverrideClearColor) {\n renderer.getClearColor(color);\n renderer.setClearColor(overrideClearColor, hasOverrideClearAlpha ? overrideClearAlpha : clearAlpha);\n } else if (hasOverrideClearAlpha) {\n renderer.setClearAlpha(overrideClearAlpha);\n }\n renderer.setRenderTarget(this.renderToScreen ? null : inputBuffer);\n renderer.clear(this.color, this.depth, this.stencil);\n if (hasOverrideClearColor) {\n renderer.setClearColor(color, clearAlpha);\n } else if (hasOverrideClearAlpha) {\n renderer.setClearAlpha(clearAlpha);\n }\n }\n};\n\n// src/passes/MaskPass.js\nvar MaskPass = class extends Pass {\n /**\n * Constructs a new mask pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use.\n */\n constructor(scene, camera) {\n super(\"MaskPass\", scene, camera);\n this.needsSwap = false;\n this.clearPass = new ClearPass(false, false, true);\n this.inverse = false;\n }\n set mainScene(value) {\n this.scene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n }\n /**\n * Indicates whether the mask should be inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this.inverse;\n }\n set inverted(value) {\n this.inverse = value;\n }\n /**\n * Indicates whether this pass should clear the stencil buffer.\n *\n * @type {Boolean}\n * @deprecated Use clearPass.enabled instead.\n */\n get clear() {\n return this.clearPass.enabled;\n }\n set clear(value) {\n this.clearPass.enabled = value;\n }\n /**\n * Returns the internal clear pass.\n *\n * @deprecated Use clearPass.enabled instead.\n * @return {ClearPass} The clear pass.\n */\n getClearPass() {\n return this.clearPass;\n }\n /**\n * Indicates whether the mask is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the mask is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Enables or disable mask inversion.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether the mask should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n /**\n * Renders the effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const context = renderer.getContext();\n const buffers = renderer.state.buffers;\n const scene = this.scene;\n const camera = this.camera;\n const clearPass = this.clearPass;\n const writeValue = this.inverted ? 0 : 1;\n const clearValue = 1 - writeValue;\n buffers.color.setMask(false);\n buffers.depth.setMask(false);\n buffers.color.setLocked(true);\n buffers.depth.setLocked(true);\n buffers.stencil.setTest(true);\n buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);\n buffers.stencil.setFunc(context.ALWAYS, writeValue, 4294967295);\n buffers.stencil.setClear(clearValue);\n buffers.stencil.setLocked(true);\n if (this.clearPass.enabled) {\n if (this.renderToScreen) {\n clearPass.render(renderer, null);\n } else {\n clearPass.render(renderer, inputBuffer);\n clearPass.render(renderer, outputBuffer);\n }\n }\n if (this.renderToScreen) {\n renderer.setRenderTarget(null);\n renderer.render(scene, camera);\n } else {\n renderer.setRenderTarget(inputBuffer);\n renderer.render(scene, camera);\n renderer.setRenderTarget(outputBuffer);\n renderer.render(scene, camera);\n }\n buffers.color.setLocked(false);\n buffers.depth.setLocked(false);\n buffers.stencil.setLocked(false);\n buffers.stencil.setFunc(context.EQUAL, 1, 4294967295);\n buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);\n buffers.stencil.setLocked(true);\n }\n};\n\n// src/core/EffectComposer.js\nvar EffectComposer = class {\n /**\n * Constructs a new effect composer.\n *\n * @param {WebGLRenderer} renderer - The renderer that should be used.\n * @param {Object} [options] - The options.\n * @param {Boolean} [options.depthBuffer=true] - Whether the main render targets should have a depth buffer.\n * @param {Boolean} [options.stencilBuffer=false] - Whether the main render targets should have a stencil buffer.\n * @param {Boolean} [options.alpha] - Deprecated. Buffers are always RGBA since three r137.\n * @param {Number} [options.multisampling=0] - The number of samples used for multisample antialiasing. Requires WebGL 2.\n * @param {Number} [options.frameBufferType] - The type of the internal frame buffers. It's recommended to use HalfFloatType if possible.\n */\n constructor(renderer = null, {\n depthBuffer = true,\n stencilBuffer = false,\n multisampling = 0,\n frameBufferType\n } = {}) {\n this.renderer = null;\n this.inputBuffer = this.createBuffer(depthBuffer, stencilBuffer, frameBufferType, multisampling);\n this.outputBuffer = this.inputBuffer.clone();\n this.copyPass = new CopyPass();\n this.depthTexture = null;\n this.passes = [];\n this.timer = new Timer();\n this.autoRenderToScreen = true;\n this.setRenderer(renderer);\n }\n /**\n * The current amount of samples used for multisample anti-aliasing.\n *\n * @type {Number}\n */\n get multisampling() {\n return this.inputBuffer.samples || 0;\n }\n /**\n * Sets the amount of MSAA samples.\n *\n * Requires WebGL 2. Set to zero to disable multisampling.\n *\n * @type {Number}\n */\n set multisampling(value) {\n const buffer = this.inputBuffer;\n const multisampling = this.multisampling;\n if (multisampling > 0 && value > 0) {\n this.inputBuffer.samples = value;\n this.outputBuffer.samples = value;\n this.inputBuffer.dispose();\n this.outputBuffer.dispose();\n } else if (multisampling !== value) {\n this.inputBuffer.dispose();\n this.outputBuffer.dispose();\n this.inputBuffer = this.createBuffer(\n buffer.depthBuffer,\n buffer.stencilBuffer,\n buffer.texture.type,\n value\n );\n this.inputBuffer.depthTexture = this.depthTexture;\n this.outputBuffer = this.inputBuffer.clone();\n }\n }\n /**\n * Returns the internal timer.\n *\n * @return {Timer} The timer.\n */\n getTimer() {\n return this.timer;\n }\n /**\n * Returns the renderer.\n *\n * @return {WebGLRenderer} The renderer.\n */\n getRenderer() {\n return this.renderer;\n }\n /**\n * Sets the renderer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n */\n setRenderer(renderer) {\n this.renderer = renderer;\n if (renderer !== null) {\n const size = renderer.getSize(new import_three6.Vector2());\n const alpha = renderer.getContext().getContextAttributes().alpha;\n const frameBufferType = this.inputBuffer.texture.type;\n if (frameBufferType === import_three6.UnsignedByteType && renderer.outputColorSpace === import_three6.SRGBColorSpace) {\n this.inputBuffer.texture.colorSpace = import_three6.SRGBColorSpace;\n this.outputBuffer.texture.colorSpace = import_three6.SRGBColorSpace;\n this.inputBuffer.dispose();\n this.outputBuffer.dispose();\n }\n renderer.autoClear = false;\n this.setSize(size.width, size.height);\n for (const pass of this.passes) {\n pass.initialize(renderer, alpha, frameBufferType);\n }\n }\n }\n /**\n * Replaces the current renderer with the given one.\n *\n * The auto clear mechanism of the provided renderer will be disabled. If the new render size differs from the\n * previous one, all passes will be updated.\n *\n * By default, the DOM element of the current renderer will automatically be removed from its parent node and the DOM\n * element of the new renderer will take its place.\n *\n * @deprecated Use setRenderer instead.\n * @param {WebGLRenderer} renderer - The new renderer.\n * @param {Boolean} updateDOM - Indicates whether the old canvas should be replaced by the new one in the DOM.\n * @return {WebGLRenderer} The old renderer.\n */\n replaceRenderer(renderer, updateDOM = true) {\n const oldRenderer = this.renderer;\n const parent = oldRenderer.domElement.parentNode;\n this.setRenderer(renderer);\n if (updateDOM && parent !== null) {\n parent.removeChild(oldRenderer.domElement);\n parent.appendChild(renderer.domElement);\n }\n return oldRenderer;\n }\n /**\n * Creates a depth texture attachment that will be provided to all passes.\n *\n * Note: When a shader reads from a depth texture and writes to a render target that uses the same depth texture\n * attachment, the depth information will be lost. This happens even if `depthWrite` is disabled.\n *\n * @private\n * @return {DepthTexture} The depth texture.\n */\n createDepthTexture() {\n const depthTexture = this.depthTexture = new import_three6.DepthTexture();\n this.inputBuffer.depthTexture = depthTexture;\n this.inputBuffer.dispose();\n if (this.inputBuffer.stencilBuffer) {\n depthTexture.format = import_three6.DepthStencilFormat;\n depthTexture.type = import_three6.UnsignedInt248Type;\n } else {\n depthTexture.type = import_three6.UnsignedIntType;\n }\n return depthTexture;\n }\n /**\n * Deletes the current depth texture.\n *\n * @private\n */\n deleteDepthTexture() {\n if (this.depthTexture !== null) {\n this.depthTexture.dispose();\n this.depthTexture = null;\n this.inputBuffer.depthTexture = null;\n this.inputBuffer.dispose();\n for (const pass of this.passes) {\n pass.setDepthTexture(null);\n }\n }\n }\n /**\n * Creates a new render target.\n *\n * @deprecated Create buffers manually via WebGLRenderTarget instead.\n * @param {Boolean} depthBuffer - Whether the render target should have a depth buffer.\n * @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.\n * @param {Number} type - The frame buffer type.\n * @param {Number} multisampling - The number of samples to use for antialiasing.\n * @return {WebGLRenderTarget} A new render target that equals the renderer's canvas.\n */\n createBuffer(depthBuffer, stencilBuffer, type, multisampling) {\n const renderer = this.renderer;\n const size = renderer === null ? new import_three6.Vector2() : renderer.getDrawingBufferSize(new import_three6.Vector2());\n const options = {\n minFilter: import_three6.LinearFilter,\n magFilter: import_three6.LinearFilter,\n stencilBuffer,\n depthBuffer,\n type\n };\n const renderTarget = new import_three6.WebGLRenderTarget(size.width, size.height, options);\n if (multisampling > 0) {\n renderTarget.ignoreDepthForMultisampleCopy = false;\n renderTarget.samples = multisampling;\n }\n if (type === import_three6.UnsignedByteType && renderer !== null && renderer.outputColorSpace === import_three6.SRGBColorSpace) {\n renderTarget.texture.colorSpace = import_three6.SRGBColorSpace;\n }\n renderTarget.texture.name = \"EffectComposer.Buffer\";\n renderTarget.texture.generateMipmaps = false;\n return renderTarget;\n }\n /**\n * Can be used to change the main scene for all registered passes and effects.\n *\n * @param {Scene} scene - The scene.\n */\n setMainScene(scene) {\n for (const pass of this.passes) {\n pass.mainScene = scene;\n }\n }\n /**\n * Can be used to change the main camera for all registered passes and effects.\n *\n * @param {Camera} camera - The camera.\n */\n setMainCamera(camera) {\n for (const pass of this.passes) {\n pass.mainCamera = camera;\n }\n }\n /**\n * Adds a pass, optionally at a specific index.\n *\n * @param {Pass} pass - A new pass.\n * @param {Number} [index] - An index at which the pass should be inserted.\n */\n addPass(pass, index) {\n const passes = this.passes;\n const renderer = this.renderer;\n const drawingBufferSize = renderer.getDrawingBufferSize(new import_three6.Vector2());\n const alpha = renderer.getContext().getContextAttributes().alpha;\n const frameBufferType = this.inputBuffer.texture.type;\n pass.setRenderer(renderer);\n pass.setSize(drawingBufferSize.width, drawingBufferSize.height);\n pass.initialize(renderer, alpha, frameBufferType);\n if (this.autoRenderToScreen) {\n if (passes.length > 0) {\n passes[passes.length - 1].renderToScreen = false;\n }\n if (pass.renderToScreen) {\n this.autoRenderToScreen = false;\n }\n }\n if (index !== void 0) {\n passes.splice(index, 0, pass);\n } else {\n passes.push(pass);\n }\n if (this.autoRenderToScreen) {\n passes[passes.length - 1].renderToScreen = true;\n }\n if (pass.needsDepthTexture || this.depthTexture !== null) {\n if (this.depthTexture === null) {\n const depthTexture = this.createDepthTexture();\n for (pass of passes) {\n pass.setDepthTexture(depthTexture);\n }\n } else {\n pass.setDepthTexture(this.depthTexture);\n }\n }\n }\n /**\n * Removes a pass.\n *\n * @param {Pass} pass - The pass.\n */\n removePass(pass) {\n const passes = this.passes;\n const index = passes.indexOf(pass);\n const exists = index !== -1;\n const removed = exists && passes.splice(index, 1).length > 0;\n if (removed) {\n if (this.depthTexture !== null) {\n const reducer = (a, b) => a || b.needsDepthTexture;\n const depthTextureRequired = passes.reduce(reducer, false);\n if (!depthTextureRequired) {\n if (pass.getDepthTexture() === this.depthTexture) {\n pass.setDepthTexture(null);\n }\n this.deleteDepthTexture();\n }\n }\n if (this.autoRenderToScreen) {\n if (index === passes.length) {\n pass.renderToScreen = false;\n if (passes.length > 0) {\n passes[passes.length - 1].renderToScreen = true;\n }\n }\n }\n }\n }\n /**\n * Removes all passes.\n */\n removeAllPasses() {\n const passes = this.passes;\n this.deleteDepthTexture();\n if (passes.length > 0) {\n if (this.autoRenderToScreen) {\n passes[passes.length - 1].renderToScreen = false;\n }\n this.passes = [];\n }\n }\n /**\n * Renders all enabled passes in the order in which they were added.\n *\n * @param {Number} [deltaTime] - The time since the last frame in seconds.\n */\n render(deltaTime) {\n const renderer = this.renderer;\n const copyPass = this.copyPass;\n let inputBuffer = this.inputBuffer;\n let outputBuffer = this.outputBuffer;\n let stencilTest = false;\n let context, stencil, buffer;\n if (deltaTime === void 0) {\n this.timer.update();\n deltaTime = this.timer.getDelta();\n }\n for (const pass of this.passes) {\n if (pass.enabled) {\n pass.render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest);\n if (pass.needsSwap) {\n if (stencilTest) {\n copyPass.renderToScreen = pass.renderToScreen;\n context = renderer.getContext();\n stencil = renderer.state.buffers.stencil;\n stencil.setFunc(context.NOTEQUAL, 1, 4294967295);\n copyPass.render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest);\n stencil.setFunc(context.EQUAL, 1, 4294967295);\n }\n buffer = inputBuffer;\n inputBuffer = outputBuffer;\n outputBuffer = buffer;\n }\n if (pass instanceof MaskPass) {\n stencilTest = true;\n } else if (pass instanceof ClearMaskPass) {\n stencilTest = false;\n }\n }\n }\n }\n /**\n * Sets the size of the buffers, passes and the renderer.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n * @param {Boolean} [updateStyle] - Determines whether the style of the canvas should be updated.\n */\n setSize(width, height, updateStyle) {\n const renderer = this.renderer;\n const currentSize = renderer.getSize(new import_three6.Vector2());\n if (width === void 0 || height === void 0) {\n width = currentSize.width;\n height = currentSize.height;\n }\n if (currentSize.width !== width || currentSize.height !== height) {\n renderer.setSize(width, height, updateStyle);\n }\n const drawingBufferSize = renderer.getDrawingBufferSize(new import_three6.Vector2());\n this.inputBuffer.setSize(drawingBufferSize.width, drawingBufferSize.height);\n this.outputBuffer.setSize(drawingBufferSize.width, drawingBufferSize.height);\n for (const pass of this.passes) {\n pass.setSize(drawingBufferSize.width, drawingBufferSize.height);\n }\n }\n /**\n * Resets this composer by deleting all passes and creating new buffers.\n */\n reset() {\n this.dispose();\n this.autoRenderToScreen = true;\n }\n /**\n * Disposes this composer and all passes.\n */\n dispose() {\n for (const pass of this.passes) {\n pass.dispose();\n }\n this.passes = [];\n if (this.inputBuffer !== null) {\n this.inputBuffer.dispose();\n }\n if (this.outputBuffer !== null) {\n this.outputBuffer.dispose();\n }\n this.deleteDepthTexture();\n this.copyPass.dispose();\n this.timer.dispose();\n }\n};\n\n// src/core/EffectShaderData.js\nvar import_three7 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/EffectAttribute.js\nvar EffectAttribute = {\n NONE: 0,\n DEPTH: 1,\n CONVOLUTION: 2\n};\n\n// src/enums/EffectShaderSection.js\nvar EffectShaderSection = {\n FRAGMENT_HEAD: \"FRAGMENT_HEAD\",\n FRAGMENT_MAIN_UV: \"FRAGMENT_MAIN_UV\",\n FRAGMENT_MAIN_IMAGE: \"FRAGMENT_MAIN_IMAGE\",\n VERTEX_HEAD: \"VERTEX_HEAD\",\n VERTEX_MAIN_SUPPORT: \"VERTEX_MAIN_SUPPORT\"\n};\n\n// src/core/EffectShaderData.js\nvar EffectShaderData = class {\n /**\n * Constructs new shader data.\n */\n constructor() {\n this.shaderParts = /* @__PURE__ */ new Map([\n [EffectShaderSection.FRAGMENT_HEAD, null],\n [EffectShaderSection.FRAGMENT_MAIN_UV, null],\n [EffectShaderSection.FRAGMENT_MAIN_IMAGE, null],\n [EffectShaderSection.VERTEX_HEAD, null],\n [EffectShaderSection.VERTEX_MAIN_SUPPORT, null]\n ]);\n this.defines = /* @__PURE__ */ new Map();\n this.uniforms = /* @__PURE__ */ new Map();\n this.blendModes = /* @__PURE__ */ new Map();\n this.extensions = /* @__PURE__ */ new Set();\n this.attributes = EffectAttribute.NONE;\n this.varyings = /* @__PURE__ */ new Set();\n this.uvTransformation = false;\n this.readDepth = false;\n this.colorSpace = import_three7.LinearSRGBColorSpace;\n }\n};\n\n// src/core/GaussKernel.js\nfunction getCoefficients(n) {\n let result;\n if (n === 0) {\n result = new Float64Array(0);\n } else if (n === 1) {\n result = new Float64Array([1]);\n } else if (n > 1) {\n let row0 = new Float64Array(n);\n let row1 = new Float64Array(n);\n for (let y = 1; y <= n; ++y) {\n for (let x = 0; x < y; ++x) {\n row1[x] = x === 0 || x === y - 1 ? 1 : row0[x - 1] + row0[x];\n }\n result = row1;\n row1 = row0;\n row0 = result;\n }\n }\n return result;\n}\nvar GaussKernel = class {\n /**\n * Constructs a new Gauss kernel.\n *\n * @param {Number} kernelSize - The kernel size. Should be an odd number in the range [3, 1020].\n * @param {Number} [edgeBias=2] - Determines how many edge coefficients should be cut off for increased accuracy.\n */\n constructor(kernelSize, edgeBias = 2) {\n this.weights = null;\n this.offsets = null;\n this.linearWeights = null;\n this.linearOffsets = null;\n this.generate(kernelSize, edgeBias);\n }\n /**\n * The number of steps for discrete sampling.\n *\n * @type {Number}\n */\n get steps() {\n return this.offsets === null ? 0 : this.offsets.length;\n }\n /**\n * The number of steps for linear sampling.\n *\n * @type {Number}\n */\n get linearSteps() {\n return this.linearOffsets === null ? 0 : this.linearOffsets.length;\n }\n /**\n * Generates the kernel.\n *\n * @private\n * @param {Number} kernelSize - The kernel size.\n * @param {Number} edgeBias - The amount of edge coefficients to ignore.\n */\n generate(kernelSize, edgeBias) {\n if (kernelSize < 3 || kernelSize > 1020) {\n throw new Error(\"The kernel size must be in the range [3, 1020]\");\n }\n const n = kernelSize + edgeBias * 2;\n const coefficients = edgeBias > 0 ? getCoefficients(n).slice(edgeBias, -edgeBias) : getCoefficients(n);\n const mid = Math.floor((coefficients.length - 1) / 2);\n const sum = coefficients.reduce((a, b) => a + b, 0);\n const weights = coefficients.slice(mid);\n const offsets = [...Array(mid + 1).keys()];\n const linearWeights = new Float64Array(Math.floor(offsets.length / 2));\n const linearOffsets = new Float64Array(linearWeights.length);\n linearWeights[0] = weights[0] / sum;\n for (let i = 1, j = 1, l = offsets.length - 1; i < l; i += 2, ++j) {\n const offset0 = offsets[i], offset1 = offsets[i + 1];\n const weight0 = weights[i], weight1 = weights[i + 1];\n const w = weight0 + weight1;\n const o = (offset0 * weight0 + offset1 * weight1) / w;\n linearWeights[j] = w / sum;\n linearOffsets[j] = o;\n }\n for (let i = 0, l = weights.length, s = 1 / sum; i < l; ++i) {\n weights[i] *= s;\n }\n const linearWeightSum = (linearWeights.reduce((a, b) => a + b, 0) - linearWeights[0] * 0.5) * 2;\n if (linearWeightSum !== 0) {\n for (let i = 0, l = linearWeights.length, s = 1 / linearWeightSum; i < l; ++i) {\n linearWeights[i] *= s;\n }\n }\n this.offsets = offsets;\n this.weights = weights;\n this.linearOffsets = linearOffsets;\n this.linearWeights = linearWeights;\n }\n};\n\n// src/core/ImmutableTimer.js\nvar ImmutableTimer = class {\n /**\n * The current delta time in seconds.\n *\n * @type {Number}\n */\n getDelta() {\n return NaN;\n }\n /**\n * The elapsed time in seconds.\n *\n * @type {Number}\n */\n getElapsed() {\n return NaN;\n }\n};\n\n// src/core/Initializable.js\nvar Initializable = class {\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n }\n};\n\n// src/core/OverrideMaterialManager.js\nvar import_three8 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar workaroundEnabled = false;\nvar OverrideMaterialManager = class {\n /**\n * Constructs a new override material manager.\n *\n * @param {Material} [material=null] - An override material.\n */\n constructor(material = null) {\n this.originalMaterials = /* @__PURE__ */ new Map();\n this.material = null;\n this.materials = null;\n this.materialsBackSide = null;\n this.materialsDoubleSide = null;\n this.materialsFlatShaded = null;\n this.materialsFlatShadedBackSide = null;\n this.materialsFlatShadedDoubleSide = null;\n this.setMaterial(material);\n this.meshCount = 0;\n this.replaceMaterial = (node) => {\n if (node.isMesh) {\n let materials;\n if (node.material.flatShading) {\n switch (node.material.side) {\n case import_three8.DoubleSide:\n materials = this.materialsFlatShadedDoubleSide;\n break;\n case import_three8.BackSide:\n materials = this.materialsFlatShadedBackSide;\n break;\n default:\n materials = this.materialsFlatShaded;\n break;\n }\n } else {\n switch (node.material.side) {\n case import_three8.DoubleSide:\n materials = this.materialsDoubleSide;\n break;\n case import_three8.BackSide:\n materials = this.materialsBackSide;\n break;\n default:\n materials = this.materials;\n break;\n }\n }\n this.originalMaterials.set(node, node.material);\n if (node.isSkinnedMesh) {\n node.material = materials[2];\n } else if (node.isInstancedMesh) {\n node.material = materials[1];\n } else {\n node.material = materials[0];\n }\n ++this.meshCount;\n }\n };\n }\n /**\n * Clones the given material.\n *\n * @private\n * @param {Material} material - The material.\n * @return {Material} The cloned material.\n */\n cloneMaterial(material) {\n if (!(material instanceof import_three8.ShaderMaterial)) {\n return material.clone();\n }\n const uniforms = material.uniforms;\n const textureUniforms = /* @__PURE__ */ new Map();\n for (const key in uniforms) {\n const value = uniforms[key].value;\n if (value.isRenderTargetTexture) {\n uniforms[key].value = null;\n textureUniforms.set(key, value);\n }\n }\n const clone = material.clone();\n for (const entry of textureUniforms) {\n uniforms[entry[0]].value = entry[1];\n clone.uniforms[entry[0]].value = entry[1];\n }\n return clone;\n }\n /**\n * Sets the override material.\n *\n * @param {Material} material - The material.\n */\n setMaterial(material) {\n this.disposeMaterials();\n this.material = material;\n if (material !== null) {\n const materials = this.materials = [\n this.cloneMaterial(material),\n this.cloneMaterial(material),\n this.cloneMaterial(material)\n ];\n for (const m2 of materials) {\n m2.uniforms = Object.assign({}, material.uniforms);\n m2.side = import_three8.FrontSide;\n }\n materials[2].skinning = true;\n this.materialsBackSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.side = import_three8.BackSide;\n return c2;\n });\n this.materialsDoubleSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.side = import_three8.DoubleSide;\n return c2;\n });\n this.materialsFlatShaded = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.flatShading = true;\n return c2;\n });\n this.materialsFlatShadedBackSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.flatShading = true;\n c2.side = import_three8.BackSide;\n return c2;\n });\n this.materialsFlatShadedDoubleSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.flatShading = true;\n c2.side = import_three8.DoubleSide;\n return c2;\n });\n }\n }\n /**\n * Renders the scene with the override material.\n *\n * @private\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Scene} scene - A scene.\n * @param {Camera} camera - A camera.\n */\n render(renderer, scene, camera) {\n const shadowMapEnabled = renderer.shadowMap.enabled;\n renderer.shadowMap.enabled = false;\n if (workaroundEnabled) {\n const originalMaterials = this.originalMaterials;\n this.meshCount = 0;\n scene.traverse(this.replaceMaterial);\n renderer.render(scene, camera);\n for (const entry of originalMaterials) {\n entry[0].material = entry[1];\n }\n if (this.meshCount !== originalMaterials.size) {\n originalMaterials.clear();\n }\n } else {\n const overrideMaterial = scene.overrideMaterial;\n scene.overrideMaterial = this.material;\n renderer.render(scene, camera);\n scene.overrideMaterial = overrideMaterial;\n }\n renderer.shadowMap.enabled = shadowMapEnabled;\n }\n /**\n * Deletes cloned override materials.\n *\n * @private\n */\n disposeMaterials() {\n if (this.material !== null) {\n const materials = this.materials.concat(this.materialsBackSide).concat(this.materialsDoubleSide).concat(this.materialsFlatShaded).concat(this.materialsFlatShadedBackSide).concat(this.materialsFlatShadedDoubleSide);\n for (const m2 of materials) {\n m2.dispose();\n }\n }\n }\n /**\n * Performs cleanup tasks.\n */\n dispose() {\n this.originalMaterials.clear();\n this.disposeMaterials();\n }\n /**\n * Indicates whether the override material workaround is enabled.\n *\n * @type {Boolean}\n */\n static get workaroundEnabled() {\n return workaroundEnabled;\n }\n /**\n * Enables or disables the override material workaround globally.\n *\n * This only affects post processing passes and effects.\n *\n * @type {Boolean}\n */\n static set workaroundEnabled(value) {\n workaroundEnabled = value;\n }\n};\n\n// src/core/Resizable.js\nvar Resizable = class {\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n }\n};\n\n// src/core/Resolution.js\nvar import_three9 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar AUTO_SIZE = -1;\nvar Resolution = class extends import_three9.EventDispatcher {\n /**\n * Constructs a new resolution.\n *\n * TODO Remove resizable param.\n * @param {Resizable} resizable - A resizable object.\n * @param {Number} [width=Resolution.AUTO_SIZE] - The preferred width.\n * @param {Number} [height=Resolution.AUTO_SIZE] - The preferred height.\n * @param {Number} [scale=1.0] - A resolution scale.\n */\n constructor(resizable, width = AUTO_SIZE, height = AUTO_SIZE, scale = 1) {\n super();\n this.resizable = resizable;\n this.baseSize = new import_three9.Vector2(1, 1);\n this.preferredSize = new import_three9.Vector2(width, height);\n this.target = this.preferredSize;\n this.s = scale;\n this.effectiveSize = new import_three9.Vector2();\n this.addEventListener(\"change\", () => this.updateEffectiveSize());\n this.updateEffectiveSize();\n }\n /**\n * Calculates the effective size.\n *\n * @private\n */\n updateEffectiveSize() {\n const base = this.baseSize;\n const preferred = this.preferredSize;\n const effective = this.effectiveSize;\n const scale = this.scale;\n if (preferred.width !== AUTO_SIZE) {\n effective.width = preferred.width;\n } else if (preferred.height !== AUTO_SIZE) {\n effective.width = Math.round(preferred.height * (base.width / Math.max(base.height, 1)));\n } else {\n effective.width = Math.round(base.width * scale);\n }\n if (preferred.height !== AUTO_SIZE) {\n effective.height = preferred.height;\n } else if (preferred.width !== AUTO_SIZE) {\n effective.height = Math.round(preferred.width / Math.max(base.width / Math.max(base.height, 1), 1));\n } else {\n effective.height = Math.round(base.height * scale);\n }\n }\n /**\n * The effective width.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base width will be returned.\n *\n * @type {Number}\n */\n get width() {\n return this.effectiveSize.width;\n }\n set width(value) {\n this.preferredWidth = value;\n }\n /**\n * The effective height.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base height will be returned.\n *\n * @type {Number}\n */\n get height() {\n return this.effectiveSize.height;\n }\n set height(value) {\n this.preferredHeight = value;\n }\n /**\n * Returns the effective width.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base width will be returned.\n *\n * @deprecated Use width instead.\n * @return {Number} The effective width.\n */\n getWidth() {\n return this.width;\n }\n /**\n * Returns the effective height.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base height will be returned.\n *\n * @deprecated Use height instead.\n * @return {Number} The effective height.\n */\n getHeight() {\n return this.height;\n }\n /**\n * The resolution scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.s;\n }\n set scale(value) {\n if (this.s !== value) {\n this.s = value;\n this.preferredSize.setScalar(AUTO_SIZE);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the current resolution scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The scale.\n */\n getScale() {\n return this.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * Also sets the preferred resolution to {@link Resizer.AUTO_SIZE}.\n *\n * @deprecated Use scale instead.\n * @param {Number} value - The scale.\n */\n setScale(value) {\n this.scale = value;\n }\n /**\n * The base width.\n *\n * @type {Number}\n */\n get baseWidth() {\n return this.baseSize.width;\n }\n set baseWidth(value) {\n if (this.baseSize.width !== value) {\n this.baseSize.width = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the base width.\n *\n * @deprecated Use baseWidth instead.\n * @return {Number} The base width.\n */\n getBaseWidth() {\n return this.baseWidth;\n }\n /**\n * Sets the base width.\n *\n * @deprecated Use baseWidth instead.\n * @param {Number} value - The width.\n */\n setBaseWidth(value) {\n this.baseWidth = value;\n }\n /**\n * The base height.\n *\n * @type {Number}\n */\n get baseHeight() {\n return this.baseSize.height;\n }\n set baseHeight(value) {\n if (this.baseSize.height !== value) {\n this.baseSize.height = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the base height.\n *\n * @deprecated Use baseHeight instead.\n * @return {Number} The base height.\n */\n getBaseHeight() {\n return this.baseHeight;\n }\n /**\n * Sets the base height.\n *\n * @deprecated Use baseHeight instead.\n * @param {Number} value - The height.\n */\n setBaseHeight(value) {\n this.baseHeight = value;\n }\n /**\n * Sets the base size.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setBaseSize(width, height) {\n if (this.baseSize.width !== width || this.baseSize.height !== height) {\n this.baseSize.set(width, height);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * The preferred width.\n *\n * @type {Number}\n */\n get preferredWidth() {\n return this.preferredSize.width;\n }\n set preferredWidth(value) {\n if (this.preferredSize.width !== value) {\n this.preferredSize.width = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the preferred width.\n *\n * @deprecated Use preferredWidth instead.\n * @return {Number} The preferred width.\n */\n getPreferredWidth() {\n return this.preferredWidth;\n }\n /**\n * Sets the preferred width.\n *\n * Use {@link Resizer.AUTO_SIZE} to automatically calculate the width based on the height and aspect ratio.\n *\n * @deprecated Use preferredWidth instead.\n * @param {Number} value - The width.\n */\n setPreferredWidth(value) {\n this.preferredWidth = value;\n }\n /**\n * The preferred height.\n *\n * @type {Number}\n */\n get preferredHeight() {\n return this.preferredSize.height;\n }\n set preferredHeight(value) {\n if (this.preferredSize.height !== value) {\n this.preferredSize.height = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the preferred height.\n *\n * @deprecated Use preferredHeight instead.\n * @return {Number} The preferred height.\n */\n getPreferredHeight() {\n return this.preferredHeight;\n }\n /**\n * Sets the preferred height.\n *\n * Use {@link Resizer.AUTO_SIZE} to automatically calculate the height based on the width and aspect ratio.\n *\n * @deprecated Use preferredHeight instead.\n * @param {Number} value - The height.\n */\n setPreferredHeight(value) {\n this.preferredHeight = value;\n }\n /**\n * Sets the preferred size.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setPreferredSize(width, height) {\n if (this.preferredSize.width !== width || this.preferredSize.height !== height) {\n this.preferredSize.set(width, height);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Copies the given resolution.\n *\n * @param {Resolution} resolution - The resolution.\n */\n copy(resolution) {\n this.s = resolution.scale;\n this.baseSize.set(resolution.baseWidth, resolution.baseHeight);\n this.preferredSize.set(resolution.preferredWidth, resolution.preferredHeight);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n /**\n * An auto sizing constant.\n *\n * Can be used to automatically calculate the width or height based on the original aspect ratio.\n *\n * @type {Number}\n */\n static get AUTO_SIZE() {\n return AUTO_SIZE;\n }\n};\n\n// src/core/Selection.js\nvar Selection = class extends Set {\n /**\n * Constructs a new selection.\n *\n * @param {Iterable} [iterable] - A collection of objects that should be added to this selection.\n * @param {Number} [layer=10] - A dedicated render layer for selected objects.\n */\n constructor(iterable, layer = 10) {\n super();\n this.l = layer;\n this.exclusive = false;\n if (iterable !== void 0) {\n this.set(iterable);\n }\n }\n /**\n * The render layer for selected objects.\n *\n * @type {Number}\n */\n get layer() {\n return this.l;\n }\n set layer(value) {\n const currentLayer = this.l;\n for (const object of this) {\n object.layers.disable(currentLayer);\n object.layers.enable(value);\n }\n this.l = value;\n }\n /**\n * Returns the current render layer for selected objects.\n *\n * The default layer is 10. If this collides with your own custom layers, please change it before rendering!\n *\n * @deprecated Use layer instead.\n * @return {Number} The layer.\n */\n getLayer() {\n return this.layer;\n }\n /**\n * Sets the render layer for selected objects.\n *\n * The current selection will be updated accordingly.\n *\n * @deprecated Use layer instead.\n * @param {Number} value - The layer. Range is [0, 31].\n */\n setLayer(value) {\n this.layer = value;\n }\n /**\n * Indicates whether objects that are added to this selection will be removed from all other layers.\n *\n * @deprecated Use exclusive instead.\n * @return {Number} Whether this selection is exclusive. Default is false.\n */\n isExclusive() {\n return this.exclusive;\n }\n /**\n * Controls whether objects that are added to this selection should be removed from all other layers.\n *\n * @deprecated Use exclusive instead.\n * @param {Number} value - Whether this selection should be exclusive.\n */\n setExclusive(value) {\n this.exclusive = value;\n }\n /**\n * Clears this selection.\n *\n * @return {Selection} This selection.\n */\n clear() {\n const layer = this.layer;\n for (const object of this) {\n object.layers.disable(layer);\n }\n return super.clear();\n }\n /**\n * Clears this selection and adds the given objects.\n *\n * @param {Iterable} objects - The objects that should be selected.\n * @return {Selection} This selection.\n */\n set(objects) {\n this.clear();\n for (const object of objects) {\n this.add(object);\n }\n return this;\n }\n /**\n * An alias for {@link has}.\n *\n * @param {Object3D} object - An object.\n * @return {Number} Returns 0 if the given object is currently selected, or -1 otherwise.\n * @deprecated Added for backward-compatibility.\n */\n indexOf(object) {\n return this.has(object) ? 0 : -1;\n }\n /**\n * Adds an object to this selection.\n *\n * If {@link exclusive} is set to `true`, the object will also be removed from all other layers.\n *\n * @param {Object3D} object - The object that should be selected.\n * @return {Selection} This selection.\n */\n add(object) {\n if (this.exclusive) {\n object.layers.set(this.layer);\n } else {\n object.layers.enable(this.layer);\n }\n return super.add(object);\n }\n /**\n * Removes an object from this selection.\n *\n * @param {Object3D} object - The object that should be deselected.\n * @return {Boolean} Returns true if an object has successfully been removed from this selection; otherwise false.\n */\n delete(object) {\n if (this.has(object)) {\n object.layers.disable(this.layer);\n }\n return super.delete(object);\n }\n /**\n * Removes an existing object from the selection. If the object doesn't exist it's added instead.\n *\n * @param {Object3D} object - The object.\n * @return {Boolean} Returns true if the object is added, false otherwise.\n */\n toggle(object) {\n let result;\n if (this.has(object)) {\n this.delete(object);\n result = false;\n } else {\n this.add(object);\n result = true;\n }\n return result;\n }\n /**\n * Sets the visibility of all selected objects.\n *\n * This method enables or disables render layer 0 of all selected objects.\n *\n * @param {Boolean} visible - Whether the selected objects should be visible.\n * @return {Selection} This selection.\n */\n setVisible(visible) {\n for (const object of this) {\n if (visible) {\n object.layers.enable(0);\n } else {\n object.layers.disable(0);\n }\n }\n return this;\n }\n};\n\n// src/effects/blending/BlendMode.js\nvar import_three10 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/BlendFunction.js\nvar BlendFunction = {\n SKIP: 9,\n SET: 30,\n ADD: 0,\n ALPHA: 1,\n AVERAGE: 2,\n COLOR: 3,\n COLOR_BURN: 4,\n COLOR_DODGE: 5,\n DARKEN: 6,\n DIFFERENCE: 7,\n DIVIDE: 8,\n DST: 9,\n EXCLUSION: 10,\n HARD_LIGHT: 11,\n HARD_MIX: 12,\n HUE: 13,\n INVERT: 14,\n INVERT_RGB: 15,\n LIGHTEN: 16,\n LINEAR_BURN: 17,\n LINEAR_DODGE: 18,\n LINEAR_LIGHT: 19,\n LUMINOSITY: 20,\n MULTIPLY: 21,\n NEGATION: 22,\n NORMAL: 23,\n OVERLAY: 24,\n PIN_LIGHT: 25,\n REFLECT: 26,\n SATURATION: 27,\n SCREEN: 28,\n SOFT_LIGHT: 29,\n SRC: 30,\n SUBTRACT: 31,\n VIVID_LIGHT: 32\n};\n\n// src/effects/blending/glsl/add.frag\nvar add_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x+y,opacity);}\";\n\n// src/effects/blending/glsl/alpha.frag\nvar alpha_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y,min(y.a,opacity));}\";\n\n// src/effects/blending/glsl/average.frag\nvar average_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,(x+y)*0.5,opacity);}\";\n\n// src/effects/blending/glsl/color.frag\nvar color_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(yHSL.rg,xHSL.b));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/color-burn.frag\nvar color_burn_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(step(0.0,y)*(1.0-min(vec4(1.0),(1.0-x)/y)),vec4(1.0),step(1.0,x));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/color-dodge.frag\nvar color_dodge_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=step(0.0,x)*mix(min(vec4(1.0),x/max(1.0-y,1e-9)),vec4(1.0),step(1.0,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/darken.frag\nvar darken_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,min(x,y),opacity);}\";\n\n// src/effects/blending/glsl/difference.frag\nvar difference_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,abs(x-y),opacity);}\";\n\n// src/effects/blending/glsl/divide.frag\nvar divide_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x/max(y,1e-12),opacity);}\";\n\n// src/effects/blending/glsl/exclusion.frag\nvar exclusion_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,(x+y-2.0*x*y),opacity);}\";\n\n// src/effects/blending/glsl/hard-light.frag\nvar hard_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 a=min(x,1.0),b=min(y,1.0);vec4 z=mix(2.0*a*b,1.0-2.0*(1.0-a)*(1.0-b),step(0.5,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/hard-mix.frag\nvar hard_mix_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,step(1.0,x+y),opacity);}\";\n\n// src/effects/blending/glsl/hue.frag\nvar hue_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(yHSL.r,xHSL.gb));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/invert.frag\nvar invert_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,1.0-y,opacity);}\";\n\n// src/effects/blending/glsl/invert-rgb.frag\nvar invert_rgb_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y*(1.0-x),opacity);}\";\n\n// src/effects/blending/glsl/lighten.frag\nvar lighten_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,max(x,y),opacity);}\";\n\n// src/effects/blending/glsl/linear-burn.frag\nvar linear_burn_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,clamp(y+x-1.0,0.0,1.0),opacity);}\";\n\n// src/effects/blending/glsl/linear-dodge.frag\nvar linear_dodge_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,min(x+y,1.0),opacity);}\";\n\n// src/effects/blending/glsl/linear-light.frag\nvar linear_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,clamp(2.0*y+x-1.0,0.0,1.0),opacity);}\";\n\n// src/effects/blending/glsl/luminosity.frag\nvar luminosity_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(xHSL.rg,yHSL.b));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/multiply.frag\nvar multiply_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x*y,opacity);}\";\n\n// src/effects/blending/glsl/negation.frag\nvar negation_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,1.0-abs(1.0-x-y),opacity);}\";\n\n// src/effects/blending/glsl/normal.frag\nvar normal_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y,opacity);}\";\n\n// src/effects/blending/glsl/overlay.frag\nvar overlay_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(2.0*y*x,1.0-2.0*(1.0-y)*(1.0-x),step(0.5,x));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/pin-light.frag\nvar pin_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 y2=2.0*y;vec4 z=mix(mix(y2,x,step(0.5*x,y)),max(vec4(0.0),y2-1.0),step(x,(y2-1.0)));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/reflect.frag\nvar reflect_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(min(x*x/max(1.0-y,1e-12),1.0),y,step(1.0,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/saturation.frag\nvar saturation_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(xHSL.r,yHSL.g,xHSL.b));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/screen.frag\nvar screen_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x+y-min(x*y,1.0),opacity);}\";\n\n// src/effects/blending/glsl/soft-light.frag\nvar soft_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 y2=2.0*y;vec4 w=step(0.5,y);vec4 z=mix(x-(1.0-y2)*x*(1.0-x),mix(x+(y2-1.0)*(sqrt(x)-x),x+(y2-1.0)*x*((16.0*x-12.0)*x+3.0),w*(1.0-step(0.25,x))),w);return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/src.frag\nvar src_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return y;}\";\n\n// src/effects/blending/glsl/subtract.frag\nvar subtract_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,max(x+y-1.0,0.0),opacity);}\";\n\n// src/effects/blending/glsl/vivid-light.frag\nvar vivid_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(max(1.0-min((1.0-x)/(2.0*y),1.0),0.0),min(x/(2.0*(1.0-y)),1.0),step(0.5,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/BlendMode.js\nvar blendFunctions = /* @__PURE__ */ new Map([\n [BlendFunction.ADD, add_default],\n [BlendFunction.ALPHA, alpha_default],\n [BlendFunction.AVERAGE, average_default],\n [BlendFunction.COLOR, color_default],\n [BlendFunction.COLOR_BURN, color_burn_default],\n [BlendFunction.COLOR_DODGE, color_dodge_default],\n [BlendFunction.DARKEN, darken_default],\n [BlendFunction.DIFFERENCE, difference_default],\n [BlendFunction.DIVIDE, divide_default],\n [BlendFunction.DST, null],\n [BlendFunction.EXCLUSION, exclusion_default],\n [BlendFunction.HARD_LIGHT, hard_light_default],\n [BlendFunction.HARD_MIX, hard_mix_default],\n [BlendFunction.HUE, hue_default],\n [BlendFunction.INVERT, invert_default],\n [BlendFunction.INVERT_RGB, invert_rgb_default],\n [BlendFunction.LIGHTEN, lighten_default],\n [BlendFunction.LINEAR_BURN, linear_burn_default],\n [BlendFunction.LINEAR_DODGE, linear_dodge_default],\n [BlendFunction.LINEAR_LIGHT, linear_light_default],\n [BlendFunction.LUMINOSITY, luminosity_default],\n [BlendFunction.MULTIPLY, multiply_default],\n [BlendFunction.NEGATION, negation_default],\n [BlendFunction.NORMAL, normal_default],\n [BlendFunction.OVERLAY, overlay_default],\n [BlendFunction.PIN_LIGHT, pin_light_default],\n [BlendFunction.REFLECT, reflect_default],\n [BlendFunction.SATURATION, saturation_default],\n [BlendFunction.SCREEN, screen_default],\n [BlendFunction.SOFT_LIGHT, soft_light_default],\n [BlendFunction.SRC, src_default],\n [BlendFunction.SUBTRACT, subtract_default],\n [BlendFunction.VIVID_LIGHT, vivid_light_default]\n]);\nvar BlendMode = class extends import_three10.EventDispatcher {\n /**\n * Constructs a new blend mode.\n *\n * @param {BlendFunction} blendFunction - The blend function.\n * @param {Number} opacity - The opacity of the color that will be blended with the base color.\n */\n constructor(blendFunction, opacity = 1) {\n super();\n this._blendFunction = blendFunction;\n this.opacity = new import_three10.Uniform(opacity);\n }\n /**\n * Returns the opacity.\n *\n * @return {Number} The opacity.\n */\n getOpacity() {\n return this.opacity.value;\n }\n /**\n * Sets the opacity.\n *\n * @param {Number} value - The opacity.\n */\n setOpacity(value) {\n this.opacity.value = value;\n }\n /**\n * The blend function.\n *\n * @type {BlendFunction}\n */\n get blendFunction() {\n return this._blendFunction;\n }\n set blendFunction(value) {\n this._blendFunction = value;\n this.dispatchEvent({ type: \"change\" });\n }\n /**\n * Returns the blend function.\n *\n * @deprecated Use blendFunction instead.\n * @return {BlendFunction} The blend function.\n */\n getBlendFunction() {\n return this.blendFunction;\n }\n /**\n * Sets the blend function.\n *\n * @deprecated Use blendFunction instead.\n * @param {BlendFunction} value - The blend function.\n */\n setBlendFunction(value) {\n this.blendFunction = value;\n }\n /**\n * Returns the blend function shader code.\n *\n * @return {String} The blend function shader code.\n */\n getShaderCode() {\n return blendFunctions.get(this.blendFunction);\n }\n};\n\n// src/effects/BloomEffect.js\nvar import_three19 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/KernelSize.js\nvar KernelSize = {\n VERY_SMALL: 0,\n SMALL: 1,\n MEDIUM: 2,\n LARGE: 3,\n VERY_LARGE: 4,\n HUGE: 5\n};\n\n// src/passes/KawaseBlurPass.js\nvar import_three12 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/KawaseBlurMaterial.js\nvar import_three11 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.kawase.frag\nvar convolution_kawase_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nvarying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec4 sum=texture2D(inputBuffer,vUv0);sum+=texture2D(inputBuffer,vUv1);sum+=texture2D(inputBuffer,vUv2);sum+=texture2D(inputBuffer,vUv3);gl_FragColor=sum*0.25;\\n#include \\n}\";\n\n// src/materials/glsl/convolution.kawase.vert\nvar convolution_kawase_default2 = \"uniform vec4 texelSize;uniform float kernel;uniform float scale;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec2 uv=position.xy*0.5+0.5;vec2 dUv=(texelSize.xy*vec2(kernel)+texelSize.zw)*scale;vUv0=vec2(uv.x-dUv.x,uv.y+dUv.y);vUv1=vec2(uv.x+dUv.x,uv.y+dUv.y);vUv2=vec2(uv.x+dUv.x,uv.y-dUv.y);vUv3=vec2(uv.x-dUv.x,uv.y-dUv.y);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/KawaseBlurMaterial.js\nvar kernelPresets = [\n new Float32Array([0, 0]),\n new Float32Array([0, 1, 1]),\n new Float32Array([0, 1, 1, 2]),\n new Float32Array([0, 1, 2, 2, 3]),\n new Float32Array([0, 1, 2, 3, 4, 4, 5]),\n new Float32Array([0, 1, 2, 3, 4, 5, 7, 8, 9, 10])\n];\nvar KawaseBlurMaterial = class extends import_three11.ShaderMaterial {\n /**\n * Constructs a new convolution material.\n *\n * TODO Remove texelSize param.\n * @param {Vector4} [texelSize] - Deprecated.\n */\n constructor(texelSize = new import_three11.Vector4()) {\n super({\n name: \"KawaseBlurMaterial\",\n uniforms: {\n inputBuffer: new import_three11.Uniform(null),\n texelSize: new import_three11.Uniform(new import_three11.Vector4()),\n scale: new import_three11.Uniform(1),\n kernel: new import_three11.Uniform(0)\n },\n blending: import_three11.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_kawase_default,\n vertexShader: convolution_kawase_default2\n });\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n this.setTexelSize(texelSize.x, texelSize.y);\n this.kernelSize = KernelSize.MEDIUM;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.inputBuffer = value;\n }\n /**\n * The kernel sequence for the current kernel size.\n *\n * @type {Float32Array}\n */\n get kernelSequence() {\n return kernelPresets[this.kernelSize];\n }\n /**\n * The blur scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Returns the blur scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The scale.\n */\n getScale() {\n return this.uniforms.scale.value;\n }\n /**\n * Sets the blur scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} value - The scale.\n */\n setScale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Returns the kernel.\n *\n * @return {Float32Array} The kernel.\n * @deprecated Implementation detail, removed with no replacement.\n */\n getKernel() {\n return null;\n }\n /**\n * The current kernel.\n *\n * @type {Number}\n */\n get kernel() {\n return this.uniforms.kernel.value;\n }\n set kernel(value) {\n this.uniforms.kernel.value = value;\n }\n /**\n * Sets the current kernel.\n *\n * @deprecated Use kernel instead.\n * @param {Number} value - The kernel.\n */\n setKernel(value) {\n this.kernel = value;\n }\n /**\n * Sets the texel size.\n *\n * @deprecated Use setSize() instead.\n * @param {Number} x - The texel width.\n * @param {Number} y - The texel height.\n */\n setTexelSize(x, y) {\n this.uniforms.texelSize.value.set(x, y, x * 0.5, y * 0.5);\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const x = 1 / width, y = 1 / height;\n this.uniforms.texelSize.value.set(x, y, x * 0.5, y * 0.5);\n }\n};\n\n// src/passes/KawaseBlurPass.js\nvar KawaseBlurPass = class extends Pass {\n /**\n * Constructs a new Kawase blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {KernelSize} [options.kernelSize=KernelSize.MEDIUM] - The blur kernel size.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor({\n kernelSize = KernelSize.MEDIUM,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"KawaseBlurPass\");\n this.renderTargetA = new import_three12.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"Blur.Target.A\";\n this.renderTargetB = this.renderTargetA.clone();\n this.renderTargetB.texture.name = \"Blur.Target.B\";\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this._blurMaterial = new KawaseBlurMaterial();\n this._blurMaterial.kernelSize = kernelSize;\n this.copyMaterial = new CopyMaterial();\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The blur material.\n *\n * @type {KawaseBlurMaterial}\n */\n get blurMaterial() {\n return this._blurMaterial;\n }\n /**\n * The blur material.\n *\n * @type {KawaseBlurMaterial}\n * @protected\n */\n set blurMaterial(value) {\n this._blurMaterial = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated Use copyMaterial.dithering instead.\n */\n get dithering() {\n return this.copyMaterial.dithering;\n }\n set dithering(value) {\n this.copyMaterial.dithering = value;\n }\n /**\n * The kernel size.\n *\n * @type {KernelSize}\n * @deprecated Use blurMaterial.kernelSize instead.\n */\n get kernelSize() {\n return this.blurMaterial.kernelSize;\n }\n set kernelSize(value) {\n this.blurMaterial.kernelSize = value;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.width instead.\n */\n get width() {\n return this.resolution.width;\n }\n /**\n * Sets the render width.\n *\n * @type {Number}\n * @deprecated Use resolution.preferredWidth instead.\n */\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.height instead.\n */\n get height() {\n return this.resolution.height;\n }\n /**\n * Sets the render height.\n *\n * @type {Number}\n * @deprecated Use resolution.preferredHeight instead.\n */\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * The current blur scale.\n *\n * @type {Number}\n * @deprecated Use blurMaterial.scale instead.\n */\n get scale() {\n return this.blurMaterial.scale;\n }\n set scale(value) {\n this.blurMaterial.scale = value;\n }\n /**\n * Returns the current blur scale.\n *\n * @deprecated Use blurMaterial.scale instead.\n * @return {Number} The scale.\n */\n getScale() {\n return this.blurMaterial.scale;\n }\n /**\n * Sets the blur scale.\n *\n * @deprecated Use blurMaterial.scale instead.\n * @param {Number} value - The scale.\n */\n setScale(value) {\n this.blurMaterial.scale = value;\n }\n /**\n * Returns the kernel size.\n *\n * @deprecated Use blurMaterial.kernelSize instead.\n * @return {KernelSize} The kernel size.\n */\n getKernelSize() {\n return this.kernelSize;\n }\n /**\n * Sets the kernel size.\n *\n * Larger kernels require more processing power but scale well with larger render resolutions.\n *\n * @deprecated Use blurMaterial.kernelSize instead.\n * @param {KernelSize} value - The kernel size.\n */\n setKernelSize(value) {\n this.kernelSize = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const material = this.blurMaterial;\n const kernelSequence = material.kernelSequence;\n let previousBuffer = inputBuffer;\n this.fullscreenMaterial = material;\n for (let i = 0, l = kernelSequence.length; i < l; ++i) {\n const buffer = (i & 1) === 0 ? renderTargetA : renderTargetB;\n material.kernel = kernelSequence[i];\n material.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(buffer);\n renderer.render(scene, camera);\n previousBuffer = buffer;\n }\n this.fullscreenMaterial = this.copyMaterial;\n this.copyMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.blurMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n if (frameBufferType !== import_three12.UnsignedByteType) {\n this.blurMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n this.copyMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three12.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three12.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three12.SRGBColorSpace;\n }\n }\n }\n /**\n * An auto sizing flag.\n *\n * @type {Number}\n * @deprecated Use {@link Resolution.AUTO_SIZE} instead.\n */\n static get AUTO_SIZE() {\n return Resolution.AUTO_SIZE;\n }\n};\n\n// src/passes/LuminancePass.js\nvar import_three14 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/LuminanceMaterial.js\nvar import_three13 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/luminance.frag\nvar luminance_default = \"#include \\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#ifdef RANGE\\nuniform vec2 range;\\n#elif defined(THRESHOLD)\\nuniform float threshold;uniform float smoothing;\\n#endif\\nvarying vec2 vUv;void main(){vec4 texel=texture2D(inputBuffer,vUv);float l=luminance(texel.rgb);\\n#ifdef RANGE\\nfloat low=step(range.x,l);float high=step(l,range.y);l*=low*high;\\n#elif defined(THRESHOLD)\\nl=smoothstep(threshold,threshold+smoothing,l)*l;\\n#endif\\n#ifdef COLOR\\ngl_FragColor=vec4(texel.rgb*clamp(l,0.0,1.0),l);\\n#else\\ngl_FragColor=vec4(l);\\n#endif\\n}\";\n\n// src/materials/LuminanceMaterial.js\nvar LuminanceMaterial = class extends import_three13.ShaderMaterial {\n /**\n * Constructs a new luminance material.\n *\n * @param {Boolean} [colorOutput=false] - Defines whether the shader should output colors scaled with their luminance value.\n * @param {Vector2} [luminanceRange] - If provided, the shader will mask out texels that aren't in the specified luminance range.\n */\n constructor(colorOutput = false, luminanceRange = null) {\n super({\n name: \"LuminanceMaterial\",\n defines: {\n THREE_REVISION: import_three13.REVISION.replace(/\\D+/g, \"\")\n },\n uniforms: {\n inputBuffer: new import_three13.Uniform(null),\n threshold: new import_three13.Uniform(0),\n smoothing: new import_three13.Uniform(1),\n range: new import_three13.Uniform(null)\n },\n blending: import_three13.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: luminance_default,\n vertexShader: common_default\n });\n this.colorOutput = colorOutput;\n this.luminanceRange = luminanceRange;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The luminance threshold.\n *\n * @type {Number}\n */\n get threshold() {\n return this.uniforms.threshold.value;\n }\n set threshold(value) {\n if (this.smoothing > 0 || value > 0) {\n this.defines.THRESHOLD = \"1\";\n } else {\n delete this.defines.THRESHOLD;\n }\n this.uniforms.threshold.value = value;\n }\n /**\n * Returns the luminance threshold.\n *\n * @deprecated Use threshold instead.\n * @return {Number} The threshold.\n */\n getThreshold() {\n return this.threshold;\n }\n /**\n * Sets the luminance threshold.\n *\n * @deprecated Use threshold instead.\n * @param {Number} value - The threshold.\n */\n setThreshold(value) {\n this.threshold = value;\n }\n /**\n * The luminance threshold smoothing.\n *\n * @type {Number}\n */\n get smoothing() {\n return this.uniforms.smoothing.value;\n }\n set smoothing(value) {\n if (this.threshold > 0 || value > 0) {\n this.defines.THRESHOLD = \"1\";\n } else {\n delete this.defines.THRESHOLD;\n }\n this.uniforms.smoothing.value = value;\n }\n /**\n * Returns the luminance threshold smoothing factor.\n *\n * @deprecated Use smoothing instead.\n * @return {Number} The smoothing factor.\n */\n getSmoothingFactor() {\n return this.smoothing;\n }\n /**\n * Sets the luminance threshold smoothing factor.\n *\n * @deprecated Use smoothing instead.\n * @param {Number} value - The smoothing factor.\n */\n setSmoothingFactor(value) {\n this.smoothing = value;\n }\n /**\n * Indicates whether the luminance threshold is enabled.\n *\n * @type {Boolean}\n * @deprecated Adjust the threshold or smoothing factor instead.\n */\n get useThreshold() {\n return this.threshold > 0 || this.smoothing > 0;\n }\n set useThreshold(value) {\n }\n /**\n * Indicates whether color output is enabled.\n *\n * @type {Boolean}\n */\n get colorOutput() {\n return this.defines.COLOR !== void 0;\n }\n set colorOutput(value) {\n if (value) {\n this.defines.COLOR = \"1\";\n } else {\n delete this.defines.COLOR;\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether color output is enabled.\n *\n * @deprecated Use colorOutput instead.\n * @return {Boolean} Whether color output is enabled.\n */\n isColorOutputEnabled(value) {\n return this.colorOutput;\n }\n /**\n * Enables or disables color output.\n *\n * @deprecated Use colorOutput instead.\n * @param {Boolean} value - Whether color output should be enabled.\n */\n setColorOutputEnabled(value) {\n this.colorOutput = value;\n }\n /**\n * Indicates whether luminance masking is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get useRange() {\n return this.luminanceRange !== null;\n }\n set useRange(value) {\n this.luminanceRange = null;\n }\n /**\n * The luminance range. Set to null to disable.\n *\n * @type {Boolean}\n */\n get luminanceRange() {\n return this.uniforms.range.value;\n }\n set luminanceRange(value) {\n if (value !== null) {\n this.defines.RANGE = \"1\";\n } else {\n delete this.defines.RANGE;\n }\n this.uniforms.range.value = value;\n this.needsUpdate = true;\n }\n /**\n * Returns the current luminance range.\n *\n * @deprecated Use luminanceRange instead.\n * @return {Vector2} The luminance range.\n */\n getLuminanceRange() {\n return this.luminanceRange;\n }\n /**\n * Sets a luminance range. Set to null to disable.\n *\n * @deprecated Use luminanceRange instead.\n * @param {Vector2} value - The luminance range.\n */\n setLuminanceRange(value) {\n this.luminanceRange = value;\n }\n};\n\n// src/passes/LuminancePass.js\nvar LuminancePass = class extends Pass {\n /**\n * Constructs a new luminance pass.\n *\n * @param {Object} [options] - The options. See {@link LuminanceMaterial} for additional options.\n * @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor({\n renderTarget,\n luminanceRange,\n colorOutput,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"LuminancePass\");\n this.fullscreenMaterial = new LuminanceMaterial(colorOutput, luminanceRange);\n this.needsSwap = false;\n this.renderTarget = renderTarget;\n if (this.renderTarget === void 0) {\n this.renderTarget = new import_three14.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"LuminancePass.Target\";\n }\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n /**\n * The luminance texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the luminance texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Renders the luminance.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const material = this.fullscreenMaterial;\n material.inputBuffer = inputBuffer.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0 && frameBufferType !== import_three14.UnsignedByteType) {\n this.renderTarget.texture.type = frameBufferType;\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n }\n }\n};\n\n// src/passes/MipmapBlurPass.js\nvar import_three17 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/DownsamplingMaterial.js\nvar import_three15 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.downsampling.frag\nvar convolution_downsampling_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#define WEIGHT_INNER 0.125\\n#define WEIGHT_OUTER 0.0555555\\nvarying vec2 vUv;varying vec2 vUv00;varying vec2 vUv01;varying vec2 vUv02;varying vec2 vUv03;varying vec2 vUv04;varying vec2 vUv05;varying vec2 vUv06;varying vec2 vUv07;varying vec2 vUv08;varying vec2 vUv09;varying vec2 vUv10;varying vec2 vUv11;float clampToBorder(const in vec2 uv){return float(uv.s>=0.0&&uv.s<=1.0&&uv.t>=0.0&&uv.t<=1.0);}void main(){vec4 c=vec4(0.0);vec4 w=WEIGHT_INNER*vec4(clampToBorder(vUv00),clampToBorder(vUv01),clampToBorder(vUv02),clampToBorder(vUv03));c+=w.x*texture2D(inputBuffer,vUv00);c+=w.y*texture2D(inputBuffer,vUv01);c+=w.z*texture2D(inputBuffer,vUv02);c+=w.w*texture2D(inputBuffer,vUv03);w=WEIGHT_OUTER*vec4(clampToBorder(vUv04),clampToBorder(vUv05),clampToBorder(vUv06),clampToBorder(vUv07));c+=w.x*texture2D(inputBuffer,vUv04);c+=w.y*texture2D(inputBuffer,vUv05);c+=w.z*texture2D(inputBuffer,vUv06);c+=w.w*texture2D(inputBuffer,vUv07);w=WEIGHT_OUTER*vec4(clampToBorder(vUv08),clampToBorder(vUv09),clampToBorder(vUv10),clampToBorder(vUv11));c+=w.x*texture2D(inputBuffer,vUv08);c+=w.y*texture2D(inputBuffer,vUv09);c+=w.z*texture2D(inputBuffer,vUv10);c+=w.w*texture2D(inputBuffer,vUv11);c+=WEIGHT_OUTER*texture2D(inputBuffer,vUv);gl_FragColor=c;\\n#include \\n}\";\n\n// src/materials/glsl/convolution.downsampling.vert\nvar convolution_downsampling_default2 = \"uniform vec2 texelSize;varying vec2 vUv;varying vec2 vUv00;varying vec2 vUv01;varying vec2 vUv02;varying vec2 vUv03;varying vec2 vUv04;varying vec2 vUv05;varying vec2 vUv06;varying vec2 vUv07;varying vec2 vUv08;varying vec2 vUv09;varying vec2 vUv10;varying vec2 vUv11;void main(){vUv=position.xy*0.5+0.5;vUv00=vUv+texelSize*vec2(-1.0,1.0);vUv01=vUv+texelSize*vec2(1.0,1.0);vUv02=vUv+texelSize*vec2(-1.0,-1.0);vUv03=vUv+texelSize*vec2(1.0,-1.0);vUv04=vUv+texelSize*vec2(-2.0,2.0);vUv05=vUv+texelSize*vec2(0.0,2.0);vUv06=vUv+texelSize*vec2(2.0,2.0);vUv07=vUv+texelSize*vec2(-2.0,0.0);vUv08=vUv+texelSize*vec2(2.0,0.0);vUv09=vUv+texelSize*vec2(-2.0,-2.0);vUv10=vUv+texelSize*vec2(0.0,-2.0);vUv11=vUv+texelSize*vec2(2.0,-2.0);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/DownsamplingMaterial.js\nvar DownsamplingMaterial = class extends import_three15.ShaderMaterial {\n /**\n * Constructs a new downsampling material.\n */\n constructor() {\n super({\n name: \"DownsamplingMaterial\",\n uniforms: {\n inputBuffer: new import_three15.Uniform(null),\n texelSize: new import_three15.Uniform(new import_three15.Vector2())\n },\n blending: import_three15.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_downsampling_default,\n vertexShader: convolution_downsampling_default2\n });\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/UpsamplingMaterial.js\nvar import_three16 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.upsampling.frag\nvar convolution_upsampling_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;uniform mediump sampler2D supportBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;uniform lowp sampler2D supportBuffer;\\n#endif\\nuniform float radius;varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;varying vec2 vUv6;varying vec2 vUv7;void main(){vec4 c=vec4(0.0);c+=texture2D(inputBuffer,vUv0)*0.0625;c+=texture2D(inputBuffer,vUv1)*0.125;c+=texture2D(inputBuffer,vUv2)*0.0625;c+=texture2D(inputBuffer,vUv3)*0.125;c+=texture2D(inputBuffer,vUv)*0.25;c+=texture2D(inputBuffer,vUv4)*0.125;c+=texture2D(inputBuffer,vUv5)*0.0625;c+=texture2D(inputBuffer,vUv6)*0.125;c+=texture2D(inputBuffer,vUv7)*0.0625;vec4 baseColor=texture2D(supportBuffer,vUv);gl_FragColor=mix(baseColor,c,radius);\\n#include \\n}\";\n\n// src/materials/glsl/convolution.upsampling.vert\nvar convolution_upsampling_default2 = \"uniform vec2 texelSize;varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;varying vec2 vUv6;varying vec2 vUv7;void main(){vUv=position.xy*0.5+0.5;vUv0=vUv+texelSize*vec2(-1.0,1.0);vUv1=vUv+texelSize*vec2(0.0,1.0);vUv2=vUv+texelSize*vec2(1.0,1.0);vUv3=vUv+texelSize*vec2(-1.0,0.0);vUv4=vUv+texelSize*vec2(1.0,0.0);vUv5=vUv+texelSize*vec2(-1.0,-1.0);vUv6=vUv+texelSize*vec2(0.0,-1.0);vUv7=vUv+texelSize*vec2(1.0,-1.0);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/UpsamplingMaterial.js\nvar UpsamplingMaterial = class extends import_three16.ShaderMaterial {\n /**\n * Constructs a new upsampling material.\n */\n constructor() {\n super({\n name: \"UpsamplingMaterial\",\n uniforms: {\n inputBuffer: new import_three16.Uniform(null),\n supportBuffer: new import_three16.Uniform(null),\n texelSize: new import_three16.Uniform(new import_three16.Vector2()),\n radius: new import_three16.Uniform(0.85)\n },\n blending: import_three16.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_upsampling_default,\n vertexShader: convolution_upsampling_default2\n });\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * A support buffer.\n *\n * @type {Texture}\n */\n set supportBuffer(value) {\n this.uniforms.supportBuffer.value = value;\n }\n /**\n * The blur radius.\n *\n * @type {Number}\n */\n get radius() {\n return this.uniforms.radius.value;\n }\n set radius(value) {\n this.uniforms.radius.value = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/passes/MipmapBlurPass.js\nvar MipmapBlurPass = class extends Pass {\n /**\n * Constructs a new mipmap blur pass.\n *\n * @param {Object} [options] - The options.\n */\n constructor() {\n super(\"MipmapBlurPass\");\n this.needsSwap = false;\n this.renderTarget = new import_three17.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"Upsampling.Mipmap0\";\n this.downsamplingMipmaps = [];\n this.upsamplingMipmaps = [];\n this.downsamplingMaterial = new DownsamplingMaterial();\n this.upsamplingMaterial = new UpsamplingMaterial();\n this.resolution = new import_three17.Vector2();\n }\n /**\n * A texture that contains the blurred result.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * The MIP levels. Default is 8.\n *\n * @type {Number}\n */\n get levels() {\n return this.downsamplingMipmaps.length;\n }\n set levels(value) {\n if (this.levels !== value) {\n const renderTarget = this.renderTarget;\n this.dispose();\n this.downsamplingMipmaps = [];\n this.upsamplingMipmaps = [];\n for (let i = 0; i < value; ++i) {\n const mipmap = renderTarget.clone();\n mipmap.texture.name = \"Downsampling.Mipmap\" + i;\n this.downsamplingMipmaps.push(mipmap);\n }\n this.upsamplingMipmaps.push(renderTarget);\n for (let i = 1, l = value - 1; i < l; ++i) {\n const mipmap = renderTarget.clone();\n mipmap.texture.name = \"Upsampling.Mipmap\" + i;\n this.upsamplingMipmaps.push(mipmap);\n }\n this.setSize(this.resolution.x, this.resolution.y);\n }\n }\n /**\n * The blur radius.\n *\n * @type {Number}\n */\n get radius() {\n return this.upsamplingMaterial.radius;\n }\n set radius(value) {\n this.upsamplingMaterial.radius = value;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const { scene, camera } = this;\n const { downsamplingMaterial, upsamplingMaterial } = this;\n const { downsamplingMipmaps, upsamplingMipmaps } = this;\n let previousBuffer = inputBuffer;\n this.fullscreenMaterial = downsamplingMaterial;\n for (let i = 0, l = downsamplingMipmaps.length; i < l; ++i) {\n const mipmap = downsamplingMipmaps[i];\n downsamplingMaterial.setSize(previousBuffer.width, previousBuffer.height);\n downsamplingMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(mipmap);\n renderer.render(scene, camera);\n previousBuffer = mipmap;\n }\n this.fullscreenMaterial = upsamplingMaterial;\n for (let i = upsamplingMipmaps.length - 1; i >= 0; --i) {\n const mipmap = upsamplingMipmaps[i];\n upsamplingMaterial.setSize(previousBuffer.width, previousBuffer.height);\n upsamplingMaterial.inputBuffer = previousBuffer.texture;\n upsamplingMaterial.supportBuffer = downsamplingMipmaps[i].texture;\n renderer.setRenderTarget(mipmap);\n renderer.render(scene, camera);\n previousBuffer = mipmap;\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.set(width, height);\n let w = resolution.width, h = resolution.height;\n for (let i = 0, l = this.downsamplingMipmaps.length; i < l; ++i) {\n w = Math.round(w * 0.5);\n h = Math.round(h * 0.5);\n this.downsamplingMipmaps[i].setSize(w, h);\n if (i < this.upsamplingMipmaps.length) {\n this.upsamplingMipmaps[i].setSize(w, h);\n }\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n const mipmaps = this.downsamplingMipmaps.concat(this.upsamplingMipmaps);\n for (const mipmap of mipmaps) {\n mipmap.texture.type = frameBufferType;\n }\n if (frameBufferType !== import_three17.UnsignedByteType) {\n this.downsamplingMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n this.upsamplingMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three17.SRGBColorSpace) {\n for (const mipmap of mipmaps) {\n mipmap.texture.colorSpace = import_three17.SRGBColorSpace;\n }\n }\n }\n }\n /**\n * Deletes internal render targets and textures.\n */\n dispose() {\n super.dispose();\n for (const mipmap of this.downsamplingMipmaps.concat(this.upsamplingMipmaps)) {\n mipmap.dispose();\n }\n }\n};\n\n// src/effects/Effect.js\nvar import_three18 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar Effect = class extends import_three18.EventDispatcher {\n /**\n * Constructs a new effect.\n *\n * @param {String} name - The name of this effect. Doesn't have to be unique.\n * @param {String} fragmentShader - The fragment shader. This shader is required.\n * @param {Object} [options] - Additional options.\n * @param {EffectAttribute} [options.attributes=EffectAttribute.NONE] - The effect attributes that determine the execution priority and resource requirements.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.NORMAL] - The blend function of this effect.\n * @param {Map} [options.defines] - Custom preprocessor macro definitions. Keys are names and values are code.\n * @param {Map} [options.uniforms] - Custom shader uniforms. Keys are names and values are uniforms.\n * @param {Set} [options.extensions] - WebGL extensions.\n * @param {String} [options.vertexShader=null] - The vertex shader. Most effects don't need one.\n */\n constructor(name, fragmentShader, {\n attributes = EffectAttribute.NONE,\n blendFunction = BlendFunction.NORMAL,\n defines = /* @__PURE__ */ new Map(),\n uniforms = /* @__PURE__ */ new Map(),\n extensions = null,\n vertexShader = null\n } = {}) {\n super();\n this.name = name;\n this.renderer = null;\n this.attributes = attributes;\n this.fragmentShader = fragmentShader;\n this.vertexShader = vertexShader;\n this.defines = defines;\n this.uniforms = uniforms;\n this.extensions = extensions;\n this.blendMode = new BlendMode(blendFunction);\n this.blendMode.addEventListener(\"change\", (event) => this.setChanged());\n this._inputColorSpace = import_three18.LinearSRGBColorSpace;\n this._outputColorSpace = import_three18.NoColorSpace;\n }\n /**\n * The input color space.\n *\n * @type {ColorSpace}\n * @experimental\n */\n get inputColorSpace() {\n return this._inputColorSpace;\n }\n /**\n * @type {ColorSpace}\n * @protected\n * @experimental\n */\n set inputColorSpace(value) {\n this._inputColorSpace = value;\n this.setChanged();\n }\n /**\n * The output color space.\n *\n * Should only be changed if this effect converts the input colors to a different color space.\n *\n * @type {ColorSpace}\n * @experimental\n */\n get outputColorSpace() {\n return this._outputColorSpace;\n }\n /**\n * @type {ColorSpace}\n * @protected\n * @experimental\n */\n set outputColorSpace(value) {\n this._outputColorSpace = value;\n this.setChanged();\n }\n /**\n * Sets the main scene.\n *\n * @type {Scene}\n */\n set mainScene(value) {\n }\n /**\n * Sets the main camera.\n *\n * @type {Camera}\n */\n set mainCamera(value) {\n }\n /**\n * Returns the name of this effect.\n *\n * @deprecated Use name instead.\n * @return {String} The name.\n */\n getName() {\n return this.name;\n }\n /**\n * Sets the renderer.\n *\n * @deprecated\n * @param {WebGLRenderer} renderer - The renderer.\n */\n setRenderer(renderer) {\n this.renderer = renderer;\n }\n /**\n * Returns the preprocessor macro definitions.\n *\n * @deprecated Use defines instead.\n * @return {Map} The extensions.\n */\n getDefines() {\n return this.defines;\n }\n /**\n * Returns the uniforms of this effect.\n *\n * @deprecated Use uniforms instead.\n * @return {Map} The extensions.\n */\n getUniforms() {\n return this.uniforms;\n }\n /**\n * Returns the WebGL extensions that are required by this effect.\n *\n * @deprecated Use extensions instead.\n * @return {Set} The extensions.\n */\n getExtensions() {\n return this.extensions;\n }\n /**\n * Returns the blend mode.\n *\n * The result of this effect will be blended with the result of the previous effect using this blend mode.\n *\n * @deprecated Use blendMode instead.\n * @return {BlendMode} The blend mode.\n */\n getBlendMode() {\n return this.blendMode;\n }\n /**\n * Returns the effect attributes.\n *\n * @return {EffectAttribute} The attributes.\n */\n getAttributes() {\n return this.attributes;\n }\n /**\n * Sets the effect attributes.\n *\n * Effects that have the same attributes will be executed in the order in which they were registered. Some attributes\n * imply a higher priority.\n *\n * @protected\n * @param {EffectAttribute} attributes - The attributes.\n */\n setAttributes(attributes) {\n this.attributes = attributes;\n this.setChanged();\n }\n /**\n * Returns the fragment shader.\n *\n * @return {String} The fragment shader.\n */\n getFragmentShader() {\n return this.fragmentShader;\n }\n /**\n * Sets the fragment shader.\n *\n * @protected\n * @param {String} fragmentShader - The fragment shader.\n */\n setFragmentShader(fragmentShader) {\n this.fragmentShader = fragmentShader;\n this.setChanged();\n }\n /**\n * Returns the vertex shader.\n *\n * @return {String} The vertex shader.\n */\n getVertexShader() {\n return this.vertexShader;\n }\n /**\n * Sets the vertex shader.\n *\n * @protected\n * @param {String} vertexShader - The vertex shader.\n */\n setVertexShader(vertexShader) {\n this.vertexShader = vertexShader;\n this.setChanged();\n }\n /**\n * Informs the associated {@link EffectPass} that this effect requires a shader recompilation.\n *\n * Should be called after changing macros or extensions and after adding/removing uniforms.\n *\n * @protected\n */\n setChanged() {\n this.dispatchEvent({ type: \"change\" });\n }\n /**\n * Sets the depth texture.\n *\n * You may override this method if your effect requires direct access to the depth texture that is bound to the\n * associated {@link EffectPass}.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three18.BasicDepthPacking) {\n }\n /**\n * Updates this effect by performing supporting operations.\n *\n * This method is called by the {@link EffectPass} right before the main fullscreen render operation, even if the\n * blend function is set to `SKIP`.\n *\n * You may override this method if you need to update custom uniforms or render additional off-screen textures.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n }\n /**\n * Updates the size of this effect.\n *\n * You may override this method if you want to be informed about the size of the backbuffer/canvas.\n * This method is called before {@link initialize} and every time the size of the {@link EffectComposer} changes.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n }\n /**\n * Performs initialization tasks.\n *\n * This method is called when the associated {@link EffectPass} is added to an {@link EffectComposer}.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n * @example if(!alpha && frameBufferType === UnsignedByteType) { this.myRenderTarget.texture.format = RGBFormat; }\n */\n initialize(renderer, alpha, frameBufferType) {\n }\n /**\n * Performs a shallow search for properties that define a dispose method and deletes them.\n *\n * The {@link EffectComposer} calls this method when it is being destroyed.\n */\n dispose() {\n for (const key of Object.keys(this)) {\n const property = this[key];\n const isDisposable = property instanceof import_three18.WebGLRenderTarget || property instanceof import_three18.Material || property instanceof import_three18.Texture || property instanceof Pass;\n if (isDisposable) {\n this[key].dispose();\n }\n }\n }\n};\n\n// src/effects/glsl/bloom.frag\nvar bloom_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nuniform float intensity;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec4 texel=texture2D(map,uv);outputColor=vec4(texel.rgb*intensity,texel.a);}\";\n\n// src/effects/BloomEffect.js\nvar BloomEffect = class extends Effect {\n /**\n * Constructs a new bloom effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.\n * @param {Number} [options.luminanceThreshold=0.9] - The luminance threshold. Raise this value to mask out darker elements in the scene.\n * @param {Number} [options.luminanceSmoothing=0.025] - Controls the smoothness of the luminance threshold.\n * @param {Boolean} [options.mipmapBlur=false] - Enables or disables mipmap blur.\n * @param {Number} [options.intensity=1.0] - The bloom intensity.\n * @param {Number} [options.radius=0.85] - The blur radius. Only applies to mipmap blur.\n * @param {Number} [options.levels=8] - The amount of MIP levels. Only applies to mipmap blur.\n * @param {KernelSize} [options.kernelSize=KernelSize.LARGE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.resolutionScale=0.5] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n */\n constructor({\n blendFunction = BlendFunction.SCREEN,\n luminanceThreshold = 0.9,\n luminanceSmoothing = 0.025,\n mipmapBlur = false,\n intensity = 1,\n radius = 0.85,\n levels = 8,\n kernelSize = KernelSize.LARGE,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"BloomEffect\", bloom_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"map\", new import_three19.Uniform(null)],\n [\"intensity\", new import_three19.Uniform(intensity)]\n ])\n });\n this.renderTarget = new import_three19.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"Bloom.Target\";\n this.blurPass = new KawaseBlurPass({ kernelSize });\n this.luminancePass = new LuminancePass({ colorOutput: true });\n this.luminanceMaterial.threshold = luminanceThreshold;\n this.luminanceMaterial.smoothing = luminanceSmoothing;\n this.mipmapBlurPass = new MipmapBlurPass();\n this.mipmapBlurPass.enabled = mipmapBlur;\n this.mipmapBlurPass.radius = radius;\n this.mipmapBlurPass.levels = levels;\n this.uniforms.get(\"map\").value = mipmapBlur ? this.mipmapBlurPass.texture : this.renderTarget.texture;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n /**\n * A texture that contains the intermediate result of this effect.\n *\n * @type {Texture}\n */\n get texture() {\n return this.mipmapBlurPass.enabled ? this.mipmapBlurPass.texture : this.renderTarget.texture;\n }\n /**\n * Returns the generated bloom texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Returns the blur pass.\n *\n * @deprecated\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * Returns the luminance pass.\n *\n * @deprecated Use luminancePass instead.\n * @return {LuminancePass} The luminance pass.\n */\n getLuminancePass() {\n return this.luminancePass;\n }\n /**\n * The luminance material.\n *\n * @type {LuminanceMaterial}\n */\n get luminanceMaterial() {\n return this.luminancePass.fullscreenMaterial;\n }\n /**\n * Returns the luminance material.\n *\n * @deprecated Use luminanceMaterial instead.\n * @return {LuminanceMaterial} The material.\n */\n getLuminanceMaterial() {\n return this.luminancePass.fullscreenMaterial;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated\n */\n get width() {\n return this.resolution.width;\n }\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated\n */\n get height() {\n return this.resolution.height;\n }\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated Use EffectPass.dithering instead.\n */\n get dithering() {\n return this.blurPass.dithering;\n }\n set dithering(value) {\n this.blurPass.dithering = value;\n }\n /**\n * The blur kernel size.\n *\n * @type {KernelSize}\n * @deprecated\n */\n get kernelSize() {\n return this.blurPass.kernelSize;\n }\n set kernelSize(value) {\n this.blurPass.kernelSize = value;\n }\n /**\n * @type {Number}\n * @deprecated\n */\n get distinction() {\n console.warn(this.name, \"distinction was removed\");\n return 1;\n }\n set distinction(value) {\n console.warn(this.name, \"distinction was removed\");\n }\n /**\n * The bloom intensity.\n *\n * @type {Number}\n */\n get intensity() {\n return this.uniforms.get(\"intensity\").value;\n }\n set intensity(value) {\n this.uniforms.get(\"intensity\").value = value;\n }\n /**\n * The bloom intensity.\n *\n * @deprecated Use intensity instead.\n * @return {Number} The intensity.\n */\n getIntensity() {\n return this.intensity;\n }\n /**\n * Sets the bloom intensity.\n *\n * @deprecated Use intensity instead.\n * @param {Number} value - The intensity.\n */\n setIntensity(value) {\n this.intensity = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const renderTarget = this.renderTarget;\n const luminancePass = this.luminancePass;\n if (luminancePass.enabled) {\n luminancePass.render(renderer, inputBuffer);\n if (this.mipmapBlurPass.enabled) {\n this.mipmapBlurPass.render(renderer, luminancePass.renderTarget);\n } else {\n this.blurPass.render(renderer, luminancePass.renderTarget, renderTarget);\n }\n } else {\n if (this.mipmapBlurPass.enabled) {\n this.mipmapBlurPass.render(renderer, inputBuffer);\n } else {\n this.blurPass.render(renderer, inputBuffer, renderTarget);\n }\n }\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n this.blurPass.resolution.copy(resolution);\n this.luminancePass.setSize(width, height);\n this.mipmapBlurPass.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, frameBufferType);\n this.luminancePass.initialize(renderer, alpha, frameBufferType);\n this.mipmapBlurPass.initialize(renderer, alpha, frameBufferType);\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three19.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three19.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/BokehEffect.js\nvar import_three20 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/bokeh.frag\nvar bokeh_default = \"uniform float focus;uniform float dof;uniform float aperture;uniform float maxBlur;void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){vec2 aspectCorrection=vec2(1.0,aspect);\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(depth,cameraNear,cameraFar);float linearDepth=viewZToOrthographicDepth(viewZ,cameraNear,cameraFar);\\n#else\\nfloat linearDepth=depth;\\n#endif\\nfloat focusNear=clamp(focus-dof,0.0,1.0);float focusFar=clamp(focus+dof,0.0,1.0);float low=step(linearDepth,focusNear);float high=step(focusFar,linearDepth);float factor=(linearDepth-focusNear)*low+(linearDepth-focusFar)*high;vec2 dofBlur=vec2(clamp(factor*aperture,-maxBlur,maxBlur));vec2 dofblur9=dofBlur*0.9;vec2 dofblur7=dofBlur*0.7;vec2 dofblur4=dofBlur*0.4;vec4 color=inputColor;color+=texture2D(inputBuffer,uv+(vec2(0.0,0.4)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.15,0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.29,0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.37,0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.40,0.0)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.37,-0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.29,-0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.15,-0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.0,-0.4)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.15,0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.29,0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.37,0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.4,0.0)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.37,-0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.29,-0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.15,-0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.15,0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.37,0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.37,-0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.15,-0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.15,0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.37,0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.37,-0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.15,-0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.29,0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.40,0.0)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.29,-0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.0,-0.4)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(-0.29,0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(-0.4,0.0)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(-0.29,-0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.0,0.4)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.29,0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.4,0.0)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.29,-0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.0,-0.4)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(-0.29,0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(-0.4,0.0)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(-0.29,-0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.0,0.4)*aspectCorrection)*dofblur4);outputColor=color/41.0;}\";\n\n// src/effects/BokehEffect.js\nvar BokehEffect = class extends Effect {\n /**\n * Constructs a new bokeh effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.focus=0.5] - The focus distance ratio, ranging from 0.0 to 1.0.\n * @param {Number} [options.dof=0.02] - Depth of field. An area in front of and behind the focal point that still appears sharp.\n * @param {Number} [options.aperture=0.015] - Camera aperture scale. Bigger values for stronger blur and shallower depth of field.\n * @param {Number} [options.maxBlur=1.0] - The maximum blur strength.\n */\n constructor({\n blendFunction,\n focus = 0.5,\n dof = 0.02,\n aperture = 0.015,\n maxBlur = 1\n } = {}) {\n super(\"BokehEffect\", bokeh_default, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"focus\", new import_three20.Uniform(focus)],\n [\"dof\", new import_three20.Uniform(dof)],\n [\"aperture\", new import_three20.Uniform(aperture)],\n [\"maxBlur\", new import_three20.Uniform(maxBlur)]\n ])\n });\n }\n};\n\n// src/effects/BrightnessContrastEffect.js\nvar import_three21 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/brightness-contrast.frag\nvar brightness_contrast_default = \"uniform float brightness;uniform float contrast;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=inputColor.rgb+vec3(brightness-0.5);if(contrast>0.0){color/=vec3(1.0-contrast);}else{color*=vec3(1.0+contrast);}outputColor=vec4(color+vec3(0.5),inputColor.a);}\";\n\n// src/effects/BrightnessContrastEffect.js\nvar BrightnessContrastEffect = class extends Effect {\n /**\n * Constructs a new brightness/contrast effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Number} [options.brightness=0.0] - The brightness factor, ranging from -1 to 1, where 0 means no change.\n * @param {Number} [options.contrast=0.0] - The contrast factor, ranging from -1 to 1, where 0 means no change.\n */\n constructor({ blendFunction = BlendFunction.SRC, brightness = 0, contrast = 0 } = {}) {\n super(\"BrightnessContrastEffect\", brightness_contrast_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"brightness\", new import_three21.Uniform(brightness)],\n [\"contrast\", new import_three21.Uniform(contrast)]\n ])\n });\n this.inputColorSpace = import_three21.SRGBColorSpace;\n }\n /**\n * The brightness.\n *\n * @type {Number}\n */\n get brightness() {\n return this.uniforms.get(\"brightness\").value;\n }\n set brightness(value) {\n this.uniforms.get(\"brightness\").value = value;\n }\n /**\n * Returns the brightness.\n *\n * @deprecated Use brightness instead.\n * @return {Number} The brightness.\n */\n getBrightness() {\n return this.brightness;\n }\n /**\n * Sets the brightness.\n *\n * @deprecated Use brightness instead.\n * @param {Number} value - The brightness.\n */\n setBrightness(value) {\n this.brightness = value;\n }\n /**\n * The contrast.\n *\n * @type {Number}\n */\n get contrast() {\n return this.uniforms.get(\"contrast\").value;\n }\n set contrast(value) {\n this.uniforms.get(\"contrast\").value = value;\n }\n /**\n * Returns the contrast.\n *\n * @deprecated Use contrast instead.\n * @return {Number} The contrast.\n */\n getContrast() {\n return this.contrast;\n }\n /**\n * Sets the contrast.\n *\n * @deprecated Use contrast instead.\n * @param {Number} value - The contrast.\n */\n setContrast(value) {\n this.contrast = value;\n }\n};\n\n// src/effects/glsl/color-average.frag\nvar color_average_default = \"void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=vec4(vec3(average(inputColor.rgb)),inputColor.a);}\";\n\n// src/effects/ColorAverageEffect.js\nvar ColorAverageEffect = class extends Effect {\n /**\n * Constructs a new color average effect.\n *\n * @param {BlendFunction} [blendFunction] - The blend function of this effect.\n */\n constructor(blendFunction) {\n super(\"ColorAverageEffect\", color_average_default, { blendFunction });\n }\n};\n\n// src/effects/ColorDepthEffect.js\nvar import_three22 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/color-depth.frag\nvar color_depth_default = \"uniform float factor;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=vec4(floor(inputColor.rgb*factor+0.5)/factor,inputColor.a);}\";\n\n// src/effects/ColorDepthEffect.js\nvar ColorDepthEffect = class extends Effect {\n /**\n * Constructs a new color depth effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.bits=16] - The color bit depth.\n */\n constructor({ blendFunction, bits = 16 } = {}) {\n super(\"ColorDepthEffect\", color_depth_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"factor\", new import_three22.Uniform(1)]\n ])\n });\n this.bits = 0;\n this.bitDepth = bits;\n }\n /**\n * The virtual amount of color bits.\n *\n * Each color channel effectively uses a fourth of the total amount of bits. Alpha remains unaffected.\n *\n * @type {Number}\n */\n get bitDepth() {\n return this.bits;\n }\n set bitDepth(value) {\n this.bits = value;\n this.uniforms.get(\"factor\").value = Math.pow(2, value / 3);\n }\n /**\n * Returns the current color bit depth.\n *\n * @return {Number} The bit depth.\n */\n getBitDepth() {\n return this.bitDepth;\n }\n /**\n * Sets the virtual amount of color bits.\n *\n * @param {Number} value - The bit depth.\n */\n setBitDepth(value) {\n this.bitDepth = value;\n }\n};\n\n// src/effects/ChromaticAberrationEffect.js\nvar import_three23 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/chromatic-aberration.frag\nvar chromatic_aberration_default = \"#ifdef RADIAL_MODULATION\\nuniform float modulationOffset;\\n#endif\\nvarying float vActive;varying vec2 vUvR;varying vec2 vUvB;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec2 ra=inputColor.ra;vec2 ba=inputColor.ba;\\n#ifdef RADIAL_MODULATION\\nconst vec2 center=vec2(0.5);float d=distance(uv,center)*2.0;d=max(d-modulationOffset,0.0);if(vActive>0.0&&d>0.0){ra=texture2D(inputBuffer,mix(uv,vUvR,d)).ra;ba=texture2D(inputBuffer,mix(uv,vUvB,d)).ba;}\\n#else\\nif(vActive>0.0){ra=texture2D(inputBuffer,vUvR).ra;ba=texture2D(inputBuffer,vUvB).ba;}\\n#endif\\noutputColor=vec4(ra.x,inputColor.g,ba.x,max(max(ra.y,ba.y),inputColor.a));}\";\n\n// src/effects/glsl/chromatic-aberration.vert\nvar chromatic_aberration_default2 = \"uniform vec2 offset;varying float vActive;varying vec2 vUvR;varying vec2 vUvB;void mainSupport(const in vec2 uv){vec2 shift=offset*vec2(1.0,aspect);vActive=(shift.x!=0.0||shift.y!=0.0)?1.0:0.0;vUvR=uv+shift;vUvB=uv-shift;}\";\n\n// src/effects/ChromaticAberrationEffect.js\nvar ChromaticAberrationEffect = class extends Effect {\n /**\n * Constructs a new chromatic aberration effect.\n *\n * @param {Object} [options] - The options.\n * @param {Vector2} [options.offset] - The color offset.\n * @param {Boolean} [options.radialModulation=false] - Whether the effect should be modulated with a radial gradient.\n * @param {Number} [options.modulationOffset=0.15] - The modulation offset. Only applies if `radialModulation` is enabled.\n */\n constructor({\n offset = new import_three23.Vector2(1e-3, 5e-4),\n radialModulation = false,\n modulationOffset = 0.15\n } = {}) {\n super(\"ChromaticAberrationEffect\", chromatic_aberration_default, {\n vertexShader: chromatic_aberration_default2,\n attributes: EffectAttribute.CONVOLUTION,\n uniforms: /* @__PURE__ */ new Map([\n [\"offset\", new import_three23.Uniform(offset)],\n [\"modulationOffset\", new import_three23.Uniform(modulationOffset)]\n ])\n });\n this.radialModulation = radialModulation;\n }\n /**\n * The color offset.\n *\n * @type {Vector2}\n */\n get offset() {\n return this.uniforms.get(\"offset\").value;\n }\n set offset(value) {\n this.uniforms.get(\"offset\").value = value;\n }\n /**\n * Indicates whether radial modulation is enabled.\n *\n * When enabled, the effect will be weaker in the middle and stronger towards the screen edges.\n *\n * @type {Boolean}\n */\n get radialModulation() {\n return this.defines.has(\"RADIAL_MODULATION\");\n }\n set radialModulation(value) {\n if (value) {\n this.defines.set(\"RADIAL_MODULATION\", \"1\");\n } else {\n this.defines.delete(\"RADIAL_MODULATION\");\n }\n this.setChanged();\n }\n /**\n * The modulation offset.\n *\n * @type {Number}\n */\n get modulationOffset() {\n return this.uniforms.get(\"modulationOffset\").value;\n }\n set modulationOffset(value) {\n this.uniforms.get(\"modulationOffset\").value = value;\n }\n /**\n * Returns the color offset vector.\n *\n * @deprecated Use offset instead.\n * @return {Vector2} The offset.\n */\n getOffset() {\n return this.offset;\n }\n /**\n * Sets the color offset vector.\n *\n * @deprecated Use offset instead.\n * @param {Vector2} value - The offset.\n */\n setOffset(value) {\n this.offset = value;\n }\n};\n\n// src/effects/glsl/depth.frag\nvar depth_default = \"void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){\\n#ifdef INVERTED\\nvec3 color=vec3(1.0-depth);\\n#else\\nvec3 color=vec3(depth);\\n#endif\\noutputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/DepthEffect.js\nvar DepthEffect = class extends Effect {\n /**\n * Constructs a new depth effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Boolean} [options.inverted=false] - Whether the depth should be inverted.\n */\n constructor({ blendFunction = BlendFunction.SRC, inverted = false } = {}) {\n super(\"DepthEffect\", depth_default, {\n blendFunction,\n attributes: EffectAttribute.DEPTH\n });\n this.inverted = inverted;\n }\n /**\n * Indicates whether depth should be inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this.defines.has(\"INVERTED\");\n }\n set inverted(value) {\n if (this.inverted !== value) {\n if (value) {\n this.defines.set(\"INVERTED\", \"1\");\n } else {\n this.defines.delete(\"INVERTED\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the rendered depth is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the rendered depth is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Enables or disables depth inversion.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether depth should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n};\n\n// src/effects/DepthOfFieldEffect.js\nvar import_three28 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/ColorChannel.js\nvar ColorChannel = {\n RED: 0,\n GREEN: 1,\n BLUE: 2,\n ALPHA: 3\n};\n\n// src/enums/MaskFunction.js\nvar MaskFunction = {\n DISCARD: 0,\n MULTIPLY: 1,\n MULTIPLY_RGB_SET_ALPHA: 2,\n MULTIPLY_RGB: 3\n};\n\n// src/materials/BokehMaterial.js\nvar import_three24 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.bokeh.frag\nvar convolution_bokeh_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#if PASS == 1\\nuniform vec4 kernel64[32];\\n#else\\nuniform vec4 kernel16[8];\\n#endif\\nuniform lowp sampler2D cocBuffer;uniform vec2 texelSize;uniform float scale;varying vec2 vUv;void main(){\\n#ifdef FOREGROUND\\nvec2 cocNearFar=texture2D(cocBuffer,vUv).rg*scale;float coc=cocNearFar.x;\\n#else\\nfloat coc=texture2D(cocBuffer,vUv).g*scale;\\n#endif\\nif(coc==0.0){gl_FragColor=texture2D(inputBuffer,vUv);}else{\\n#ifdef FOREGROUND\\nvec2 step=texelSize*max(cocNearFar.x,cocNearFar.y);\\n#else\\nvec2 step=texelSize*coc;\\n#endif\\n#if PASS == 1\\nvec4 acc=vec4(0.0);for(int i=0;i<32;++i){vec4 kernel=kernel64[i];vec2 uv=step*kernel.xy+vUv;acc+=texture2D(inputBuffer,uv);uv=step*kernel.zw+vUv;acc+=texture2D(inputBuffer,uv);}gl_FragColor=acc/64.0;\\n#else\\nvec4 maxValue=texture2D(inputBuffer,vUv);for(int i=0;i<8;++i){vec4 kernel=kernel16[i];vec2 uv=step*kernel.xy+vUv;maxValue=max(texture2D(inputBuffer,uv),maxValue);uv=step*kernel.zw+vUv;maxValue=max(texture2D(inputBuffer,uv),maxValue);}gl_FragColor=maxValue;\\n#endif\\n}}\";\n\n// src/materials/BokehMaterial.js\nvar BokehMaterial = class extends import_three24.ShaderMaterial {\n /**\n * Constructs a new bokeh material.\n *\n * @param {Boolean} [fill=false] - Enables or disables the bokeh highlight fill mode.\n * @param {Boolean} [foreground=false] - Determines whether this material will be applied to foreground colors.\n */\n constructor(fill = false, foreground = false) {\n super({\n name: \"BokehMaterial\",\n defines: {\n PASS: fill ? \"2\" : \"1\"\n },\n uniforms: {\n inputBuffer: new import_three24.Uniform(null),\n cocBuffer: new import_three24.Uniform(null),\n texelSize: new import_three24.Uniform(new import_three24.Vector2()),\n kernel64: new import_three24.Uniform(null),\n kernel16: new import_three24.Uniform(null),\n scale: new import_three24.Uniform(1)\n },\n blending: import_three24.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_bokeh_default,\n vertexShader: common_default\n });\n if (foreground) {\n this.defines.FOREGROUND = \"1\";\n }\n this.generateKernel();\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The circle of confusion buffer.\n *\n * @type {Texture}\n */\n set cocBuffer(value) {\n this.uniforms.cocBuffer.value = value;\n }\n /**\n * Sets the circle of confusion buffer.\n *\n * @deprecated Use cocBuffer instead.\n * @param {Texture} value - The buffer.\n */\n setCoCBuffer(value) {\n this.uniforms.cocBuffer.value = value;\n }\n /**\n * The blur scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Returns the blur scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The scale.\n */\n getScale(value) {\n return this.scale;\n }\n /**\n * Sets the blur scale.\n *\n * @deprecated Use scale instead.\n * @param {Number} value - The scale.\n */\n setScale(value) {\n this.scale = value;\n }\n /**\n * Generates the blur kernel.\n *\n * @private\n */\n generateKernel() {\n const GOLDEN_ANGLE = 2.39996323;\n const points64 = new Float64Array(128);\n const points16 = new Float64Array(32);\n let i64 = 0, i16 = 0;\n for (let i = 0, sqrt80 = Math.sqrt(80); i < 80; ++i) {\n const theta = i * GOLDEN_ANGLE;\n const r = Math.sqrt(i) / sqrt80;\n const u = r * Math.cos(theta), v3 = r * Math.sin(theta);\n if (i % 5 === 0) {\n points16[i16++] = u;\n points16[i16++] = v3;\n } else {\n points64[i64++] = u;\n points64[i64++] = v3;\n }\n }\n this.uniforms.kernel64.value = points64;\n this.uniforms.kernel16.value = points16;\n }\n /**\n * Sets the texel size.\n *\n * @deprecated Use setSize() instead.\n * @param {Number} x - The texel width.\n * @param {Number} y - The texel height.\n */\n setTexelSize(x, y) {\n this.uniforms.texelSize.value.set(x, y);\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/CircleOfConfusionMaterial.js\nvar import_three25 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/utils/orthographicDepthToViewZ.js\nfunction orthographicDepthToViewZ(depth, near, far) {\n return depth * (near - far) - near;\n}\n\n// src/utils/viewZToOrthographicDepth.js\nfunction viewZToOrthographicDepth(viewZ, near, far) {\n return Math.min(Math.max((viewZ + near) / (near - far), 0), 1);\n}\n\n// src/materials/glsl/circle-of-confusion.frag\nvar circle_of_confusion_default = \"#include \\n#include \\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nuniform float focusDistance;uniform float focusRange;uniform float cameraNear;uniform float cameraFar;varying vec2 vUv;float readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nfloat depth=unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nfloat depth=texture2D(depthBuffer,uv).r;\\n#endif\\n#ifdef LOG_DEPTH\\nfloat d=pow(2.0,depth*log2(cameraFar+1.0))-1.0;float a=cameraFar/(cameraFar-cameraNear);float b=cameraFar*cameraNear/(cameraNear-cameraFar);depth=a+b/d;\\n#endif\\nreturn depth;}void main(){float depth=readDepth(vUv);\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(depth,cameraNear,cameraFar);float linearDepth=viewZToOrthographicDepth(viewZ,cameraNear,cameraFar);\\n#else\\nfloat linearDepth=depth;\\n#endif\\nfloat signedDistance=linearDepth-focusDistance;float magnitude=smoothstep(0.0,focusRange,abs(signedDistance));gl_FragColor.rg=magnitude*vec2(step(signedDistance,0.0),step(0.0,signedDistance));}\";\n\n// src/materials/CircleOfConfusionMaterial.js\nvar CircleOfConfusionMaterial = class extends import_three25.ShaderMaterial {\n /**\n * Constructs a new CoC material.\n *\n * @param {Camera} camera - A camera.\n */\n constructor(camera) {\n super({\n name: \"CircleOfConfusionMaterial\",\n defines: {\n DEPTH_PACKING: \"0\"\n },\n uniforms: {\n depthBuffer: new import_three25.Uniform(null),\n focusDistance: new import_three25.Uniform(0),\n focusRange: new import_three25.Uniform(0),\n cameraNear: new import_three25.Uniform(0.3),\n cameraFar: new import_three25.Uniform(1e3)\n },\n blending: import_three25.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: circle_of_confusion_default,\n vertexShader: common_default\n });\n this.uniforms.focalLength = this.uniforms.focusRange;\n this.copyCameraSettings(camera);\n }\n /**\n * The current near plane setting.\n *\n * @type {Number}\n * @private\n */\n get near() {\n return this.uniforms.cameraNear.value;\n }\n /**\n * The current far plane setting.\n *\n * @type {Number}\n * @private\n */\n get far() {\n return this.uniforms.cameraFar.value;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three25.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * The focus distance. Range: [0.0, 1.0].\n *\n * @type {Number}\n */\n get focusDistance() {\n return this.uniforms.focusDistance.value;\n }\n set focusDistance(value) {\n this.uniforms.focusDistance.value = value;\n }\n /**\n * The focus distance in world units.\n *\n * @type {Number}\n */\n get worldFocusDistance() {\n return -orthographicDepthToViewZ(this.focusDistance, this.near, this.far);\n }\n set worldFocusDistance(value) {\n this.focusDistance = viewZToOrthographicDepth(-value, this.near, this.far);\n }\n /**\n * Returns the focus distance.\n *\n * @deprecated Use focusDistance instead.\n * @return {Number} The focus distance.\n */\n getFocusDistance(value) {\n this.uniforms.focusDistance.value = value;\n }\n /**\n * Sets the focus distance.\n *\n * @deprecated Use focusDistance instead.\n * @param {Number} value - The focus distance.\n */\n setFocusDistance(value) {\n this.uniforms.focusDistance.value = value;\n }\n /**\n * The focal length.\n *\n * @deprecated Renamed to focusRange.\n * @type {Number}\n */\n get focalLength() {\n return this.focusRange;\n }\n set focalLength(value) {\n this.focusRange = value;\n }\n /**\n * The focus range. Range: [0.0, 1.0].\n *\n * @type {Number}\n */\n get focusRange() {\n return this.uniforms.focusRange.value;\n }\n set focusRange(value) {\n this.uniforms.focusRange.value = value;\n }\n /**\n * The focus range in world units.\n *\n * @type {Number}\n */\n get worldFocusRange() {\n return -orthographicDepthToViewZ(this.focusRange, this.near, this.far);\n }\n set worldFocusRange(value) {\n this.focusRange = viewZToOrthographicDepth(-value, this.near, this.far);\n }\n /**\n * Returns the focal length.\n *\n * @deprecated Use focusRange instead.\n * @return {Number} The focal length.\n */\n getFocalLength(value) {\n return this.focusRange;\n }\n /**\n * Sets the focal length.\n *\n * @deprecated Use focusRange instead.\n * @param {Number} value - The focal length.\n */\n setFocalLength(value) {\n this.focusRange = value;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNear.value = camera.near;\n this.uniforms.cameraFar.value = camera.far;\n if (camera instanceof import_three25.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n};\n\n// src/materials/MaskMaterial.js\nvar import_three26 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/mask.frag\nvar mask_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#ifdef MASK_PRECISION_HIGH\\nuniform mediump sampler2D maskTexture;\\n#else\\nuniform lowp sampler2D maskTexture;\\n#endif\\n#if MASK_FUNCTION != 0\\nuniform float strength;\\n#endif\\nvarying vec2 vUv;void main(){\\n#if COLOR_CHANNEL == 0\\nfloat mask=texture2D(maskTexture,vUv).r;\\n#elif COLOR_CHANNEL == 1\\nfloat mask=texture2D(maskTexture,vUv).g;\\n#elif COLOR_CHANNEL == 2\\nfloat mask=texture2D(maskTexture,vUv).b;\\n#else\\nfloat mask=texture2D(maskTexture,vUv).a;\\n#endif\\n#if MASK_FUNCTION == 0\\n#ifdef INVERTED\\nmask=step(mask,0.0);\\n#else\\nmask=1.0-step(mask,0.0);\\n#endif\\n#else\\nmask=clamp(mask*strength,0.0,1.0);\\n#ifdef INVERTED\\nmask=1.0-mask;\\n#endif\\n#endif\\n#if MASK_FUNCTION == 3\\nvec4 texel=texture2D(inputBuffer,vUv);gl_FragColor=vec4(mask*texel.rgb,texel.a);\\n#elif MASK_FUNCTION == 2\\ngl_FragColor=vec4(mask*texture2D(inputBuffer,vUv).rgb,mask);\\n#else\\ngl_FragColor=mask*texture2D(inputBuffer,vUv);\\n#endif\\n}\";\n\n// src/materials/MaskMaterial.js\nvar MaskMaterial = class extends import_three26.ShaderMaterial {\n /**\n * Constructs a new mask material.\n *\n * @param {Texture} [maskTexture] - The mask texture.\n */\n constructor(maskTexture = null) {\n super({\n name: \"MaskMaterial\",\n uniforms: {\n maskTexture: new import_three26.Uniform(maskTexture),\n inputBuffer: new import_three26.Uniform(null),\n strength: new import_three26.Uniform(1)\n },\n blending: import_three26.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: mask_default,\n vertexShader: common_default\n });\n this.colorChannel = ColorChannel.RED;\n this.maskFunction = MaskFunction.DISCARD;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The mask texture.\n *\n * @type {Texture}\n */\n set maskTexture(value) {\n this.uniforms.maskTexture.value = value;\n delete this.defines.MASK_PRECISION_HIGH;\n if (value.type !== import_three26.UnsignedByteType) {\n this.defines.MASK_PRECISION_HIGH = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Sets the mask texture.\n *\n * @deprecated Use maskTexture instead.\n * @param {Texture} value - The texture.\n */\n setMaskTexture(value) {\n this.maskTexture = value;\n }\n /**\n * Sets the color channel to use for masking. Default is `ColorChannel.RED`.\n *\n * @type {ColorChannel}\n */\n set colorChannel(value) {\n this.defines.COLOR_CHANNEL = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the color channel to use for masking. Default is `ColorChannel.RED`.\n *\n * @deprecated Use colorChannel instead.\n * @param {ColorChannel} value - The channel.\n */\n setColorChannel(value) {\n this.colorChannel = value;\n }\n /**\n * The masking technique. Default is `MaskFunction.DISCARD`.\n *\n * @type {MaskFunction}\n */\n set maskFunction(value) {\n this.defines.MASK_FUNCTION = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the masking technique. Default is `MaskFunction.DISCARD`.\n *\n * @deprecated Use maskFunction instead.\n * @param {MaskFunction} value - The function.\n */\n setMaskFunction(value) {\n this.maskFunction = value;\n }\n /**\n * Indicates whether the masking is inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this.defines.INVERTED !== void 0;\n }\n set inverted(value) {\n if (this.inverted && !value) {\n delete this.defines.INVERTED;\n } else if (value) {\n this.defines.INVERTED = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether the masking is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the masking is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Determines whether the masking should be inverted.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether the masking should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n /**\n * The current mask strength.\n *\n * Individual mask values will be clamped to [0.0, 1.0]. Has no effect when the mask function is set to `DISCARD`.\n *\n * @type {Number}\n */\n get strength() {\n return this.uniforms.strength.value;\n }\n set strength(value) {\n this.uniforms.strength.value = value;\n }\n /**\n * Returns the current mask strength.\n *\n * @deprecated Use strength instead.\n * @return {Number} The mask strength.\n */\n getStrength() {\n return this.strength;\n }\n /**\n * Sets the mask strength.\n *\n * Has no effect when the mask function is set to `DISCARD`.\n *\n * @deprecated Use strength instead.\n * @param {Number} value - The mask strength.\n */\n setStrength(value) {\n this.strength = value;\n }\n};\n\n// src/passes/ShaderPass.js\nvar import_three27 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar ShaderPass = class extends Pass {\n /**\n * Constructs a new shader pass.\n *\n * @param {ShaderMaterial} material - A shader material.\n * @param {String} [input=\"inputBuffer\"] - The name of the input buffer uniform.\n */\n constructor(material, input = \"inputBuffer\") {\n super(\"ShaderPass\");\n this.fullscreenMaterial = material;\n this.input = input;\n }\n /**\n * Sets the name of the input buffer uniform.\n *\n * @param {String} input - The name of the input buffer uniform.\n * @deprecated Use input instead.\n */\n setInput(input) {\n this.input = input;\n }\n /**\n * Renders the effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const uniforms = this.fullscreenMaterial.uniforms;\n if (inputBuffer !== null && uniforms !== void 0 && uniforms[this.input] !== void 0) {\n uniforms[this.input].value = inputBuffer.texture;\n }\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0 && frameBufferType !== import_three27.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n }\n }\n};\n\n// src/effects/glsl/depth-of-field.frag\nvar depth_of_field_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D nearColorBuffer;uniform mediump sampler2D farColorBuffer;\\n#else\\nuniform lowp sampler2D nearColorBuffer;uniform lowp sampler2D farColorBuffer;\\n#endif\\nuniform lowp sampler2D nearCoCBuffer;uniform lowp sampler2D farCoCBuffer;uniform float scale;void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){vec4 colorNear=texture2D(nearColorBuffer,uv);vec4 colorFar=texture2D(farColorBuffer,uv);\\n#if MASK_FUNCTION == 1\\nvec2 cocNearFar=vec2(texture2D(nearCoCBuffer,uv).r,colorFar.a);cocNearFar.x=min(cocNearFar.x*scale,1.0);\\n#else\\nvec2 cocNearFar=vec2(texture2D(nearCoCBuffer,uv).r,texture2D(farCoCBuffer,uv).g);cocNearFar=min(cocNearFar*scale,1.0);\\n#endif\\nvec4 result=inputColor*(1.0-cocNearFar.y)+colorFar;result=mix(result,colorNear,cocNearFar.x);outputColor=result;}\";\n\n// src/effects/DepthOfFieldEffect.js\nvar DepthOfFieldEffect = class extends Effect {\n /**\n * Constructs a new depth of field effect.\n *\n * @param {Camera} camera - The main camera.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.worldFocusDistance] - The focus distance in world units.\n * @param {Number} [options.worldFocusRange] - The focus distance in world units.\n * @param {Number} [options.focusDistance=0.0] - The normalized focus distance. Range is [0.0, 1.0].\n * @param {Number} [options.focusRange=0.1] - The focus range. Range is [0.0, 1.0].\n * @param {Number} [options.focalLength=0.1] - Deprecated.\n * @param {Number} [options.bokehScale=1.0] - The scale of the bokeh blur.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(camera, {\n blendFunction,\n worldFocusDistance,\n worldFocusRange,\n focusDistance = 0,\n focalLength = 0.1,\n focusRange = focalLength,\n bokehScale = 1,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"DepthOfFieldEffect\", depth_of_field_default, {\n blendFunction,\n attributes: EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"nearColorBuffer\", new import_three28.Uniform(null)],\n [\"farColorBuffer\", new import_three28.Uniform(null)],\n [\"nearCoCBuffer\", new import_three28.Uniform(null)],\n [\"farCoCBuffer\", new import_three28.Uniform(null)],\n [\"scale\", new import_three28.Uniform(1)]\n ])\n });\n this.camera = camera;\n this.renderTarget = new import_three28.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"DoF.Intermediate\";\n this.renderTargetMasked = this.renderTarget.clone();\n this.renderTargetMasked.texture.name = \"DoF.Masked.Far\";\n this.renderTargetNear = this.renderTarget.clone();\n this.renderTargetNear.texture.name = \"DoF.Bokeh.Near\";\n this.uniforms.get(\"nearColorBuffer\").value = this.renderTargetNear.texture;\n this.renderTargetFar = this.renderTarget.clone();\n this.renderTargetFar.texture.name = \"DoF.Bokeh.Far\";\n this.uniforms.get(\"farColorBuffer\").value = this.renderTargetFar.texture;\n this.renderTargetCoC = this.renderTarget.clone();\n this.renderTargetCoC.texture.name = \"DoF.CoC\";\n this.uniforms.get(\"farCoCBuffer\").value = this.renderTargetCoC.texture;\n this.renderTargetCoCBlurred = this.renderTargetCoC.clone();\n this.renderTargetCoCBlurred.texture.name = \"DoF.CoC.Blurred\";\n this.uniforms.get(\"nearCoCBuffer\").value = this.renderTargetCoCBlurred.texture;\n this.cocPass = new ShaderPass(new CircleOfConfusionMaterial(camera));\n const cocMaterial = this.cocMaterial;\n cocMaterial.focusDistance = focusDistance;\n cocMaterial.focusRange = focusRange;\n if (worldFocusDistance !== void 0) {\n cocMaterial.worldFocusDistance = worldFocusDistance;\n }\n if (worldFocusRange !== void 0) {\n cocMaterial.worldFocusRange = worldFocusRange;\n }\n this.blurPass = new KawaseBlurPass({ resolutionScale, resolutionX, resolutionY, kernelSize: KernelSize.MEDIUM });\n this.maskPass = new ShaderPass(new MaskMaterial(this.renderTargetCoC.texture));\n const maskMaterial = this.maskPass.fullscreenMaterial;\n maskMaterial.colorChannel = ColorChannel.GREEN;\n this.maskFunction = MaskFunction.MULTIPLY_RGB;\n this.bokehNearBasePass = new ShaderPass(new BokehMaterial(false, true));\n this.bokehNearBasePass.fullscreenMaterial.cocBuffer = this.renderTargetCoCBlurred.texture;\n this.bokehNearFillPass = new ShaderPass(new BokehMaterial(true, true));\n this.bokehNearFillPass.fullscreenMaterial.cocBuffer = this.renderTargetCoCBlurred.texture;\n this.bokehFarBasePass = new ShaderPass(new BokehMaterial(false, false));\n this.bokehFarBasePass.fullscreenMaterial.cocBuffer = this.renderTargetCoC.texture;\n this.bokehFarFillPass = new ShaderPass(new BokehMaterial(true, false));\n this.bokehFarFillPass.fullscreenMaterial.cocBuffer = this.renderTargetCoC.texture;\n this.target = null;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.bokehScale = bokehScale;\n }\n set mainCamera(value) {\n this.camera = value;\n this.cocMaterial.copyCameraSettings(value);\n }\n /**\n * The circle of confusion texture.\n *\n * @type {Texture}\n */\n get cocTexture() {\n return this.renderTargetCoC.texture;\n }\n /**\n * The mask function. Default is `MULTIPLY_RGB`.\n *\n * @type {MaskFunction}\n */\n get maskFunction() {\n return this.maskPass.fullscreenMaterial.maskFunction;\n }\n set maskFunction(value) {\n if (this.maskFunction !== value) {\n this.defines.set(\"MASK_FUNCTION\", value.toFixed(0));\n this.maskPass.fullscreenMaterial.maskFunction = value;\n this.setChanged();\n }\n }\n /**\n * The circle of confusion material.\n *\n * @type {CircleOfConfusionMaterial}\n */\n get cocMaterial() {\n return this.cocPass.fullscreenMaterial;\n }\n /**\n * The circle of confusion material.\n *\n * @deprecated Use cocMaterial instead.\n * @type {CircleOfConfusionMaterial}\n */\n get circleOfConfusionMaterial() {\n return this.cocMaterial;\n }\n /**\n * Returns the circle of confusion material.\n *\n * @deprecated Use cocMaterial instead.\n * @return {CircleOfConfusionMaterial} The material.\n */\n getCircleOfConfusionMaterial() {\n return this.cocMaterial;\n }\n /**\n * Returns the pass that blurs the foreground CoC buffer to soften edges.\n *\n * @deprecated Use blurPass instead.\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The current bokeh scale.\n *\n * @type {Number}\n */\n get bokehScale() {\n return this.uniforms.get(\"scale\").value;\n }\n set bokehScale(value) {\n this.bokehNearBasePass.fullscreenMaterial.scale = value;\n this.bokehNearFillPass.fullscreenMaterial.scale = value;\n this.bokehFarBasePass.fullscreenMaterial.scale = value;\n this.bokehFarFillPass.fullscreenMaterial.scale = value;\n this.maskPass.fullscreenMaterial.strength = value;\n this.uniforms.get(\"scale\").value = value;\n }\n /**\n * Returns the current bokeh scale.\n *\n * @deprecated Use bokehScale instead.\n * @return {Number} The scale.\n */\n getBokehScale() {\n return this.bokehScale;\n }\n /**\n * Sets the bokeh scale.\n *\n * @deprecated Use bokehScale instead.\n * @param {Number} value - The scale.\n */\n setBokehScale(value) {\n this.bokehScale = value;\n }\n /**\n * Returns the current auto focus target.\n *\n * @deprecated Use target instead.\n * @return {Vector3} The target.\n */\n getTarget() {\n return this.target;\n }\n /**\n * Sets the auto focus target.\n *\n * @deprecated Use target instead.\n * @param {Vector3} value - The target.\n */\n setTarget(value) {\n this.target = value;\n }\n /**\n * Calculates the focus distance from the camera to the given position.\n *\n * @param {Vector3} target - The target.\n * @return {Number} The normalized focus distance.\n */\n calculateFocusDistance(target) {\n const camera = this.camera;\n const distance = camera.position.distanceTo(target);\n return viewZToOrthographicDepth(-distance, camera.near, camera.far);\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three28.BasicDepthPacking) {\n this.cocMaterial.depthBuffer = depthTexture;\n this.cocMaterial.depthPacking = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const renderTarget = this.renderTarget;\n const renderTargetCoC = this.renderTargetCoC;\n const renderTargetCoCBlurred = this.renderTargetCoCBlurred;\n const renderTargetMasked = this.renderTargetMasked;\n if (this.target !== null) {\n const distance = this.calculateFocusDistance(this.target);\n this.cocMaterial.focusDistance = distance;\n }\n this.cocPass.render(renderer, null, renderTargetCoC);\n this.blurPass.render(renderer, renderTargetCoC, renderTargetCoCBlurred);\n this.maskPass.render(renderer, inputBuffer, renderTargetMasked);\n this.bokehFarBasePass.render(renderer, renderTargetMasked, renderTarget);\n this.bokehFarFillPass.render(renderer, renderTarget, this.renderTargetFar);\n this.bokehNearBasePass.render(renderer, inputBuffer, renderTarget);\n this.bokehNearFillPass.render(renderer, renderTarget, this.renderTargetNear);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.cocPass.setSize(width, height);\n this.blurPass.setSize(width, height);\n this.maskPass.setSize(width, height);\n this.renderTargetFar.setSize(width, height);\n this.renderTargetCoC.setSize(width, height);\n this.renderTargetMasked.setSize(width, height);\n this.renderTarget.setSize(w, h);\n this.renderTargetNear.setSize(w, h);\n this.renderTargetCoCBlurred.setSize(w, h);\n this.bokehNearBasePass.fullscreenMaterial.setSize(width, height);\n this.bokehNearFillPass.fullscreenMaterial.setSize(width, height);\n this.bokehFarBasePass.fullscreenMaterial.setSize(width, height);\n this.bokehFarFillPass.fullscreenMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.cocPass.initialize(renderer, alpha, frameBufferType);\n this.maskPass.initialize(renderer, alpha, frameBufferType);\n this.bokehNearBasePass.initialize(renderer, alpha, frameBufferType);\n this.bokehNearFillPass.initialize(renderer, alpha, frameBufferType);\n this.bokehFarBasePass.initialize(renderer, alpha, frameBufferType);\n this.bokehFarFillPass.initialize(renderer, alpha, frameBufferType);\n this.blurPass.initialize(renderer, alpha, import_three28.UnsignedByteType);\n if (renderer.capabilities.logarithmicDepthBuffer) {\n this.cocPass.fullscreenMaterial.defines.LOG_DEPTH = \"1\";\n }\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n this.renderTargetNear.texture.type = frameBufferType;\n this.renderTargetFar.texture.type = frameBufferType;\n this.renderTargetMasked.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three28.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three28.SRGBColorSpace;\n this.renderTargetNear.texture.colorSpace = import_three28.SRGBColorSpace;\n this.renderTargetFar.texture.colorSpace = import_three28.SRGBColorSpace;\n this.renderTargetMasked.texture.colorSpace = import_three28.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/DotScreenEffect.js\nvar import_three29 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/dot-screen.frag\nvar dot_screen_default = \"uniform vec2 angle;uniform float scale;float pattern(const in vec2 uv){vec2 point=scale*vec2(dot(angle.yx,vec2(uv.x,-uv.y)),dot(angle,uv));return(sin(point.x)*sin(point.y))*4.0;}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=vec3(inputColor.rgb*10.0-5.0+pattern(uv*resolution));outputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/DotScreenEffect.js\nvar DotScreenEffect = class extends Effect {\n /**\n * Constructs a new dot screen effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.angle=1.57] - The angle of the dot pattern.\n * @param {Number} [options.scale=1.0] - The scale of the dot pattern.\n */\n constructor({ blendFunction, angle = Math.PI * 0.5, scale = 1 } = {}) {\n super(\"DotScreenEffect\", dot_screen_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"angle\", new import_three29.Uniform(new import_three29.Vector2())],\n [\"scale\", new import_three29.Uniform(scale)]\n ])\n });\n this.angle = angle;\n }\n /**\n * The angle.\n *\n * @type {Number}\n */\n get angle() {\n return Math.acos(this.uniforms.get(\"angle\").value.y);\n }\n set angle(value) {\n this.uniforms.get(\"angle\").value.set(Math.sin(value), Math.cos(value));\n }\n /**\n * Returns the pattern angle.\n *\n * @deprecated Use angle instead.\n * @return {Number} The angle in radians.\n */\n getAngle() {\n return this.angle;\n }\n /**\n * Sets the pattern angle.\n *\n * @deprecated Use angle instead.\n * @param {Number} value - The angle in radians.\n */\n setAngle(value) {\n this.angle = value;\n }\n /**\n * The scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.get(\"scale\").value;\n }\n set scale(value) {\n this.uniforms.get(\"scale\").value = value;\n }\n};\n\n// src/effects/glsl/fxaa.frag\nvar fxaa_default = \"#define QUALITY(q) ((q) < 5 ? 1.0 : ((q) > 5 ? ((q) < 10 ? 2.0 : ((q) < 11 ? 4.0 : 8.0)) : 1.5))\\n#define ONE_OVER_TWELVE 0.08333333333333333\\nvarying vec2 vUvDown;varying vec2 vUvUp;varying vec2 vUvLeft;varying vec2 vUvRight;varying vec2 vUvDownLeft;varying vec2 vUvUpRight;varying vec2 vUvUpLeft;varying vec2 vUvDownRight;vec4 fxaa(const in vec4 inputColor,const in vec2 uv){float lumaCenter=luminance(inputColor.rgb);float lumaDown=luminance(texture2D(inputBuffer,vUvDown).rgb);float lumaUp=luminance(texture2D(inputBuffer,vUvUp).rgb);float lumaLeft=luminance(texture2D(inputBuffer,vUvLeft).rgb);float lumaRight=luminance(texture2D(inputBuffer,vUvRight).rgb);float lumaMin=min(lumaCenter,min(min(lumaDown,lumaUp),min(lumaLeft,lumaRight)));float lumaMax=max(lumaCenter,max(max(lumaDown,lumaUp),max(lumaLeft,lumaRight)));float lumaRange=lumaMax-lumaMin;if(lumaRange=edgeVertical);float stepLength=isHorizontal?texelSize.y:texelSize.x;float luma1=isHorizontal?lumaDown:lumaLeft;float luma2=isHorizontal?lumaUp:lumaRight;float gradient1=abs(luma1-lumaCenter);float gradient2=abs(luma2-lumaCenter);bool is1Steepest=gradient1>=gradient2;float gradientScaled=0.25*max(gradient1,gradient2);float lumaLocalAverage=0.0;if(is1Steepest){stepLength=-stepLength;lumaLocalAverage=0.5*(luma1+lumaCenter);}else{lumaLocalAverage=0.5*(luma2+lumaCenter);}vec2 currentUv=uv;if(isHorizontal){currentUv.y+=stepLength*0.5;}else{currentUv.x+=stepLength*0.5;}vec2 offset=isHorizontal?vec2(texelSize.x,0.0):vec2(0.0,texelSize.y);vec2 uv1=currentUv-offset*QUALITY(0);vec2 uv2=currentUv+offset*QUALITY(0);float lumaEnd1=luminance(texture2D(inputBuffer,uv1).rgb);float lumaEnd2=luminance(texture2D(inputBuffer,uv2).rgb);lumaEnd1-=lumaLocalAverage;lumaEnd2-=lumaLocalAverage;bool reached1=abs(lumaEnd1)>=gradientScaled;bool reached2=abs(lumaEnd2)>=gradientScaled;bool reachedBoth=reached1&&reached2;if(!reached1){uv1-=offset*QUALITY(1);}if(!reached2){uv2+=offset*QUALITY(1);}if(!reachedBoth){for(int i=2;i=gradientScaled;reached2=abs(lumaEnd2)>=gradientScaled;reachedBoth=reached1&&reached2;if(!reached1){uv1-=offset*QUALITY(i);}if(!reached2){uv2+=offset*QUALITY(i);}if(reachedBoth){break;}}}float distance1=isHorizontal?(uv.x-uv1.x):(uv.y-uv1.y);float distance2=isHorizontal?(uv2.x-uv.x):(uv2.y-uv.y);bool isDirection1=distance1distortion.x-columns*random){float sx=clamp(ceil(seeds.x),0.0,1.0);uv.y=sx*(1.0-(uv.y+distortion.y))+(1.0-sx)*distortion.y;}if(uv.xdistortion.y-columns*random){float sy=clamp(ceil(seeds.y),0.0,1.0);uv.x=sy*distortion.x+(1.0-sy)*(1.0-(uv.x+distortion.x));}vec2 normal=texture2D(perturbationMap,uv*random*random).rg;uv+=normal*seeds*(random*0.2);}}\";\n\n// src/effects/GlitchEffect.js\nvar textureTag = \"Glitch.Generated\";\nfunction randomFloat(low, high) {\n return low + Math.random() * (high - low);\n}\nvar GlitchEffect = class extends Effect {\n /**\n * Constructs a new glitch effect.\n *\n * TODO Change ratio to 0.15.\n * @param {Object} [options] - The options.\n * @param {Vector2} [options.chromaticAberrationOffset] - A chromatic aberration offset. If provided, the glitch effect will influence this offset.\n * @param {Vector2} [options.delay] - The minimum and maximum delay between glitch activations in seconds.\n * @param {Vector2} [options.duration] - The minimum and maximum duration of a glitch in seconds.\n * @param {Vector2} [options.strength] - The strength of weak and strong glitches.\n * @param {Texture} [options.perturbationMap] - A perturbation map. If none is provided, a noise texture will be created.\n * @param {Number} [options.dtSize=64] - The size of the generated noise map. Will be ignored if a perturbation map is provided.\n * @param {Number} [options.columns=0.05] - The scale of the blocky glitch columns.\n * @param {Number} [options.ratio=0.85] - The threshold for strong glitches.\n */\n constructor({\n chromaticAberrationOffset = null,\n delay = new import_three32.Vector2(1.5, 3.5),\n duration = new import_three32.Vector2(0.6, 1),\n strength = new import_three32.Vector2(0.3, 1),\n columns = 0.05,\n ratio = 0.85,\n perturbationMap = null,\n dtSize = 64\n } = {}) {\n super(\"GlitchEffect\", glitch_default, {\n uniforms: /* @__PURE__ */ new Map([\n [\"perturbationMap\", new import_three32.Uniform(null)],\n [\"columns\", new import_three32.Uniform(columns)],\n [\"active\", new import_three32.Uniform(false)],\n [\"random\", new import_three32.Uniform(1)],\n [\"seeds\", new import_three32.Uniform(new import_three32.Vector2())],\n [\"distortion\", new import_three32.Uniform(new import_three32.Vector2())]\n ])\n });\n if (perturbationMap === null) {\n const map = new NoiseTexture(dtSize, dtSize, import_three32.RGBAFormat);\n map.name = textureTag;\n this.perturbationMap = map;\n } else {\n this.perturbationMap = perturbationMap;\n }\n this.time = 0;\n this.distortion = this.uniforms.get(\"distortion\").value;\n this.delay = delay;\n this.duration = duration;\n this.breakPoint = new import_three32.Vector2(\n randomFloat(this.delay.x, this.delay.y),\n randomFloat(this.duration.x, this.duration.y)\n );\n this.strength = strength;\n this.mode = GlitchMode.SPORADIC;\n this.ratio = ratio;\n this.chromaticAberrationOffset = chromaticAberrationOffset;\n }\n /**\n * Random number seeds.\n *\n * @type {Vector2}\n * @private\n */\n get seeds() {\n return this.uniforms.get(\"seeds\").value;\n }\n /**\n * Indicates whether the glitch effect is currently active.\n *\n * @type {Boolean}\n */\n get active() {\n return this.uniforms.get(\"active\").value;\n }\n /**\n * Indicates whether the glitch effect is currently active.\n *\n * @deprecated Use active instead.\n * @return {Boolean} Whether the glitch effect is active.\n */\n isActive() {\n return this.active;\n }\n /**\n * The minimum delay between glitch activations.\n *\n * @type {Number}\n */\n get minDelay() {\n return this.delay.x;\n }\n set minDelay(value) {\n this.delay.x = value;\n }\n /**\n * Returns the minimum delay between glitch activations.\n *\n * @deprecated Use minDelay instead.\n * @return {Number} The minimum delay in seconds.\n */\n getMinDelay() {\n return this.delay.x;\n }\n /**\n * Sets the minimum delay between glitch activations.\n *\n * @deprecated Use minDelay instead.\n * @param {Number} value - The minimum delay in seconds.\n */\n setMinDelay(value) {\n this.delay.x = value;\n }\n /**\n * The maximum delay between glitch activations.\n *\n * @type {Number}\n */\n get maxDelay() {\n return this.delay.y;\n }\n set maxDelay(value) {\n this.delay.y = value;\n }\n /**\n * Returns the maximum delay between glitch activations.\n *\n * @deprecated Use maxDelay instead.\n * @return {Number} The maximum delay in seconds.\n */\n getMaxDelay() {\n return this.delay.y;\n }\n /**\n * Sets the maximum delay between glitch activations.\n *\n * @deprecated Use maxDelay instead.\n * @param {Number} value - The maximum delay in seconds.\n */\n setMaxDelay(value) {\n this.delay.y = value;\n }\n /**\n * The minimum duration of sporadic glitches.\n *\n * @type {Number}\n */\n get minDuration() {\n return this.duration.x;\n }\n set minDuration(value) {\n this.duration.x = value;\n }\n /**\n * Returns the minimum duration of sporadic glitches.\n *\n * @deprecated Use minDuration instead.\n * @return {Number} The minimum duration in seconds.\n */\n getMinDuration() {\n return this.duration.x;\n }\n /**\n * Sets the minimum duration of sporadic glitches.\n *\n * @deprecated Use minDuration instead.\n * @param {Number} value - The minimum duration in seconds.\n */\n setMinDuration(value) {\n this.duration.x = value;\n }\n /**\n * The maximum duration of sporadic glitches.\n *\n * @type {Number}\n */\n get maxDuration() {\n return this.duration.y;\n }\n set maxDuration(value) {\n this.duration.y = value;\n }\n /**\n * Returns the maximum duration of sporadic glitches.\n *\n * @deprecated Use maxDuration instead.\n * @return {Number} The maximum duration in seconds.\n */\n getMaxDuration() {\n return this.duration.y;\n }\n /**\n * Sets the maximum duration of sporadic glitches.\n *\n * @deprecated Use maxDuration instead.\n * @param {Number} value - The maximum duration in seconds.\n */\n setMaxDuration(value) {\n this.duration.y = value;\n }\n /**\n * The strength of weak glitches.\n *\n * @type {Number}\n */\n get minStrength() {\n return this.strength.x;\n }\n set minStrength(value) {\n this.strength.x = value;\n }\n /**\n * Returns the strength of weak glitches.\n *\n * @deprecated Use minStrength instead.\n * @return {Number} The strength.\n */\n getMinStrength() {\n return this.strength.x;\n }\n /**\n * Sets the strength of weak glitches.\n *\n * @deprecated Use minStrength instead.\n * @param {Number} value - The strength.\n */\n setMinStrength(value) {\n this.strength.x = value;\n }\n /**\n * The strength of strong glitches.\n *\n * @type {Number}\n */\n get maxStrength() {\n return this.strength.y;\n }\n set maxStrength(value) {\n this.strength.y = value;\n }\n /**\n * Returns the strength of strong glitches.\n *\n * @deprecated Use maxStrength instead.\n * @return {Number} The strength.\n */\n getMaxStrength() {\n return this.strength.y;\n }\n /**\n * Sets the strength of strong glitches.\n *\n * @deprecated Use maxStrength instead.\n * @param {Number} value - The strength.\n */\n setMaxStrength(value) {\n this.strength.y = value;\n }\n /**\n * Returns the current glitch mode.\n *\n * @deprecated Use mode instead.\n * @return {GlitchMode} The mode.\n */\n getMode() {\n return this.mode;\n }\n /**\n * Sets the current glitch mode.\n *\n * @deprecated Use mode instead.\n * @param {GlitchMode} value - The mode.\n */\n setMode(value) {\n this.mode = value;\n }\n /**\n * Returns the glitch ratio.\n *\n * @deprecated Use ratio instead.\n * @return {Number} The ratio.\n */\n getGlitchRatio() {\n return 1 - this.ratio;\n }\n /**\n * Sets the ratio of weak (0.0) and strong (1.0) glitches.\n *\n * @deprecated Use ratio instead.\n * @param {Number} value - The ratio. Range is [0.0, 1.0].\n */\n setGlitchRatio(value) {\n this.ratio = Math.min(Math.max(1 - value, 0), 1);\n }\n /**\n * The glitch column size.\n *\n * @type {Number}\n */\n get columns() {\n return this.uniforms.get(\"columns\").value;\n }\n set columns(value) {\n this.uniforms.get(\"columns\").value = value;\n }\n /**\n * Returns the glitch column size.\n *\n * @deprecated Use columns instead.\n * @return {Number} The glitch column size.\n */\n getGlitchColumns() {\n return this.columns;\n }\n /**\n * Sets the glitch column size.\n *\n * @deprecated Use columns instead.\n * @param {Number} value - The glitch column size.\n */\n setGlitchColumns(value) {\n this.columns = value;\n }\n /**\n * Returns the chromatic aberration offset.\n *\n * @deprecated Use chromaticAberrationOffset instead.\n * @return {Vector2} The offset.\n */\n getChromaticAberrationOffset() {\n return this.chromaticAberrationOffset;\n }\n /**\n * Sets the chromatic aberration offset.\n *\n * @deprecated Use chromaticAberrationOffset instead.\n * @param {Vector2} value - The offset.\n */\n setChromaticAberrationOffset(value) {\n this.chromaticAberrationOffset = value;\n }\n /**\n * The perturbation map.\n *\n * @type {Texture}\n */\n get perturbationMap() {\n return this.uniforms.get(\"perturbationMap\").value;\n }\n set perturbationMap(value) {\n const currentMap = this.perturbationMap;\n if (currentMap !== null && currentMap.name === textureTag) {\n currentMap.dispose();\n }\n value.minFilter = value.magFilter = import_three32.NearestFilter;\n value.wrapS = value.wrapT = import_three32.RepeatWrapping;\n value.generateMipmaps = false;\n this.uniforms.get(\"perturbationMap\").value = value;\n }\n /**\n * Returns the current perturbation map.\n *\n * @deprecated Use perturbationMap instead.\n * @return {Texture} The current perturbation map.\n */\n getPerturbationMap() {\n return this.perturbationMap;\n }\n /**\n * Replaces the current perturbation map with the given one.\n *\n * The current map will be disposed if it was generated by this effect.\n *\n * @deprecated Use perturbationMap instead.\n * @param {Texture} value - The new perturbation map.\n */\n setPerturbationMap(value) {\n this.perturbationMap = value;\n }\n /**\n * Generates a perturbation map.\n *\n * @deprecated Use NoiseTexture instead.\n * @param {Number} [value=64] - The texture size.\n * @return {DataTexture} The perturbation map.\n */\n generatePerturbationMap(value = 64) {\n const map = new NoiseTexture(value, value, import_three32.RGBAFormat);\n map.name = textureTag;\n return map;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const mode = this.mode;\n const breakPoint = this.breakPoint;\n const offset = this.chromaticAberrationOffset;\n const s = this.strength;\n let time = this.time;\n let active = false;\n let r = 0, a = 0;\n let trigger;\n if (mode !== GlitchMode.DISABLED) {\n if (mode === GlitchMode.SPORADIC) {\n time += deltaTime;\n trigger = time > breakPoint.x;\n if (time >= breakPoint.x + breakPoint.y) {\n breakPoint.set(\n randomFloat(this.delay.x, this.delay.y),\n randomFloat(this.duration.x, this.duration.y)\n );\n time = 0;\n }\n }\n r = Math.random();\n this.uniforms.get(\"random\").value = r;\n if (trigger && r > this.ratio || mode === GlitchMode.CONSTANT_WILD) {\n active = true;\n r *= s.y * 0.03;\n a = randomFloat(-Math.PI, Math.PI);\n this.seeds.set(randomFloat(-s.y, s.y), randomFloat(-s.y, s.y));\n this.distortion.set(randomFloat(0, 1), randomFloat(0, 1));\n } else if (trigger || mode === GlitchMode.CONSTANT_MILD) {\n active = true;\n r *= s.x * 0.03;\n a = randomFloat(-Math.PI, Math.PI);\n this.seeds.set(randomFloat(-s.x, s.x), randomFloat(-s.x, s.x));\n this.distortion.set(randomFloat(0, 1), randomFloat(0, 1));\n }\n this.time = time;\n }\n if (offset !== null) {\n if (active) {\n offset.set(Math.cos(a), Math.sin(a)).multiplyScalar(r);\n } else {\n offset.set(0, 0);\n }\n }\n this.uniforms.get(\"active\").value = active;\n }\n /**\n * Deletes generated resources.\n */\n dispose() {\n const map = this.perturbationMap;\n if (map !== null && map.name === textureTag) {\n map.dispose();\n }\n }\n};\n\n// src/effects/GodRaysEffect.js\nvar import_three35 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/DepthMaskMaterial.js\nvar import_three33 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/DepthTestStrategy.js\nvar DepthTestStrategy = {\n DEFAULT: 0,\n KEEP_MAX_DEPTH: 1,\n DISCARD_MAX_DEPTH: 2\n};\n\n// src/materials/glsl/depth-mask.frag\nvar depth_mask_default = \"#include \\n#include \\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer0;uniform highp sampler2D depthBuffer1;\\n#else\\nuniform mediump sampler2D depthBuffer0;uniform mediump sampler2D depthBuffer1;\\n#endif\\nuniform sampler2D inputBuffer;uniform vec2 cameraNearFar;float getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#endif\\n}varying vec2 vUv;void main(){vec2 depth;\\n#if DEPTH_PACKING_0 == 3201\\ndepth.x=unpackRGBAToDepth(texture2D(depthBuffer0,vUv));\\n#else\\ndepth.x=texture2D(depthBuffer0,vUv).r;\\n#ifdef LOG_DEPTH\\nfloat d=pow(2.0,depth.x*log2(cameraNearFar.y+1.0))-1.0;float a=cameraNearFar.y/(cameraNearFar.y-cameraNearFar.x);float b=cameraNearFar.y*cameraNearFar.x/(cameraNearFar.x-cameraNearFar.y);depth.x=a+b/d;\\n#endif\\n#endif\\n#if DEPTH_PACKING_1 == 3201\\ndepth.y=unpackRGBAToDepth(texture2D(depthBuffer1,vUv));\\n#else\\ndepth.y=texture2D(depthBuffer1,vUv).r;\\n#ifdef LOG_DEPTH\\nfloat d=pow(2.0,depth.y*log2(cameraNearFar.y+1.0))-1.0;float a=cameraNearFar.y/(cameraNearFar.y-cameraNearFar.x);float b=cameraNearFar.y*cameraNearFar.x/(cameraNearFar.x-cameraNearFar.y);depth.y=a+b/d;\\n#endif\\n#endif\\nbool isMaxDepth=(depth.x==1.0);\\n#ifdef PERSPECTIVE_CAMERA\\ndepth.x=viewZToOrthographicDepth(getViewZ(depth.x),cameraNearFar.x,cameraNearFar.y);depth.y=viewZToOrthographicDepth(getViewZ(depth.y),cameraNearFar.x,cameraNearFar.y);\\n#endif\\n#if DEPTH_TEST_STRATEGY == 0\\nbool keep=depthTest(depth.x,depth.y);\\n#elif DEPTH_TEST_STRATEGY == 1\\nbool keep=isMaxDepth||depthTest(depth.x,depth.y);\\n#else\\nbool keep=!isMaxDepth&&depthTest(depth.x,depth.y);\\n#endif\\nif(keep){gl_FragColor=texture2D(inputBuffer,vUv);}else{discard;}}\";\n\n// src/materials/DepthMaskMaterial.js\nvar DepthMaskMaterial = class extends import_three33.ShaderMaterial {\n /**\n * Constructs a new depth mask material.\n */\n constructor() {\n super({\n name: \"DepthMaskMaterial\",\n defines: {\n DEPTH_EPSILON: \"0.0001\",\n DEPTH_PACKING_0: \"0\",\n DEPTH_PACKING_1: \"0\",\n DEPTH_TEST_STRATEGY: DepthTestStrategy.KEEP_MAX_DEPTH\n },\n uniforms: {\n inputBuffer: new import_three33.Uniform(null),\n depthBuffer0: new import_three33.Uniform(null),\n depthBuffer1: new import_three33.Uniform(null),\n cameraNearFar: new import_three33.Uniform(new import_three33.Vector2(1, 1))\n },\n blending: import_three33.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: depth_mask_default,\n vertexShader: common_default\n });\n this.depthMode = import_three33.LessDepth;\n }\n /**\n * The primary depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer0(value) {\n this.uniforms.depthBuffer0.value = value;\n }\n /**\n * The primary depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking0(value) {\n this.defines.DEPTH_PACKING_0 = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the base depth buffer.\n *\n * @deprecated Use depthBuffer0 and depthPacking0 instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer0(buffer, depthPacking = import_three33.BasicDepthPacking) {\n this.depthBuffer0 = buffer;\n this.depthPacking0 = depthPacking;\n }\n /**\n * The secondary depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer1(value) {\n this.uniforms.depthBuffer1.value = value;\n }\n /**\n * The secondary depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking1(value) {\n this.defines.DEPTH_PACKING_1 = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer that will be compared with the base depth buffer.\n *\n * @deprecated Use depthBuffer1 and depthPacking1 instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer1(buffer, depthPacking = import_three33.BasicDepthPacking) {\n this.depthBuffer1 = buffer;\n this.depthPacking1 = depthPacking;\n }\n /**\n * The strategy for handling maximum depth.\n *\n * @type {DepthTestStrategy}\n */\n get maxDepthStrategy() {\n return Number(this.defines.DEPTH_TEST_STRATEGY);\n }\n set maxDepthStrategy(value) {\n this.defines.DEPTH_TEST_STRATEGY = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Indicates whether maximum depth values should be preserved.\n *\n * @type {Boolean}\n * @deprecated Use maxDepthStrategy instead.\n */\n get keepFar() {\n return this.maxDepthStrategy;\n }\n set keepFar(value) {\n this.maxDepthStrategy = value ? DepthTestStrategy.KEEP_MAX_DEPTH : DepthTestStrategy.DISCARD_MAX_DEPTH;\n }\n /**\n * Returns the strategy for dealing with maximum depth values.\n *\n * @deprecated Use maxDepthStrategy instead.\n * @return {DepthTestStrategy} The strategy.\n */\n getMaxDepthStrategy() {\n return this.maxDepthStrategy;\n }\n /**\n * Sets the strategy for dealing with maximum depth values.\n *\n * @deprecated Use maxDepthStrategy instead.\n * @param {DepthTestStrategy} value - The strategy.\n */\n setMaxDepthStrategy(value) {\n this.maxDepthStrategy = value;\n }\n /**\n * A small error threshold that is used for `EqualDepth` and `NotEqualDepth` tests. Default is `1e-4`.\n *\n * @type {Number}\n */\n get epsilon() {\n return Number(this.defines.DEPTH_EPSILON);\n }\n set epsilon(value) {\n this.defines.DEPTH_EPSILON = value.toFixed(16);\n this.needsUpdate = true;\n }\n /**\n * Returns the current error threshold for depth comparisons.\n *\n * @deprecated Use epsilon instead.\n * @return {Number} The error threshold.\n */\n getEpsilon() {\n return this.epsilon;\n }\n /**\n * Sets the depth comparison error threshold.\n *\n * @deprecated Use epsilon instead.\n * @param {Number} value - The new error threshold.\n */\n setEpsilon(value) {\n this.epsilon = value;\n }\n /**\n * The depth mode.\n *\n * @see https://threejs.org/docs/#api/en/constants/Materials\n * @type {DepthModes}\n */\n get depthMode() {\n return Number(this.defines.DEPTH_MODE);\n }\n set depthMode(value) {\n let depthTest;\n switch (value) {\n case import_three33.NeverDepth:\n depthTest = \"false\";\n break;\n case import_three33.AlwaysDepth:\n depthTest = \"true\";\n break;\n case import_three33.EqualDepth:\n depthTest = \"abs(d1 - d0) <= DEPTH_EPSILON\";\n break;\n case import_three33.NotEqualDepth:\n depthTest = \"abs(d1 - d0) > DEPTH_EPSILON\";\n break;\n case import_three33.LessDepth:\n depthTest = \"d0 > d1\";\n break;\n case import_three33.LessEqualDepth:\n depthTest = \"d0 >= d1\";\n break;\n case import_three33.GreaterEqualDepth:\n depthTest = \"d0 <= d1\";\n break;\n case import_three33.GreaterDepth:\n default:\n depthTest = \"d0 < d1\";\n break;\n }\n this.defines.DEPTH_MODE = value.toFixed(0);\n this.defines[\"depthTest(d0, d1)\"] = depthTest;\n this.needsUpdate = true;\n }\n /**\n * Returns the current depth mode.\n *\n * @deprecated Use depthMode instead.\n * @return {DepthModes} The depth mode. Default is `LessDepth`.\n */\n getDepthMode() {\n return this.depthMode;\n }\n /**\n * Sets the depth mode.\n *\n * @deprecated Use depthMode instead.\n * @param {DepthModes} mode - The depth mode.\n */\n setDepthMode(mode) {\n this.depthMode = mode;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNearFar.value.set(camera.near, camera.far);\n if (camera instanceof import_three33.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n};\n\n// src/materials/GodRaysMaterial.js\nvar import_three34 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.god-rays.frag\nvar convolution_god_rays_default = \"#include \\n#include \\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform vec2 lightPosition;uniform float exposure;uniform float decay;uniform float density;uniform float weight;uniform float clampMax;varying vec2 vUv;void main(){vec2 coord=vUv;vec2 delta=lightPosition-coord;delta*=1.0/SAMPLES_FLOAT*density;float illuminationDecay=1.0;vec4 color=vec4(0.0);for(int i=0;i\\n}\";\n\n// src/materials/GodRaysMaterial.js\nvar GodRaysMaterial = class extends import_three34.ShaderMaterial {\n /**\n * Constructs a new god rays material.\n *\n * TODO Remove lightPosition param.\n * @param {Vector2} lightPosition - Deprecated.\n */\n constructor(lightPosition) {\n super({\n name: \"GodRaysMaterial\",\n defines: {\n SAMPLES_INT: \"60\",\n SAMPLES_FLOAT: \"60.0\"\n },\n uniforms: {\n inputBuffer: new import_three34.Uniform(null),\n lightPosition: new import_three34.Uniform(lightPosition),\n density: new import_three34.Uniform(1),\n decay: new import_three34.Uniform(1),\n weight: new import_three34.Uniform(1),\n exposure: new import_three34.Uniform(1),\n clampMax: new import_three34.Uniform(1)\n },\n blending: import_three34.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_god_rays_default,\n vertexShader: common_default\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The screen space position of the light source.\n *\n * @type {Vector2}\n */\n get lightPosition() {\n return this.uniforms.lightPosition.value;\n }\n /**\n * Returns the screen space position of the light source.\n *\n * @deprecated Use lightPosition instead.\n * @return {Vector2} The position.\n */\n getLightPosition() {\n return this.uniforms.lightPosition.value;\n }\n /**\n * Sets the screen space position of the light source.\n *\n * @deprecated Use lightPosition instead.\n * @param {Vector2} value - The position.\n */\n setLightPosition(value) {\n this.uniforms.lightPosition.value = value;\n }\n /**\n * The density.\n *\n * @type {Number}\n */\n get density() {\n return this.uniforms.density.value;\n }\n set density(value) {\n this.uniforms.density.value = value;\n }\n /**\n * Returns the density.\n *\n * @deprecated Use density instead.\n * @return {Number} The density.\n */\n getDensity() {\n return this.uniforms.density.value;\n }\n /**\n * Sets the density.\n *\n * @deprecated Use density instead.\n * @param {Number} value - The density.\n */\n setDensity(value) {\n this.uniforms.density.value = value;\n }\n /**\n * The decay.\n *\n * @type {Number}\n */\n get decay() {\n return this.uniforms.decay.value;\n }\n set decay(value) {\n this.uniforms.decay.value = value;\n }\n /**\n * Returns the decay.\n *\n * @deprecated Use decay instead.\n * @return {Number} The decay.\n */\n getDecay() {\n return this.uniforms.decay.value;\n }\n /**\n * Sets the decay.\n *\n * @deprecated Use decay instead.\n * @param {Number} value - The decay.\n */\n setDecay(value) {\n this.uniforms.decay.value = value;\n }\n /**\n * The weight.\n *\n * @type {Number}\n */\n get weight() {\n return this.uniforms.weight.value;\n }\n set weight(value) {\n this.uniforms.weight.value = value;\n }\n /**\n * Returns the weight.\n *\n * @deprecated Use weight instead.\n * @return {Number} The weight.\n */\n getWeight() {\n return this.uniforms.weight.value;\n }\n /**\n * Sets the weight.\n *\n * @deprecated Use weight instead.\n * @param {Number} value - The weight.\n */\n setWeight(value) {\n this.uniforms.weight.value = value;\n }\n /**\n * The exposure.\n *\n * @type {Number}\n */\n get exposure() {\n return this.uniforms.exposure.value;\n }\n set exposure(value) {\n this.uniforms.exposure.value = value;\n }\n /**\n * Returns the exposure.\n *\n * @deprecated Use exposure instead.\n * @return {Number} The exposure.\n */\n getExposure() {\n return this.uniforms.exposure.value;\n }\n /**\n * Sets the exposure.\n *\n * @deprecated Use exposure instead.\n * @param {Number} value - The exposure.\n */\n setExposure(value) {\n this.uniforms.exposure.value = value;\n }\n /**\n * The maximum light intensity.\n *\n * @type {Number}\n */\n get maxIntensity() {\n return this.uniforms.clampMax.value;\n }\n set maxIntensity(value) {\n this.uniforms.clampMax.value = value;\n }\n /**\n * Returns the maximum light intensity.\n *\n * @deprecated Use maxIntensity instead.\n * @return {Number} The maximum light intensity.\n */\n getMaxIntensity() {\n return this.uniforms.clampMax.value;\n }\n /**\n * Sets the maximum light intensity.\n *\n * @deprecated Use maxIntensity instead.\n * @param {Number} value - The maximum light intensity.\n */\n setMaxIntensity(value) {\n this.uniforms.clampMax.value = value;\n }\n /**\n * The amount of samples per pixel.\n *\n * @type {Number}\n */\n get samples() {\n return Number(this.defines.SAMPLES_INT);\n }\n set samples(value) {\n const s = Math.floor(value);\n this.defines.SAMPLES_INT = s.toFixed(0);\n this.defines.SAMPLES_FLOAT = s.toFixed(1);\n this.needsUpdate = true;\n }\n /**\n * Returns the amount of samples per pixel.\n *\n * @deprecated Use samples instead.\n * @return {Number} The sample count.\n */\n getSamples() {\n return this.samples;\n }\n /**\n * Sets the amount of samples per pixel.\n *\n * @deprecated Use samples instead.\n * @param {Number} value - The sample count.\n */\n setSamples(value) {\n this.samples = value;\n }\n};\n\n// src/passes/RenderPass.js\nvar RenderPass = class extends Pass {\n /**\n * Constructs a new render pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use to render the scene.\n * @param {Material} [overrideMaterial=null] - An override material.\n */\n constructor(scene, camera, overrideMaterial = null) {\n super(\"RenderPass\", scene, camera);\n this.needsSwap = false;\n this.clearPass = new ClearPass();\n this.overrideMaterialManager = overrideMaterial === null ? null : new OverrideMaterialManager(overrideMaterial);\n this.ignoreBackground = false;\n this.skipShadowMapUpdate = false;\n this.selection = null;\n }\n set mainScene(value) {\n this.scene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n }\n get renderToScreen() {\n return super.renderToScreen;\n }\n set renderToScreen(value) {\n super.renderToScreen = value;\n this.clearPass.renderToScreen = value;\n }\n /**\n * The current override material.\n *\n * @type {Material}\n */\n get overrideMaterial() {\n const manager = this.overrideMaterialManager;\n return manager !== null ? manager.material : null;\n }\n set overrideMaterial(value) {\n const manager = this.overrideMaterialManager;\n if (value !== null) {\n if (manager !== null) {\n manager.setMaterial(value);\n } else {\n this.overrideMaterialManager = new OverrideMaterialManager(value);\n }\n } else if (manager !== null) {\n manager.dispose();\n this.overrideMaterialManager = null;\n }\n }\n /**\n * Returns the current override material.\n *\n * @deprecated Use overrideMaterial instead.\n * @return {Material} The material.\n */\n getOverrideMaterial() {\n return this.overrideMaterial;\n }\n /**\n * Sets the override material.\n *\n * @deprecated Use overrideMaterial instead.\n * @return {Material} value - The material.\n */\n setOverrideMaterial(value) {\n this.overrideMaterial = value;\n }\n /**\n * Indicates whether the target buffer should be cleared before rendering.\n *\n * @type {Boolean}\n * @deprecated Use clearPass.enabled instead.\n */\n get clear() {\n return this.clearPass.enabled;\n }\n set clear(value) {\n this.clearPass.enabled = value;\n }\n /**\n * Returns the selection. Default is `null` (no restriction).\n *\n * @deprecated Use selection instead.\n * @return {Selection} The selection.\n */\n getSelection() {\n return this.selection;\n }\n /**\n * Sets the selection. Set to `null` to disable.\n *\n * @deprecated Use selection instead.\n * @param {Selection} value - The selection.\n */\n setSelection(value) {\n this.selection = value;\n }\n /**\n * Indicates whether the scene background is disabled.\n *\n * @deprecated Use ignoreBackground instead.\n * @return {Boolean} Whether the scene background is disabled.\n */\n isBackgroundDisabled() {\n return this.ignoreBackground;\n }\n /**\n * Enables or disables the scene background.\n *\n * @deprecated Use ignoreBackground instead.\n * @param {Boolean} value - Whether the scene background should be disabled.\n */\n setBackgroundDisabled(value) {\n this.ignoreBackground = value;\n }\n /**\n * Indicates whether the shadow map auto update is disabled.\n *\n * @deprecated Use skipShadowMapUpdate instead.\n * @return {Boolean} Whether the shadow map update is disabled.\n */\n isShadowMapDisabled() {\n return this.skipShadowMapUpdate;\n }\n /**\n * Enables or disables the shadow map auto update.\n *\n * @deprecated Use skipShadowMapUpdate instead.\n * @param {Boolean} value - Whether the shadow map auto update should be disabled.\n */\n setShadowMapDisabled(value) {\n this.skipShadowMapUpdate = value;\n }\n /**\n * Returns the clear pass.\n *\n * @deprecated Use clearPass.enabled instead.\n * @return {ClearPass} The clear pass.\n */\n getClearPass() {\n return this.clearPass;\n }\n /**\n * Renders the scene.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const selection = this.selection;\n const mask = camera.layers.mask;\n const background = scene.background;\n const shadowMapAutoUpdate = renderer.shadowMap.autoUpdate;\n const renderTarget = this.renderToScreen ? null : inputBuffer;\n if (selection !== null) {\n camera.layers.set(selection.getLayer());\n }\n if (this.skipShadowMapUpdate) {\n renderer.shadowMap.autoUpdate = false;\n }\n if (this.ignoreBackground || this.clearPass.overrideClearColor !== null) {\n scene.background = null;\n }\n if (this.clearPass.enabled) {\n this.clearPass.render(renderer, inputBuffer);\n }\n renderer.setRenderTarget(renderTarget);\n if (this.overrideMaterialManager !== null) {\n this.overrideMaterialManager.render(renderer, scene, camera);\n } else {\n renderer.render(scene, camera);\n }\n camera.layers.mask = mask;\n scene.background = background;\n renderer.shadowMap.autoUpdate = shadowMapAutoUpdate;\n }\n};\n\n// src/effects/glsl/god-rays.frag\nvar god_rays_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=texture2D(map,uv);}\";\n\n// src/effects/GodRaysEffect.js\nvar v = /* @__PURE__ */ new import_three35.Vector3();\nvar m = /* @__PURE__ */ new import_three35.Matrix4();\nvar GodRaysEffect = class extends Effect {\n /**\n * Constructs a new god rays effect.\n *\n * @param {Camera} [camera] - The main camera.\n * @param {Mesh|Points} [lightSource] - The light source. Must not write depth and has to be flagged as transparent.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.\n * @param {Number} [options.samples=60.0] - The number of samples per pixel.\n * @param {Number} [options.density=0.96] - The density of the light rays.\n * @param {Number} [options.decay=0.9] - An illumination decay factor.\n * @param {Number} [options.weight=0.4] - A light ray weight factor.\n * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient.\n * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n * @param {KernelSize} [options.kernelSize=KernelSize.SMALL] - The blur kernel size. Has no effect if blur is disabled.\n * @param {Boolean} [options.blur=true] - Whether the god rays should be blurred to reduce artifacts.\n */\n constructor(camera, lightSource, {\n blendFunction = BlendFunction.SCREEN,\n samples = 60,\n density = 0.96,\n decay = 0.9,\n weight = 0.4,\n exposure = 0.6,\n clampMax = 1,\n blur = true,\n kernelSize = KernelSize.SMALL,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"GodRaysEffect\", god_rays_default, {\n blendFunction,\n attributes: EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"map\", new import_three35.Uniform(null)]\n ])\n });\n this.camera = camera;\n this._lightSource = lightSource;\n this.lightSource = lightSource;\n this.lightScene = new import_three35.Scene();\n this.screenPosition = new import_three35.Vector2();\n this.renderTargetA = new import_three35.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"GodRays.Target.A\";\n this.renderTargetB = this.renderTargetA.clone();\n this.renderTargetB.texture.name = \"GodRays.Target.B\";\n this.uniforms.get(\"map\").value = this.renderTargetB.texture;\n this.renderTargetLight = new import_three35.WebGLRenderTarget(1, 1);\n this.renderTargetLight.texture.name = \"GodRays.Light\";\n this.renderTargetLight.depthTexture = new import_three35.DepthTexture();\n this.renderPassLight = new RenderPass(this.lightScene, camera);\n this.renderPassLight.clearPass.overrideClearColor = new import_three35.Color(0);\n this.clearPass = new ClearPass(true, false, false);\n this.clearPass.overrideClearColor = new import_three35.Color(0);\n this.blurPass = new KawaseBlurPass({ kernelSize });\n this.blurPass.enabled = blur;\n this.depthMaskPass = new ShaderPass(new DepthMaskMaterial());\n const depthMaskMaterial = this.depthMaskMaterial;\n depthMaskMaterial.depthBuffer1 = this.renderTargetLight.depthTexture;\n depthMaskMaterial.copyCameraSettings(camera);\n this.godRaysPass = new ShaderPass(new GodRaysMaterial(this.screenPosition));\n const godRaysMaterial = this.godRaysMaterial;\n godRaysMaterial.density = density;\n godRaysMaterial.decay = decay;\n godRaysMaterial.weight = weight;\n godRaysMaterial.exposure = exposure;\n godRaysMaterial.maxIntensity = clampMax;\n godRaysMaterial.samples = samples;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n set mainCamera(value) {\n this.camera = value;\n this.renderPassLight.mainCamera = value;\n this.depthMaskMaterial.copyCameraSettings(value);\n }\n /**\n * Sets the light source.\n *\n * @type {Mesh|Points}\n */\n get lightSource() {\n return this._lightSource;\n }\n set lightSource(value) {\n this._lightSource = value;\n if (value !== null) {\n value.material.depthWrite = false;\n value.material.transparent = true;\n }\n }\n /**\n * Returns the blur pass that reduces aliasing artifacts and makes the light softer.\n *\n * @deprecated Use blurPass instead.\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * A texture that contains the intermediate result of this effect.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTargetB.texture;\n }\n /**\n * Returns the god rays texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.texture;\n }\n /**\n * The depth mask material.\n *\n * @type {DepthMaskMaterial}\n * @private\n */\n get depthMaskMaterial() {\n return this.depthMaskPass.fullscreenMaterial;\n }\n /**\n * The internal god rays material.\n *\n * @type {GodRaysMaterial}\n */\n get godRaysMaterial() {\n return this.godRaysPass.fullscreenMaterial;\n }\n /**\n * Returns the god rays material.\n *\n * @deprecated Use godRaysMaterial instead.\n * @return {GodRaysMaterial} The material.\n */\n getGodRaysMaterial() {\n return this.godRaysMaterial;\n }\n /**\n * Returns the resolution of this effect.\n *\n * @deprecated Use resolution instead.\n * @return {GodRaysMaterial} The material.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.width instead.\n */\n get width() {\n return this.resolution.width;\n }\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.height instead.\n */\n get height() {\n return this.resolution.height;\n }\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get dithering() {\n return this.godRaysMaterial.dithering;\n }\n set dithering(value) {\n const material = this.godRaysMaterial;\n material.dithering = value;\n material.needsUpdate = true;\n }\n /**\n * Indicates whether the god rays should be blurred to reduce artifacts.\n *\n * @type {Boolean}\n * @deprecated Use blurPass.enabled instead.\n */\n get blur() {\n return this.blurPass.enabled;\n }\n set blur(value) {\n this.blurPass.enabled = value;\n }\n /**\n * The blur kernel size.\n *\n * @type {KernelSize}\n * @deprecated Use blurPass.kernelSize instead.\n */\n get kernelSize() {\n return this.blurPass.kernelSize;\n }\n set kernelSize(value) {\n this.blurPass.kernelSize = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * The number of samples per pixel.\n *\n * @type {Number}\n * @deprecated Use godRaysMaterial.samples instead.\n */\n get samples() {\n return this.godRaysMaterial.samples;\n }\n /**\n * A higher sample count improves quality at the cost of performance.\n *\n * @type {Number}\n * @deprecated Use godRaysMaterial.samples instead.\n */\n set samples(value) {\n this.godRaysMaterial.samples = value;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {Number} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three35.BasicDepthPacking) {\n this.depthMaskPass.fullscreenMaterial.depthBuffer0 = depthTexture;\n this.depthMaskPass.fullscreenMaterial.depthPacking0 = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const lightSource = this.lightSource;\n const parent = lightSource.parent;\n const matrixAutoUpdate = lightSource.matrixAutoUpdate;\n const renderTargetA = this.renderTargetA;\n const renderTargetLight = this.renderTargetLight;\n lightSource.material.depthWrite = true;\n lightSource.matrixAutoUpdate = false;\n lightSource.updateWorldMatrix(true, false);\n if (parent !== null) {\n if (!matrixAutoUpdate) {\n m.copy(lightSource.matrix);\n }\n lightSource.matrix.copy(lightSource.matrixWorld);\n }\n this.lightScene.add(lightSource);\n this.renderPassLight.render(renderer, renderTargetLight);\n this.clearPass.render(renderer, renderTargetA);\n this.depthMaskPass.render(renderer, renderTargetLight, renderTargetA);\n lightSource.material.depthWrite = false;\n lightSource.matrixAutoUpdate = matrixAutoUpdate;\n if (parent !== null) {\n if (!matrixAutoUpdate) {\n lightSource.matrix.copy(m);\n }\n parent.add(lightSource);\n }\n v.setFromMatrixPosition(lightSource.matrixWorld).project(this.camera);\n this.screenPosition.set(\n Math.min(Math.max((v.x + 1) * 0.5, -1), 2),\n Math.min(Math.max((v.y + 1) * 0.5, -1), 2)\n );\n if (this.blurPass.enabled) {\n this.blurPass.render(renderer, renderTargetA, renderTargetA);\n }\n this.godRaysPass.render(renderer, renderTargetA, this.renderTargetB);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.renderTargetLight.setSize(w, h);\n this.blurPass.resolution.copy(resolution);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, frameBufferType);\n this.renderPassLight.initialize(renderer, alpha, frameBufferType);\n this.depthMaskPass.initialize(renderer, alpha, frameBufferType);\n this.godRaysPass.initialize(renderer, alpha, frameBufferType);\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n this.renderTargetLight.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three35.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three35.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three35.SRGBColorSpace;\n this.renderTargetLight.texture.colorSpace = import_three35.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/GridEffect.js\nvar import_three36 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/grid.frag\nvar grid_default = \"uniform vec2 scale;uniform float lineWidth;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){float grid=0.5-max(abs(mod(uv.x*scale.x,1.0)-0.5),abs(mod(uv.y*scale.y,1.0)-0.5));outputColor=vec4(vec3(smoothstep(0.0,lineWidth,grid)),inputColor.a);}\";\n\n// src/effects/GridEffect.js\nvar GridEffect = class extends Effect {\n /**\n * Constructs a new grid effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.OVERLAY] - The blend function of this effect.\n * @param {Number} [options.scale=1.0] - The scale of the grid pattern.\n * @param {Number} [options.lineWidth=0.0] - The line width of the grid pattern.\n */\n constructor({ blendFunction = BlendFunction.OVERLAY, scale = 1, lineWidth = 0 } = {}) {\n super(\"GridEffect\", grid_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"scale\", new import_three36.Uniform(new import_three36.Vector2())],\n [\"lineWidth\", new import_three36.Uniform(lineWidth)]\n ])\n });\n this.resolution = new import_three36.Vector2();\n this.s = 0;\n this.scale = scale;\n this.l = 0;\n this.lineWidth = lineWidth;\n }\n /**\n * The scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.s;\n }\n set scale(value) {\n this.s = Math.max(value, 1e-6);\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the current grid scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The grid scale.\n */\n getScale() {\n return this.scale;\n }\n /**\n * Sets the grid scale.\n *\n * @deprecated Use scale instead.\n * @param {Number} value - The new grid scale.\n */\n setScale(value) {\n this.scale = value;\n }\n /**\n * The line width.\n *\n * @type {Number}\n */\n get lineWidth() {\n return this.l;\n }\n set lineWidth(value) {\n this.l = value;\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the current grid line width.\n *\n * @deprecated Use lineWidth instead.\n * @return {Number} The grid line width.\n */\n getLineWidth() {\n return this.lineWidth;\n }\n /**\n * Sets the grid line width.\n *\n * @deprecated Use lineWidth instead.\n * @param {Number} value - The new grid line width.\n */\n setLineWidth(value) {\n this.lineWidth = value;\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.resolution.set(width, height);\n const aspect = width / height;\n const scale = this.scale * (height * 0.125);\n this.uniforms.get(\"scale\").value.set(aspect * scale, scale);\n this.uniforms.get(\"lineWidth\").value = scale / height + this.lineWidth;\n }\n};\n\n// src/effects/HueSaturationEffect.js\nvar import_three37 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/hue-saturation.frag\nvar hue_saturation_default = \"uniform vec3 hue;uniform float saturation;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=vec3(dot(inputColor.rgb,hue.xyz),dot(inputColor.rgb,hue.zxy),dot(inputColor.rgb,hue.yzx));float average=(color.r+color.g+color.b)/3.0;vec3 diff=average-color;if(saturation>0.0){color+=diff*(1.0-1.0/(1.001-saturation));}else{color+=diff*-saturation;}outputColor=vec4(min(color,1.0),inputColor.a);}\";\n\n// src/effects/HueSaturationEffect.js\nvar HueSaturationEffect = class extends Effect {\n /**\n * Constructs a new hue/saturation effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Number} [options.hue=0.0] - The hue in radians.\n * @param {Number} [options.saturation=0.0] - The saturation factor, ranging from -1 to 1, where 0 means no change.\n */\n constructor({ blendFunction = BlendFunction.SRC, hue = 0, saturation = 0 } = {}) {\n super(\"HueSaturationEffect\", hue_saturation_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"hue\", new import_three37.Uniform(new import_three37.Vector3())],\n [\"saturation\", new import_three37.Uniform(saturation)]\n ])\n });\n this.hue = hue;\n }\n /**\n * The saturation.\n *\n * @type {Number}\n */\n get saturation() {\n return this.uniforms.get(\"saturation\").value;\n }\n set saturation(value) {\n this.uniforms.get(\"saturation\").value = value;\n }\n /**\n * Returns the saturation.\n *\n * @deprecated Use saturation instead.\n * @return {Number} The saturation.\n */\n getSaturation() {\n return this.saturation;\n }\n /**\n * Sets the saturation.\n *\n * @deprecated Use saturation instead.\n * @param {Number} value - The saturation.\n */\n setSaturation(value) {\n this.saturation = value;\n }\n /**\n * The hue.\n *\n * @type {Number}\n */\n get hue() {\n const hue = this.uniforms.get(\"hue\").value;\n return Math.acos((hue.x * 3 - 1) / 2);\n }\n set hue(value) {\n const s = Math.sin(value), c2 = Math.cos(value);\n this.uniforms.get(\"hue\").value.set(\n (2 * c2 + 1) / 3,\n (-Math.sqrt(3) * s - c2 + 1) / 3,\n (Math.sqrt(3) * s - c2 + 1) / 3\n );\n }\n /**\n * Returns the hue.\n *\n * @deprecated Use hue instead.\n * @return {Number} The hue in radians.\n */\n getHue() {\n return this.hue;\n }\n /**\n * Sets the hue.\n *\n * @deprecated Use hue instead.\n * @param {Number} value - The hue in radians.\n */\n setHue(value) {\n this.hue = value;\n }\n};\n\n// src/effects/LensDistortionEffect.js\nvar import_three38 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/lens-distortion.frag\nvar lens_distortion_default = \"uniform vec2 distortion;uniform vec2 principalPoint;uniform vec2 focalLength;uniform float skew;float mask(const in vec2 uv){return float(uv.s>=0.0&&uv.s<=1.0&&uv.t>=0.0&&uv.t<=1.0);}void mainUv(inout vec2 uv){vec2 xn=2.0*(uv.st-0.5);vec3 xDistorted=vec3((1.0+distortion*dot(xn,xn))*xn,1.0);mat3 kk=mat3(vec3(focalLength.x,0.0,0.0),vec3(skew*focalLength.x,focalLength.y,0.0),vec3(principalPoint.x,principalPoint.y,1.0));uv=(kk*xDistorted).xy*0.5+0.5;}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=mask(uv)*inputColor;}\";\n\n// src/effects/LensDistortionEffect.js\nvar LensDistortionEffect = class extends Effect {\n /**\n * Constructs a new lens distortion effect.\n *\n * @param {Object} [options] - The options.\n * @param {Vector2} [options.distortion] - The distortion value.\n * @param {Vector2} [options.principalPoint] - The center point.\n * @param {Vector2} [options.focalLength] - The focal length.\n * @param {Number} [options.skew=0] - The skew value.\n */\n constructor({\n distortion = new import_three38.Vector2(0, 0),\n principalPoint = new import_three38.Vector2(0, 0),\n focalLength = new import_three38.Vector2(1, 1),\n skew = 0\n } = {}) {\n super(\"LensDistortionEffect\", lens_distortion_default, {\n uniforms: /* @__PURE__ */ new Map([\n [\"distortion\", new import_three38.Uniform(distortion)],\n [\"principalPoint\", new import_three38.Uniform(principalPoint)],\n [\"focalLength\", new import_three38.Uniform(focalLength)],\n [\"skew\", new import_three38.Uniform(skew)]\n ])\n });\n }\n /**\n * The radial distortion coefficients. Default is (0, 0).\n *\n * @type {Vector2}\n */\n get distortion() {\n return this.uniforms.get(\"distortion\").value;\n }\n set distortion(value) {\n this.uniforms.get(\"distortion\").value = value;\n }\n /**\n * The principal point. Default is (0, 0).\n *\n * @type {Vector2}\n */\n get principalPoint() {\n return this.uniforms.get(\"principalPoint\").value;\n }\n set principalPoint(value) {\n this.uniforms.get(\"principalPoint\").value = value;\n }\n /**\n * The focal length. Default is (1, 1).\n *\n * @type {Vector2}\n */\n get focalLength() {\n return this.uniforms.get(\"focalLength\").value;\n }\n set focalLength(value) {\n this.uniforms.get(\"focalLength\").value = value;\n }\n /**\n * The skew factor in radians.\n *\n * @type {Number}\n */\n get skew() {\n return this.uniforms.get(\"skew\").value;\n }\n set skew(value) {\n this.uniforms.get(\"skew\").value = value;\n }\n};\n\n// src/effects/LUT1DEffect.js\nvar import_three39 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/lut-1d.frag\nvar lut_1d_default = \"#ifdef LUT_PRECISION_HIGH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D lut;\\n#else\\nuniform mediump sampler2D lut;\\n#endif\\n#else\\nuniform lowp sampler2D lut;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=vec4(texture2D(lut,vec2(inputColor.r,0.5)).r,texture2D(lut,vec2(inputColor.g,0.5)).r,texture2D(lut,vec2(inputColor.b,0.5)).r,inputColor.a);}\";\n\n// src/effects/LUT1DEffect.js\nvar LUT1DEffect = class extends Effect {\n /**\n * Constructs a new color grading effect.\n *\n * @param {Texture} lut - The lookup texture.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n */\n constructor(lut, { blendFunction = BlendFunction.SRC } = {}) {\n super(\"LUT1DEffect\", lut_1d_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([[\"lut\", new import_three39.Uniform(null)]])\n });\n this.lut = lut;\n }\n /**\n * The LUT.\n *\n * @type {Texture}\n */\n get lut() {\n return this.uniforms.get(\"lut\").value;\n }\n set lut(value) {\n this.uniforms.get(\"lut\").value = value;\n if (value !== null && (value.type === import_three39.FloatType || value.type === import_three39.HalfFloatType)) {\n this.defines.set(\"LUT_PRECISION_HIGH\", \"1\");\n }\n }\n};\n\n// src/effects/LUT3DEffect.js\nvar import_three41 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/textures/lut/LookupTexture.js\nvar import_three40 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/LUTOperation.js\nvar LUTOperation = {\n SCALE_UP: \"lut.scaleup\"\n};\n\n// src/textures/RawImageData.js\nfunction createCanvas(width, height, data) {\n const canvas = document.createElement(\"canvas\");\n const context = canvas.getContext(\"2d\");\n canvas.width = width;\n canvas.height = height;\n if (data instanceof Image) {\n context.drawImage(data, 0, 0);\n } else {\n const imageData = context.createImageData(width, height);\n imageData.data.set(data);\n context.putImageData(imageData, 0, 0);\n }\n return canvas;\n}\nvar RawImageData = class _RawImageData {\n /**\n * Constructs a new image data container.\n *\n * @param {Number} [width=0] - The width of the image.\n * @param {Number} [height=0] - The height of the image.\n * @param {Uint8ClampedArray} [data=null] - The image data.\n */\n constructor(width = 0, height = 0, data = null) {\n this.width = width;\n this.height = height;\n this.data = data;\n }\n /**\n * Creates a canvas from this image data.\n *\n * @return {Canvas} The canvas, or null if it couldn't be created.\n */\n toCanvas() {\n return typeof document === \"undefined\" ? null : createCanvas(this.width, this.height, this.data);\n }\n /**\n * Creates a new image data container.\n *\n * @param {ImageData|Image} image - An image or plain image data.\n * @return {RawImageData} The image data.\n */\n static from(image) {\n const { width, height } = image;\n let data;\n if (image instanceof Image) {\n const canvas = createCanvas(width, height, image);\n if (canvas !== null) {\n const context = canvas.getContext(\"2d\");\n data = context.getImageData(0, 0, width, height).data;\n }\n } else {\n data = image.data;\n }\n return new _RawImageData(width, height, data);\n }\n};\n\n// tmp/lut/worker.txt\nvar worker_default = '\"use strict\";(()=>{var O={SCALE_UP:\"lut.scaleup\"};var _=[new Float32Array(3),new Float32Array(3)],n=[new Float32Array(3),new Float32Array(3),new Float32Array(3),new Float32Array(3)],Z=[[new Float32Array([0,0,0]),new Float32Array([1,0,0]),new Float32Array([1,1,0]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([1,0,0]),new Float32Array([1,0,1]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,0,1]),new Float32Array([1,0,1]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,1,0]),new Float32Array([1,1,0]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,1,0]),new Float32Array([0,1,1]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,0,1]),new Float32Array([0,1,1]),new Float32Array([1,1,1])]];function d(a,t,r,m){let i=r[0]-t[0],e=r[1]-t[1],y=r[2]-t[2],h=a[0]-t[0],A=a[1]-t[1],w=a[2]-t[2],c=e*w-y*A,l=y*h-i*w,x=i*A-e*h,u=Math.sqrt(c*c+l*l+x*x),b=u*.5,s=c/u,F=l/u,f=x/u,p=-(a[0]*s+a[1]*F+a[2]*f),M=m[0]*s+m[1]*F+m[2]*f;return Math.abs(M+p)*b/3}function V(a,t,r,m,i,e){let y=(r+m*t+i*t*t)*4;e[0]=a[y+0],e[1]=a[y+1],e[2]=a[y+2]}function k(a,t,r,m,i,e){let y=r*(t-1),h=m*(t-1),A=i*(t-1),w=Math.floor(y),c=Math.floor(h),l=Math.floor(A),x=Math.ceil(y),u=Math.ceil(h),b=Math.ceil(A),s=y-w,F=h-c,f=A-l;if(w===y&&c===h&&l===A)V(a,t,y,h,A,e);else{let p;s>=F&&F>=f?p=Z[0]:s>=f&&f>=F?p=Z[1]:f>=s&&s>=F?p=Z[2]:F>=s&&s>=f?p=Z[3]:F>=f&&f>=s?p=Z[4]:f>=F&&F>=s&&(p=Z[5]);let[M,g,X,Y]=p,P=_[0];P[0]=s,P[1]=F,P[2]=f;let o=_[1],L=x-w,S=u-c,U=b-l;o[0]=L*M[0]+w,o[1]=S*M[1]+c,o[2]=U*M[2]+l,V(a,t,o[0],o[1],o[2],n[0]),o[0]=L*g[0]+w,o[1]=S*g[1]+c,o[2]=U*g[2]+l,V(a,t,o[0],o[1],o[2],n[1]),o[0]=L*X[0]+w,o[1]=S*X[1]+c,o[2]=U*X[2]+l,V(a,t,o[0],o[1],o[2],n[2]),o[0]=L*Y[0]+w,o[1]=S*Y[1]+c,o[2]=U*Y[2]+l,V(a,t,o[0],o[1],o[2],n[3]);let T=d(g,X,Y,P)*6,q=d(M,X,Y,P)*6,C=d(M,g,Y,P)*6,E=d(M,g,X,P)*6;n[0][0]*=T,n[0][1]*=T,n[0][2]*=T,n[1][0]*=q,n[1][1]*=q,n[1][2]*=q,n[2][0]*=C,n[2][1]*=C,n[2][2]*=C,n[3][0]*=E,n[3][1]*=E,n[3][2]*=E,e[0]=n[0][0]+n[1][0]+n[2][0]+n[3][0],e[1]=n[0][1]+n[1][1]+n[2][1]+n[3][1],e[2]=n[0][2]+n[1][2]+n[2][2]+n[3][2]}}var v=class{static expand(t,r){let m=Math.cbrt(t.length/4),i=new Float32Array(3),e=new t.constructor(r**3*4),y=t instanceof Uint8Array?255:1,h=r**2,A=1/(r-1);for(let w=0;w{let t=a.data,r=t.data;switch(t.operation){case O.SCALE_UP:r=v.expand(r,t.size);break}postMessage(r,[r.buffer]),close()});})();\\n';\n\n// src/textures/lut/LookupTexture.js\nvar c = /* @__PURE__ */ new import_three40.Color();\nvar LookupTexture = class _LookupTexture extends import_three40.Data3DTexture {\n /**\n * Constructs a cubic 3D lookup texture.\n *\n * @param {TypedArray} data - The pixel data. The default format is RGBA.\n * @param {Number} size - The sidelength.\n */\n constructor(data, size) {\n super(data, size, size, size);\n this.type = import_three40.FloatType;\n this.format = import_three40.RGBAFormat;\n this.minFilter = import_three40.LinearFilter;\n this.magFilter = import_three40.LinearFilter;\n this.wrapS = import_three40.ClampToEdgeWrapping;\n this.wrapT = import_three40.ClampToEdgeWrapping;\n this.wrapR = import_three40.ClampToEdgeWrapping;\n this.unpackAlignment = 1;\n this.needsUpdate = true;\n this.colorSpace = import_three40.LinearSRGBColorSpace;\n this.domainMin = new import_three40.Vector3(0, 0, 0);\n this.domainMax = new import_three40.Vector3(1, 1, 1);\n }\n /**\n * Indicates that this is an instance of LookupTexture3D.\n *\n * @type {Boolean}\n * @deprecated\n */\n get isLookupTexture3D() {\n return true;\n }\n /**\n * Scales this LUT up to a given target size using tetrahedral interpolation.\n *\n * @param {Number} size - The target sidelength.\n * @param {Boolean} [transferData=true] - Extra fast mode. Set to false to keep the original data intact.\n * @return {Promise} A promise that resolves with a new LUT upon completion.\n */\n scaleUp(size, transferData = true) {\n const image = this.image;\n let promise;\n if (size <= image.width) {\n promise = Promise.reject(new Error(\"The target size must be greater than the current size\"));\n } else {\n promise = new Promise((resolve, reject) => {\n const workerURL = URL.createObjectURL(new Blob([worker_default], {\n type: \"text/javascript\"\n }));\n const worker = new Worker(workerURL);\n worker.addEventListener(\"error\", (event) => reject(event.error));\n worker.addEventListener(\"message\", (event) => {\n const lut = new _LookupTexture(event.data, size);\n this.colorSpace = lut.colorSpace;\n lut.type = this.type;\n lut.name = this.name;\n URL.revokeObjectURL(workerURL);\n resolve(lut);\n });\n const transferList = transferData ? [image.data.buffer] : [];\n worker.postMessage({\n operation: LUTOperation.SCALE_UP,\n data: image.data,\n size\n }, transferList);\n });\n }\n return promise;\n }\n /**\n * Applies the given LUT to this one.\n *\n * @param {LookupTexture} lut - A LUT. Must have the same dimensions, type and format as this LUT.\n * @return {LookupTexture} This texture.\n */\n applyLUT(lut) {\n const img0 = this.image;\n const img1 = lut.image;\n const size0 = Math.min(img0.width, img0.height, img0.depth);\n const size1 = Math.min(img1.width, img1.height, img1.depth);\n if (size0 !== size1) {\n console.error(\"Size mismatch\");\n } else if (lut.type !== import_three40.FloatType || this.type !== import_three40.FloatType) {\n console.error(\"Both LUTs must be FloatType textures\");\n } else if (lut.format !== import_three40.RGBAFormat || this.format !== import_three40.RGBAFormat) {\n console.error(\"Both LUTs must be RGBA textures\");\n } else {\n const data0 = img0.data;\n const data1 = img1.data;\n const size = size0;\n const sizeSq = size ** 2;\n const s = size - 1;\n for (let i = 0, l = size ** 3; i < l; ++i) {\n const i4 = i * 4;\n const r = data0[i4 + 0] * s;\n const g = data0[i4 + 1] * s;\n const b = data0[i4 + 2] * s;\n const iRGB = Math.round(r + g * size + b * sizeSq) * 4;\n data0[i4 + 0] = data1[iRGB + 0];\n data0[i4 + 1] = data1[iRGB + 1];\n data0[i4 + 2] = data1[iRGB + 2];\n }\n this.needsUpdate = true;\n }\n return this;\n }\n /**\n * Converts the LUT data into unsigned byte data.\n *\n * This is a lossy operation which should only be performed after all other transformations have been applied.\n *\n * @return {LookupTexture} This texture.\n */\n convertToUint8() {\n if (this.type === import_three40.FloatType) {\n const floatData = this.image.data;\n const uint8Data = new Uint8Array(floatData.length);\n for (let i = 0, l = floatData.length; i < l; ++i) {\n uint8Data[i] = floatData[i] * 255 + 0.5;\n }\n this.image.data = uint8Data;\n this.type = import_three40.UnsignedByteType;\n this.needsUpdate = true;\n }\n return this;\n }\n /**\n * Converts the LUT data into float data.\n *\n * @return {LookupTexture} This texture.\n */\n convertToFloat() {\n if (this.type === import_three40.UnsignedByteType) {\n const uint8Data = this.image.data;\n const floatData = new Float32Array(uint8Data.length);\n for (let i = 0, l = uint8Data.length; i < l; ++i) {\n floatData[i] = uint8Data[i] / 255;\n }\n this.image.data = floatData;\n this.type = import_three40.FloatType;\n this.needsUpdate = true;\n }\n return this;\n }\n /**\n * Converts this LUT into RGBA data.\n *\n * @deprecated LUTs are RGBA by default since three r137.\n * @return {LookupTexture} This texture.\n */\n convertToRGBA() {\n console.warn(\"LookupTexture\", \"convertToRGBA() is deprecated, LUTs are now RGBA by default\");\n return this;\n }\n /**\n * Converts the output of this LUT into sRGB color space.\n *\n * @return {LookupTexture} This texture.\n */\n convertLinearToSRGB() {\n const data = this.image.data;\n if (this.type === import_three40.FloatType) {\n for (let i = 0, l = data.length; i < l; i += 4) {\n c.fromArray(data, i).convertLinearToSRGB().toArray(data, i);\n }\n this.colorSpace = import_three40.SRGBColorSpace;\n this.needsUpdate = true;\n } else {\n console.error(\"Color space conversion requires FloatType data\");\n }\n return this;\n }\n /**\n * Converts the output of this LUT into linear color space.\n *\n * @return {LookupTexture} This texture.\n */\n convertSRGBToLinear() {\n const data = this.image.data;\n if (this.type === import_three40.FloatType) {\n for (let i = 0, l = data.length; i < l; i += 4) {\n c.fromArray(data, i).convertSRGBToLinear().toArray(data, i);\n }\n this.colorSpace = import_three40.LinearSRGBColorSpace;\n this.needsUpdate = true;\n } else {\n console.error(\"Color space conversion requires FloatType data\");\n }\n return this;\n }\n /**\n * Converts this LUT into a 2D data texture.\n *\n * Please note that custom input domains are not carried over to 2D textures.\n *\n * @return {DataTexture} The texture.\n */\n toDataTexture() {\n const width = this.image.width;\n const height = this.image.height * this.image.depth;\n const texture = new import_three40.DataTexture(this.image.data, width, height);\n texture.name = this.name;\n texture.type = this.type;\n texture.format = this.format;\n texture.minFilter = import_three40.LinearFilter;\n texture.magFilter = import_three40.LinearFilter;\n texture.wrapS = this.wrapS;\n texture.wrapT = this.wrapT;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n this.colorSpace = texture.colorSpace;\n return texture;\n }\n /**\n * Creates a new 3D LUT by copying a given LUT.\n *\n * Common image-based textures will be converted into 3D data textures.\n *\n * @param {Texture} texture - The LUT. Assumed to be cubic.\n * @return {LookupTexture} A new 3D LUT.\n */\n static from(texture) {\n const image = texture.image;\n const { width, height } = image;\n const size = Math.min(width, height);\n let data;\n if (image instanceof Image) {\n const rawImageData = RawImageData.from(image);\n const src = rawImageData.data;\n if (width > height) {\n data = new Uint8Array(src.length);\n for (let z = 0; z < size; ++z) {\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n const i4 = (x + z * size + y * size * size) * 4;\n const j4 = (x + y * size + z * size * size) * 4;\n data[j4 + 0] = src[i4 + 0];\n data[j4 + 1] = src[i4 + 1];\n data[j4 + 2] = src[i4 + 2];\n data[j4 + 3] = src[i4 + 3];\n }\n }\n }\n } else {\n data = new Uint8Array(src.buffer);\n }\n } else {\n data = image.data.slice();\n }\n const lut = new _LookupTexture(data, size);\n lut.type = texture.type;\n lut.name = texture.name;\n texture.colorSpace = lut.colorSpace;\n return lut;\n }\n /**\n * Creates a neutral 3D LUT.\n *\n * @param {Number} size - The sidelength.\n * @return {LookupTexture} A neutral 3D LUT.\n */\n static createNeutral(size) {\n const data = new Float32Array(size ** 3 * 4);\n const sizeSq = size ** 2;\n const s = 1 / (size - 1);\n for (let r = 0; r < size; ++r) {\n for (let g = 0; g < size; ++g) {\n for (let b = 0; b < size; ++b) {\n const i4 = (r + g * size + b * sizeSq) * 4;\n data[i4 + 0] = r * s;\n data[i4 + 1] = g * s;\n data[i4 + 2] = b * s;\n data[i4 + 3] = 1;\n }\n }\n }\n const lut = new _LookupTexture(data, size);\n lut.name = \"neutral\";\n return lut;\n }\n};\n\n// src/effects/glsl/lut-3d.frag\nvar lut_3d_default = \"uniform vec3 scale;uniform vec3 offset;\\n#ifdef CUSTOM_INPUT_DOMAIN\\nuniform vec3 domainMin;uniform vec3 domainMax;\\n#endif\\n#ifdef LUT_3D\\n#ifdef LUT_PRECISION_HIGH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler3D lut;\\n#else\\nuniform mediump sampler3D lut;\\n#endif\\n#else\\nuniform lowp sampler3D lut;\\n#endif\\nvec4 applyLUT(const in vec3 rgb){\\n#ifdef TETRAHEDRAL_INTERPOLATION\\nvec3 p=floor(rgb);vec3 f=rgb-p;vec3 v1=(p+0.5)*LUT_TEXEL_WIDTH;vec3 v4=(p+1.5)*LUT_TEXEL_WIDTH;vec3 v2,v3;vec3 frac;if(f.r>=f.g){if(f.g>f.b){frac=f.rgb;v2=vec3(v4.x,v1.y,v1.z);v3=vec3(v4.x,v4.y,v1.z);}else if(f.r>=f.b){frac=f.rbg;v2=vec3(v4.x,v1.y,v1.z);v3=vec3(v4.x,v1.y,v4.z);}else{frac=f.brg;v2=vec3(v1.x,v1.y,v4.z);v3=vec3(v4.x,v1.y,v4.z);}}else{if(f.b>f.g){frac=f.bgr;v2=vec3(v1.x,v1.y,v4.z);v3=vec3(v1.x,v4.y,v4.z);}else if(f.r>=f.b){frac=f.grb;v2=vec3(v1.x,v4.y,v1.z);v3=vec3(v4.x,v4.y,v1.z);}else{frac=f.gbr;v2=vec3(v1.x,v4.y,v1.z);v3=vec3(v1.x,v4.y,v4.z);}}vec4 n1=texture(lut,v1);vec4 n2=texture(lut,v2);vec4 n3=texture(lut,v3);vec4 n4=texture(lut,v4);vec4 weights=vec4(1.0-frac.x,frac.x-frac.y,frac.y-frac.z,frac.z);vec4 result=weights*mat4(vec4(n1.r,n2.r,n3.r,n4.r),vec4(n1.g,n2.g,n3.g,n4.g),vec4(n1.b,n2.b,n3.b,n4.b),vec4(1.0));return vec4(result.rgb,1.0);\\n#else\\nreturn texture(lut,rgb);\\n#endif\\n}\\n#else\\n#ifdef LUT_PRECISION_HIGH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D lut;\\n#else\\nuniform mediump sampler2D lut;\\n#endif\\n#else\\nuniform lowp sampler2D lut;\\n#endif\\nvec4 applyLUT(const in vec3 rgb){float slice=rgb.b*LUT_SIZE;float slice0=floor(slice);float interp=slice-slice0;float centeredInterp=interp-0.5;float slice1=slice0+sign(centeredInterp);\\n#ifdef LUT_STRIP_HORIZONTAL\\nfloat xOffset=clamp(rgb.r*LUT_TEXEL_HEIGHT,LUT_TEXEL_WIDTH*0.5,LUT_TEXEL_HEIGHT-LUT_TEXEL_WIDTH*0.5);vec2 uv0=vec2(slice0*LUT_TEXEL_HEIGHT+xOffset,rgb.g);vec2 uv1=vec2(slice1*LUT_TEXEL_HEIGHT+xOffset,rgb.g);\\n#else\\nfloat yOffset=clamp(rgb.g*LUT_TEXEL_WIDTH,LUT_TEXEL_HEIGHT*0.5,LUT_TEXEL_WIDTH-LUT_TEXEL_HEIGHT*0.5);vec2 uv0=vec2(rgb.r,slice0*LUT_TEXEL_WIDTH+yOffset);vec2 uv1=vec2(rgb.r,slice1*LUT_TEXEL_WIDTH+yOffset);\\n#endif\\nvec4 sample0=texture2D(lut,uv0);vec4 sample1=texture2D(lut,uv1);return mix(sample0,sample1,abs(centeredInterp));}\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 c=inputColor.rgb;\\n#ifdef CUSTOM_INPUT_DOMAIN\\nif(c.r>=domainMin.r&&c.g>=domainMin.g&&c.b>=domainMin.b&&c.r<=domainMax.r&&c.g<=domainMax.g&&c.b<=domainMax.b){c=applyLUT(scale*c+offset).rgb;}else{c=inputColor.rgb;}\\n#else\\n#if !defined(LUT_3D) || defined(TETRAHEDRAL_INTERPOLATION)\\nc=clamp(c,0.0,1.0);\\n#endif\\nc=applyLUT(scale*c+offset).rgb;\\n#endif\\noutputColor=vec4(c,inputColor.a);}\";\n\n// src/effects/LUT3DEffect.js\nvar LUT3DEffect = class extends Effect {\n /**\n * Constructs a new color grading effect.\n *\n * @param {Texture} lut - The lookup texture.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Boolean} [options.tetrahedralInterpolation=false] - Enables or disables tetrahedral interpolation.\n * @param {ColorSpace} [options.inputColorSpace=SRGBColorSpace] - The input color space.\n */\n constructor(lut, {\n blendFunction = BlendFunction.SRC,\n tetrahedralInterpolation = false,\n inputColorSpace = import_three41.SRGBColorSpace\n } = {}) {\n super(\"LUT3DEffect\", lut_3d_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"lut\", new import_three41.Uniform(null)],\n [\"scale\", new import_three41.Uniform(new import_three41.Vector3())],\n [\"offset\", new import_three41.Uniform(new import_three41.Vector3())],\n [\"domainMin\", new import_three41.Uniform(null)],\n [\"domainMax\", new import_three41.Uniform(null)]\n ])\n });\n this.tetrahedralInterpolation = tetrahedralInterpolation;\n this.inputColorSpace = inputColorSpace;\n this.lut = lut;\n }\n /**\n * The LUT.\n *\n * @type {Texture}\n */\n get lut() {\n return this.uniforms.get(\"lut\").value;\n }\n set lut(value) {\n const defines = this.defines;\n const uniforms = this.uniforms;\n if (this.lut !== value) {\n uniforms.get(\"lut\").value = value;\n if (value !== null) {\n const image = value.image;\n const tetrahedralInterpolation = this.tetrahedralInterpolation;\n defines.clear();\n defines.set(\"LUT_SIZE\", Math.min(image.width, image.height).toFixed(16));\n defines.set(\"LUT_TEXEL_WIDTH\", (1 / image.width).toFixed(16));\n defines.set(\"LUT_TEXEL_HEIGHT\", (1 / image.height).toFixed(16));\n uniforms.get(\"domainMin\").value = null;\n uniforms.get(\"domainMax\").value = null;\n if (value.type === import_three41.FloatType || value.type === import_three41.HalfFloatType) {\n defines.set(\"LUT_PRECISION_HIGH\", \"1\");\n }\n if (image.width > image.height) {\n defines.set(\"LUT_STRIP_HORIZONTAL\", \"1\");\n } else if (value instanceof import_three41.Data3DTexture) {\n defines.set(\"LUT_3D\", \"1\");\n }\n if (value instanceof LookupTexture) {\n const min = value.domainMin;\n const max = value.domainMax;\n if (min.x !== 0 || min.y !== 0 || min.z !== 0 || max.x !== 1 || max.y !== 1 || max.z !== 1) {\n defines.set(\"CUSTOM_INPUT_DOMAIN\", \"1\");\n uniforms.get(\"domainMin\").value = min.clone();\n uniforms.get(\"domainMax\").value = max.clone();\n }\n }\n this.tetrahedralInterpolation = tetrahedralInterpolation;\n }\n }\n }\n /**\n * Returns the current LUT.\n *\n * @deprecated Use lut instead.\n * @return {Texture} The LUT.\n */\n getLUT() {\n return this.lut;\n }\n /**\n * Sets the LUT.\n *\n * @deprecated Use lut instead.\n * @param {Texture} value - The LUT.\n */\n setLUT(value) {\n this.lut = value;\n }\n /**\n * Updates the scale and offset for the LUT sampling coordinates.\n *\n * @private\n */\n updateScaleOffset() {\n const lut = this.lut;\n if (lut !== null) {\n const size = Math.min(lut.image.width, lut.image.height);\n const scale = this.uniforms.get(\"scale\").value;\n const offset = this.uniforms.get(\"offset\").value;\n if (this.tetrahedralInterpolation && lut instanceof import_three41.Data3DTexture) {\n if (this.defines.has(\"CUSTOM_INPUT_DOMAIN\")) {\n const domainScale = lut.domainMax.clone().sub(lut.domainMin);\n scale.setScalar(size - 1).divide(domainScale);\n offset.copy(lut.domainMin).negate().multiply(scale);\n } else {\n scale.setScalar(size - 1);\n offset.setScalar(0);\n }\n } else {\n if (this.defines.has(\"CUSTOM_INPUT_DOMAIN\")) {\n const domainScale = lut.domainMax.clone().sub(lut.domainMin).multiplyScalar(size);\n scale.setScalar(size - 1).divide(domainScale);\n offset.copy(lut.domainMin).negate().multiply(scale).addScalar(1 / (2 * size));\n } else {\n scale.setScalar((size - 1) / size);\n offset.setScalar(1 / (2 * size));\n }\n }\n }\n }\n /**\n * Configures parameters for tetrahedral interpolation.\n *\n * @private\n */\n configureTetrahedralInterpolation() {\n const lut = this.lut;\n if (lut !== null) {\n lut.minFilter = import_three41.LinearFilter;\n lut.magFilter = import_three41.LinearFilter;\n if (this.tetrahedralInterpolation) {\n if (lut instanceof import_three41.Data3DTexture) {\n lut.minFilter = import_three41.NearestFilter;\n lut.magFilter = import_three41.NearestFilter;\n } else {\n console.warn(\"Tetrahedral interpolation requires a 3D texture\");\n }\n }\n if (lut.source === void 0) {\n lut.needsUpdate = true;\n }\n }\n }\n /**\n * Indicates whether tetrahedral interpolation is enabled. Requires a 3D LUT, disabled by default.\n *\n * Tetrahedral interpolation produces highly accurate results but is slower than hardware interpolation.\n *\n * @type {Boolean}\n */\n get tetrahedralInterpolation() {\n return this.defines.has(\"TETRAHEDRAL_INTERPOLATION\");\n }\n set tetrahedralInterpolation(value) {\n if (value) {\n this.defines.set(\"TETRAHEDRAL_INTERPOLATION\", \"1\");\n } else {\n this.defines.delete(\"TETRAHEDRAL_INTERPOLATION\");\n }\n this.configureTetrahedralInterpolation();\n this.updateScaleOffset();\n this.setChanged();\n }\n /**\n * Enables or disables tetrahedral interpolation.\n *\n * @deprecated Use tetrahedralInterpolation instead.\n * @param {Boolean} value - Whether tetrahedral interpolation should be enabled.\n */\n setTetrahedralInterpolationEnabled(value) {\n this.tetrahedralInterpolation = value;\n }\n};\n\n// src/enums/DepthCopyMode.js\nvar DepthCopyMode = {\n FULL: 0,\n SINGLE: 1\n};\n\n// src/enums/EdgeDetectionMode.js\nvar EdgeDetectionMode = {\n DEPTH: 0,\n LUMA: 1,\n COLOR: 2\n};\n\n// src/enums/PredicationMode.js\nvar PredicationMode = {\n DISABLED: 0,\n DEPTH: 1,\n CUSTOM: 2\n};\n\n// src/enums/SMAAPreset.js\nvar SMAAPreset = {\n LOW: 0,\n MEDIUM: 1,\n HIGH: 2,\n ULTRA: 3\n};\n\n// src/enums/ToneMappingMode.js\nvar ToneMappingMode = {\n LINEAR: 0,\n REINHARD: 1,\n REINHARD2: 2,\n REINHARD2_ADAPTIVE: 3,\n UNCHARTED2: 4,\n OPTIMIZED_CINEON: 5,\n ACES_FILMIC: 6,\n AGX: 7,\n NEUTRAL: 8\n};\n\n// src/enums/VignetteTechnique.js\nvar VignetteTechnique = {\n DEFAULT: 0,\n ESKIL: 1\n};\n\n// src/enums/WebGLExtension.js\nvar WebGLExtension = {\n DERIVATIVES: \"derivatives\",\n FRAG_DEPTH: \"fragDepth\",\n DRAW_BUFFERS: \"drawBuffers\",\n SHADER_TEXTURE_LOD: \"shaderTextureLOD\"\n};\n\n// src/effects/glsl/noise.frag\nvar noise_default = \"void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 noise=vec3(rand(uv*(1.0+time)));\\n#ifdef PREMULTIPLY\\noutputColor=vec4(min(inputColor.rgb*noise,vec3(1.0)),inputColor.a);\\n#else\\noutputColor=vec4(noise,inputColor.a);\\n#endif\\n}\";\n\n// src/effects/NoiseEffect.js\nvar NoiseEffect = class extends Effect {\n /**\n * Constructs a new noise effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.\n * @param {Boolean} [options.premultiply=false] - Whether the noise should be multiplied with the input colors prior to blending.\n */\n constructor({ blendFunction = BlendFunction.SCREEN, premultiply = false } = {}) {\n super(\"NoiseEffect\", noise_default, { blendFunction });\n this.premultiply = premultiply;\n }\n /**\n * Indicates whether noise will be multiplied with the input colors prior to blending.\n *\n * @type {Boolean}\n */\n get premultiply() {\n return this.defines.has(\"PREMULTIPLY\");\n }\n set premultiply(value) {\n if (this.premultiply !== value) {\n if (value) {\n this.defines.set(\"PREMULTIPLY\", \"1\");\n } else {\n this.defines.delete(\"PREMULTIPLY\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether noise will be multiplied with the input colors prior to blending.\n *\n * @deprecated Use premultiply instead.\n * @return {Boolean} Whether noise is premultiplied.\n */\n isPremultiplied() {\n return this.premultiply;\n }\n /**\n * Controls whether noise should be multiplied with the input colors prior to blending.\n *\n * @deprecated Use premultiply instead.\n * @param {Boolean} value - Whether noise should be premultiplied.\n */\n setPremultiplied(value) {\n this.premultiply = value;\n }\n};\n\n// src/effects/OutlineEffect.js\nvar import_three45 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/DepthComparisonMaterial.js\nvar import_three42 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/depth-comparison.frag\nvar depth_comparison_default = \"#include \\n#include \\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nuniform float cameraNear;uniform float cameraFar;centroid varying float vViewZ;centroid varying vec4 vProjTexCoord;void main(){\\n#include \\nvec2 projTexCoord=(vProjTexCoord.xy/vProjTexCoord.w)*0.5+0.5;projTexCoord=clamp(projTexCoord,0.002,0.998);\\n#if DEPTH_PACKING == 3201\\nfloat fragCoordZ=unpackRGBAToDepth(texture2D(depthBuffer,projTexCoord));\\n#else\\nfloat fragCoordZ=texture2D(depthBuffer,projTexCoord).r;\\n#endif\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(fragCoordZ,cameraNear,cameraFar);\\n#else\\nfloat viewZ=orthographicDepthToViewZ(fragCoordZ,cameraNear,cameraFar);\\n#endif\\nfloat depthTest=(-vViewZ>-viewZ)?1.0:0.0;gl_FragColor.rg=vec2(0.0,depthTest);}\";\n\n// src/materials/glsl/depth-comparison.vert\nvar depth_comparison_default2 = \"#include \\n#include \\n#include \\n#include \\nvarying float vViewZ;varying vec4 vProjTexCoord;void main(){\\n#include \\n#include \\n#include \\n#include \\n#include \\nvViewZ=mvPosition.z;vProjTexCoord=gl_Position;\\n#include \\n}\";\n\n// src/materials/DepthComparisonMaterial.js\nvar DepthComparisonMaterial = class extends import_three42.ShaderMaterial {\n /**\n * Constructs a new depth comparison material.\n *\n * @param {Texture} [depthTexture=null] - A depth texture.\n * @param {PerspectiveCamera} [camera] - A camera.\n */\n constructor(depthTexture = null, camera) {\n super({\n name: \"DepthComparisonMaterial\",\n defines: {\n DEPTH_PACKING: \"0\"\n },\n uniforms: {\n depthBuffer: new import_three42.Uniform(null),\n cameraNear: new import_three42.Uniform(0.3),\n cameraFar: new import_three42.Uniform(1e3)\n },\n blending: import_three42.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: depth_comparison_default,\n vertexShader: depth_comparison_default2\n });\n this.depthBuffer = depthTexture;\n this.depthPacking = import_three42.RGBADepthPacking;\n this.copyCameraSettings(camera);\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=RGBADepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three42.RGBADepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNear.value = camera.near;\n this.uniforms.cameraFar.value = camera.far;\n if (camera instanceof import_three42.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n};\n\n// src/materials/OutlineMaterial.js\nvar import_three43 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/outline.frag\nvar outline_default = \"uniform lowp sampler2D inputBuffer;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec2 c0=texture2D(inputBuffer,vUv0).rg;vec2 c1=texture2D(inputBuffer,vUv1).rg;vec2 c2=texture2D(inputBuffer,vUv2).rg;vec2 c3=texture2D(inputBuffer,vUv3).rg;float d0=(c0.x-c1.x)*0.5;float d1=(c2.x-c3.x)*0.5;float d=length(vec2(d0,d1));float a0=min(c0.y,c1.y);float a1=min(c2.y,c3.y);float visibilityFactor=min(a0,a1);gl_FragColor.rg=(1.0-visibilityFactor>0.001)?vec2(d,0.0):vec2(0.0,d);}\";\n\n// src/materials/glsl/outline.vert\nvar outline_default2 = \"uniform vec2 texelSize;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec2 uv=position.xy*0.5+0.5;vUv0=vec2(uv.x+texelSize.x,uv.y);vUv1=vec2(uv.x-texelSize.x,uv.y);vUv2=vec2(uv.x,uv.y+texelSize.y);vUv3=vec2(uv.x,uv.y-texelSize.y);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/OutlineMaterial.js\nvar OutlineMaterial = class extends import_three43.ShaderMaterial {\n /**\n * Constructs a new outline material.\n *\n * TODO Remove texelSize param.\n * @param {Vector2} [texelSize] - The screen texel size.\n */\n constructor(texelSize = new import_three43.Vector2()) {\n super({\n name: \"OutlineMaterial\",\n uniforms: {\n inputBuffer: new import_three43.Uniform(null),\n texelSize: new import_three43.Uniform(new import_three43.Vector2())\n },\n blending: import_three43.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: outline_default,\n vertexShader: outline_default2\n });\n this.uniforms.texelSize.value.set(texelSize.x, texelSize.y);\n this.uniforms.maskTexture = this.uniforms.inputBuffer;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the texel size.\n *\n * @deprecated Use setSize() instead.\n * @param {Number} x - The texel width.\n * @param {Number} y - The texel height.\n */\n setTexelSize(x, y) {\n this.uniforms.texelSize.value.set(x, y);\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/passes/DepthPass.js\nvar import_three44 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar DepthPass = class extends Pass {\n /**\n * Constructs a new depth pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use to render the scene.\n * @param {Object} [options] - The options.\n * @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(scene, camera, {\n renderTarget,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"DepthPass\");\n this.needsSwap = false;\n this.renderPass = new RenderPass(scene, camera, new import_three44.MeshDepthMaterial({\n depthPacking: import_three44.RGBADepthPacking\n }));\n const renderPass = this.renderPass;\n renderPass.skipShadowMapUpdate = true;\n renderPass.ignoreBackground = true;\n const clearPass = renderPass.clearPass;\n clearPass.overrideClearColor = new import_three44.Color(16777215);\n clearPass.overrideClearAlpha = 1;\n this.renderTarget = renderTarget;\n if (this.renderTarget === void 0) {\n this.renderTarget = new import_three44.WebGLRenderTarget(1, 1, {\n minFilter: import_three44.NearestFilter,\n magFilter: import_three44.NearestFilter\n });\n this.renderTarget.texture.name = \"DepthPass.Target\";\n }\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n set mainScene(value) {\n this.renderPass.mainScene = value;\n }\n set mainCamera(value) {\n this.renderPass.mainCamera = value;\n }\n /**\n * The depth texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the depth texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Renders the scene depth.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const renderTarget = this.renderToScreen ? null : this.renderTarget;\n this.renderPass.render(renderer, renderTarget);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n }\n};\n\n// src/effects/glsl/outline.frag\nvar outline_default3 = \"uniform lowp sampler2D edgeTexture;uniform lowp sampler2D maskTexture;uniform vec3 visibleEdgeColor;uniform vec3 hiddenEdgeColor;uniform float pulse;uniform float edgeStrength;\\n#ifdef USE_PATTERN\\nuniform lowp sampler2D patternTexture;varying vec2 vUvPattern;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec2 edge=texture2D(edgeTexture,uv).rg;vec2 mask=texture2D(maskTexture,uv).rg;\\n#ifndef X_RAY\\nedge.y=0.0;\\n#endif\\nedge*=(edgeStrength*mask.x*pulse);vec3 color=edge.x*visibleEdgeColor+edge.y*hiddenEdgeColor;float visibilityFactor=0.0;\\n#ifdef USE_PATTERN\\nvec4 patternColor=texture2D(patternTexture,vUvPattern);\\n#ifdef X_RAY\\nfloat hiddenFactor=0.5;\\n#else\\nfloat hiddenFactor=0.0;\\n#endif\\nvisibilityFactor=(1.0-mask.y>0.0)?1.0:hiddenFactor;visibilityFactor*=(1.0-mask.x)*patternColor.a;color+=visibilityFactor*patternColor.rgb;\\n#endif\\nfloat alpha=max(max(edge.x,edge.y),visibilityFactor);\\n#ifdef ALPHA\\noutputColor=vec4(color,alpha);\\n#else\\noutputColor=vec4(color,max(alpha,inputColor.a));\\n#endif\\n}\";\n\n// src/effects/glsl/outline.vert\nvar outline_default4 = \"uniform float patternScale;varying vec2 vUvPattern;void mainSupport(const in vec2 uv){vUvPattern=uv*vec2(aspect,1.0)*patternScale;}\";\n\n// src/effects/OutlineEffect.js\nvar OutlineEffect = class extends Effect {\n /**\n * Constructs a new outline effect.\n *\n * @param {Scene} scene - The main scene.\n * @param {Camera} camera - The main camera.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function. Use `BlendFunction.ALPHA` for dark outlines.\n * @param {Texture} [options.patternTexture=null] - A pattern texture.\n * @param {Number} [options.patternScale=1.0] - The pattern scale.\n * @param {Number} [options.edgeStrength=1.0] - The edge strength.\n * @param {Number} [options.pulseSpeed=0.0] - The pulse speed. A value of zero disables the pulse effect.\n * @param {Number} [options.visibleEdgeColor=0xffffff] - The color of visible edges.\n * @param {Number} [options.hiddenEdgeColor=0x22090a] - The color of hidden edges.\n * @param {KernelSize} [options.kernelSize=KernelSize.VERY_SMALL] - The blur kernel size.\n * @param {Boolean} [options.blur=false] - Whether the outline should be blurred.\n * @param {Boolean} [options.xRay=true] - Whether occluded parts of selected objects should be visible.\n * @param {Number} [options.multisampling=0] - The number of samples used for multisample antialiasing. Requires WebGL 2.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(scene, camera, {\n blendFunction = BlendFunction.SCREEN,\n patternTexture = null,\n patternScale = 1,\n edgeStrength = 1,\n pulseSpeed = 0,\n visibleEdgeColor = 16777215,\n hiddenEdgeColor = 2230538,\n kernelSize = KernelSize.VERY_SMALL,\n blur = false,\n xRay = true,\n multisampling = 0,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"OutlineEffect\", outline_default3, {\n uniforms: /* @__PURE__ */ new Map([\n [\"maskTexture\", new import_three45.Uniform(null)],\n [\"edgeTexture\", new import_three45.Uniform(null)],\n [\"edgeStrength\", new import_three45.Uniform(edgeStrength)],\n [\"visibleEdgeColor\", new import_three45.Uniform(new import_three45.Color(visibleEdgeColor))],\n [\"hiddenEdgeColor\", new import_three45.Uniform(new import_three45.Color(hiddenEdgeColor))],\n [\"pulse\", new import_three45.Uniform(1)],\n [\"patternScale\", new import_three45.Uniform(patternScale)],\n [\"patternTexture\", new import_three45.Uniform(null)]\n ])\n });\n this.blendMode.addEventListener(\"change\", (event) => {\n if (this.blendMode.blendFunction === BlendFunction.ALPHA) {\n this.defines.set(\"ALPHA\", \"1\");\n } else {\n this.defines.delete(\"ALPHA\");\n }\n this.setChanged();\n });\n this.blendMode.blendFunction = blendFunction;\n this.patternTexture = patternTexture;\n this.xRay = xRay;\n this.scene = scene;\n this.camera = camera;\n this.renderTargetMask = new import_three45.WebGLRenderTarget(1, 1);\n this.renderTargetMask.samples = multisampling;\n this.renderTargetMask.texture.name = \"Outline.Mask\";\n this.uniforms.get(\"maskTexture\").value = this.renderTargetMask.texture;\n this.renderTargetOutline = new import_three45.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetOutline.texture.name = \"Outline.Edges\";\n this.uniforms.get(\"edgeTexture\").value = this.renderTargetOutline.texture;\n this.clearPass = new ClearPass();\n this.clearPass.overrideClearColor = new import_three45.Color(0);\n this.clearPass.overrideClearAlpha = 1;\n this.depthPass = new DepthPass(scene, camera);\n this.maskPass = new RenderPass(scene, camera, new DepthComparisonMaterial(this.depthPass.texture, camera));\n const clearPass = this.maskPass.clearPass;\n clearPass.overrideClearColor = new import_three45.Color(16777215);\n clearPass.overrideClearAlpha = 1;\n this.blurPass = new KawaseBlurPass({ resolutionScale, resolutionX, resolutionY, kernelSize });\n this.blurPass.enabled = blur;\n const resolution = this.blurPass.resolution;\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.outlinePass = new ShaderPass(new OutlineMaterial());\n const outlineMaterial = this.outlinePass.fullscreenMaterial;\n outlineMaterial.inputBuffer = this.renderTargetMask.texture;\n this.time = 0;\n this.forceUpdate = true;\n this.selection = new Selection();\n this.selection.layer = 10;\n this.pulseSpeed = pulseSpeed;\n }\n set mainScene(value) {\n this.scene = value;\n this.depthPass.mainScene = value;\n this.maskPass.mainScene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n this.depthPass.mainCamera = value;\n this.maskPass.mainCamera = value;\n this.maskPass.overrideMaterial.copyCameraSettings(value);\n }\n /**\n * The resolution of this effect.\n *\n * @type {Resolution}\n */\n get resolution() {\n return this.blurPass.resolution;\n }\n /**\n * Returns the resolution.\n *\n * @return {Resizer} The resolution.\n */\n getResolution() {\n return this.blurPass.getResolution();\n }\n /**\n * The amount of MSAA samples.\n *\n * Requires WebGL 2. Set to zero to disable multisampling.\n *\n * @experimental Requires three >= r138.\n * @type {Number}\n */\n get multisampling() {\n return this.renderTargetMask.samples;\n }\n set multisampling(value) {\n this.renderTargetMask.samples = value;\n this.renderTargetMask.dispose();\n }\n /**\n * The pattern scale.\n *\n * @type {Number}\n */\n get patternScale() {\n return this.uniforms.get(\"patternScale\").value;\n }\n set patternScale(value) {\n this.uniforms.get(\"patternScale\").value = value;\n }\n /**\n * The edge strength.\n *\n * @type {Number}\n */\n get edgeStrength() {\n return this.uniforms.get(\"edgeStrength\").value;\n }\n set edgeStrength(value) {\n this.uniforms.get(\"edgeStrength\").value = value;\n }\n /**\n * The visible edge color.\n *\n * @type {Color}\n */\n get visibleEdgeColor() {\n return this.uniforms.get(\"visibleEdgeColor\").value;\n }\n set visibleEdgeColor(value) {\n this.uniforms.get(\"visibleEdgeColor\").value = value;\n }\n /**\n * The hidden edge color.\n *\n * @type {Color}\n */\n get hiddenEdgeColor() {\n return this.uniforms.get(\"hiddenEdgeColor\").value;\n }\n set hiddenEdgeColor(value) {\n this.uniforms.get(\"hiddenEdgeColor\").value = value;\n }\n /**\n * Returns the blur pass.\n *\n * @deprecated Use blurPass instead.\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * Returns the selection.\n *\n * @deprecated Use selection instead.\n * @return {Selection} The selection.\n */\n getSelection() {\n return this.selection;\n }\n /**\n * Returns the pulse speed.\n *\n * @deprecated Use pulseSpeed instead.\n * @return {Number} The speed.\n */\n getPulseSpeed() {\n return this.pulseSpeed;\n }\n /**\n * Sets the pulse speed. Set to zero to disable.\n *\n * @deprecated Use pulseSpeed instead.\n * @param {Number} value - The speed.\n */\n setPulseSpeed(value) {\n this.pulseSpeed = value;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.width instead.\n */\n get width() {\n return this.resolution.width;\n }\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.height instead.\n */\n get height() {\n return this.resolution.height;\n }\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * The selection layer.\n *\n * @type {Number}\n * @deprecated Use selection.layer instead.\n */\n get selectionLayer() {\n return this.selection.layer;\n }\n set selectionLayer(value) {\n this.selection.layer = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get dithering() {\n return this.blurPass.dithering;\n }\n set dithering(value) {\n this.blurPass.dithering = value;\n }\n /**\n * The blur kernel size.\n *\n * @type {KernelSize}\n * @deprecated Use blurPass.kernelSize instead.\n */\n get kernelSize() {\n return this.blurPass.kernelSize;\n }\n set kernelSize(value) {\n this.blurPass.kernelSize = value;\n }\n /**\n * Indicates whether the outlines should be blurred.\n *\n * @type {Boolean}\n * @deprecated Use blurPass.enabled instead.\n */\n get blur() {\n return this.blurPass.enabled;\n }\n set blur(value) {\n this.blurPass.enabled = value;\n }\n /**\n * Indicates whether X-ray mode is enabled.\n *\n * @type {Boolean}\n */\n get xRay() {\n return this.defines.has(\"X_RAY\");\n }\n set xRay(value) {\n if (this.xRay !== value) {\n if (value) {\n this.defines.set(\"X_RAY\", \"1\");\n } else {\n this.defines.delete(\"X_RAY\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether X-ray mode is enabled.\n *\n * @deprecated Use xRay instead.\n * @return {Boolean} Whether X-ray mode is enabled.\n */\n isXRayEnabled() {\n return this.xRay;\n }\n /**\n * Enables or disables X-ray outlines.\n *\n * @deprecated Use xRay instead.\n * @param {Boolean} value - Whether X-ray should be enabled.\n */\n setXRayEnabled(value) {\n this.xRay = value;\n }\n /**\n * The pattern texture. Set to `null` to disable.\n *\n * @type {Texture}\n */\n get patternTexture() {\n return this.uniforms.get(\"patternTexture\").value;\n }\n set patternTexture(value) {\n if (value !== null) {\n value.wrapS = value.wrapT = import_three45.RepeatWrapping;\n this.defines.set(\"USE_PATTERN\", \"1\");\n this.setVertexShader(outline_default4);\n } else {\n this.defines.delete(\"USE_PATTERN\");\n this.setVertexShader(null);\n }\n this.uniforms.get(\"patternTexture\").value = value;\n this.setChanged();\n }\n /**\n * Sets the pattern texture.\n *\n * @deprecated Use patternTexture instead.\n * @param {Texture} value - The new texture.\n */\n setPatternTexture(value) {\n this.patternTexture = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Clears the current selection and selects a list of objects.\n *\n * @param {Object3D[]} objects - The objects that should be outlined. This array will be copied.\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.set() instead.\n */\n setSelection(objects) {\n this.selection.set(objects);\n return this;\n }\n /**\n * Clears the list of selected objects.\n *\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.clear() instead.\n */\n clearSelection() {\n this.selection.clear();\n return this;\n }\n /**\n * Selects an object.\n *\n * @param {Object3D} object - The object that should be outlined.\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.add() instead.\n */\n selectObject(object) {\n this.selection.add(object);\n return this;\n }\n /**\n * Deselects an object.\n *\n * @param {Object3D} object - The object that should no longer be outlined.\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.delete() instead.\n */\n deselectObject(object) {\n this.selection.delete(object);\n return this;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const scene = this.scene;\n const camera = this.camera;\n const selection = this.selection;\n const uniforms = this.uniforms;\n const pulse = uniforms.get(\"pulse\");\n const background = scene.background;\n const mask = camera.layers.mask;\n if (this.forceUpdate || selection.size > 0) {\n scene.background = null;\n pulse.value = 1;\n if (this.pulseSpeed > 0) {\n pulse.value = Math.cos(this.time * this.pulseSpeed * 10) * 0.375 + 0.625;\n }\n this.time += deltaTime;\n selection.setVisible(false);\n this.depthPass.render(renderer);\n selection.setVisible(true);\n camera.layers.set(selection.layer);\n this.maskPass.render(renderer, this.renderTargetMask);\n camera.layers.mask = mask;\n scene.background = background;\n this.outlinePass.render(renderer, null, this.renderTargetOutline);\n if (this.blurPass.enabled) {\n this.blurPass.render(renderer, this.renderTargetOutline, this.renderTargetOutline);\n }\n }\n this.forceUpdate = selection.size > 0;\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.blurPass.setSize(width, height);\n this.renderTargetMask.setSize(width, height);\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.depthPass.setSize(w, h);\n this.renderTargetOutline.setSize(w, h);\n this.outlinePass.fullscreenMaterial.setSize(w, h);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, import_three45.UnsignedByteType);\n if (frameBufferType !== void 0) {\n this.depthPass.initialize(renderer, alpha, frameBufferType);\n this.maskPass.initialize(renderer, alpha, frameBufferType);\n this.outlinePass.initialize(renderer, alpha, frameBufferType);\n }\n }\n};\n\n// src/effects/PixelationEffect.js\nvar import_three46 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/pixelation.frag\nvar pixelation_default = \"uniform bool active;uniform vec4 d;void mainUv(inout vec2 uv){if(active){uv=d.xy*(floor(uv*d.zw)+0.5);}}\";\n\n// src/effects/PixelationEffect.js\nvar PixelationEffect = class extends Effect {\n /**\n * Constructs a new pixelation effect.\n *\n * @param {Object} [granularity=30.0] - The pixel granularity.\n */\n constructor(granularity = 30) {\n super(\"PixelationEffect\", pixelation_default, {\n uniforms: /* @__PURE__ */ new Map([\n [\"active\", new import_three46.Uniform(false)],\n [\"d\", new import_three46.Uniform(new import_three46.Vector4())]\n ])\n });\n this.resolution = new import_three46.Vector2();\n this._granularity = 0;\n this.granularity = granularity;\n }\n /**\n * The pixel granularity.\n *\n * A higher value yields coarser visuals.\n *\n * @type {Number}\n */\n get granularity() {\n return this._granularity;\n }\n set granularity(value) {\n let d = Math.floor(value);\n if (d % 2 > 0) {\n d += 1;\n }\n this._granularity = d;\n this.uniforms.get(\"active\").value = d > 0;\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the pixel granularity.\n *\n * @deprecated Use granularity instead.\n * @return {Number} The granularity.\n */\n getGranularity() {\n return this.granularity;\n }\n /**\n * Sets the pixel granularity.\n *\n * @deprecated Use granularity instead.\n * @param {Number} value - The new granularity.\n */\n setGranularity(value) {\n this.granularity = value;\n }\n /**\n * Updates the granularity.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.set(width, height);\n const d = this.granularity;\n const x = d / resolution.x;\n const y = d / resolution.y;\n this.uniforms.get(\"d\").value.set(x, y, 1 / x, 1 / y);\n }\n};\n\n// src/effects/RealisticBokehEffect.js\nvar import_three47 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/realistic-bokeh.frag\nvar realistic_bokeh_default = \"uniform float focus;uniform float focalLength;uniform float fStop;uniform float maxBlur;uniform float luminanceThreshold;uniform float luminanceGain;uniform float bias;uniform float fringe;\\n#ifdef MANUAL_DOF\\nuniform vec4 dof;\\n#endif\\n#ifdef PENTAGON\\nfloat pentagon(const in vec2 coords){const vec4 HS0=vec4(1.0,0.0,0.0,1.0);const vec4 HS1=vec4(0.309016994,0.951056516,0.0,1.0);const vec4 HS2=vec4(-0.809016994,0.587785252,0.0,1.0);const vec4 HS3=vec4(-0.809016994,-0.587785252,0.0,1.0);const vec4 HS4=vec4(0.309016994,-0.951056516,0.0,1.0);const vec4 HS5=vec4(0.0,0.0,1.0,1.0);const vec4 ONE=vec4(1.0);const float P_FEATHER=0.4;const float N_FEATHER=-P_FEATHER;float inOrOut=-4.0;vec4 P=vec4(coords,vec2(RINGS_FLOAT-1.3));vec4 dist=vec4(dot(P,HS0),dot(P,HS1),dot(P,HS2),dot(P,HS3));dist=smoothstep(N_FEATHER,P_FEATHER,dist);inOrOut+=dot(dist,ONE);dist.x=dot(P,HS4);dist.y=HS5.w-abs(P.z);dist=smoothstep(N_FEATHER,P_FEATHER,dist);inOrOut+=dist.x;return clamp(inOrOut,0.0,1.0);}\\n#endif\\nvec3 processTexel(const in vec2 coords,const in float blur){vec2 scale=texelSize*fringe*blur;vec3 c=vec3(texture2D(inputBuffer,coords+vec2(0.0,1.0)*scale).r,texture2D(inputBuffer,coords+vec2(-0.866,-0.5)*scale).g,texture2D(inputBuffer,coords+vec2(0.866,-0.5)*scale).b);float luminance=linearToRelativeLuminance(c);float threshold=max((luminance-luminanceThreshold)*luminanceGain,0.0);return c+mix(vec3(0.0),c,threshold*blur);}float gather(const in float i,const in float j,const in float ringSamples,const in vec2 uv,const in vec2 blurFactor,const in float blur,inout vec3 color){float step=PI2/ringSamples;vec2 wh=vec2(cos(j*step)*i,sin(j*step)*i);\\n#ifdef PENTAGON\\nfloat p=pentagon(wh);\\n#else\\nfloat p=1.0;\\n#endif\\ncolor+=processTexel(wh*blurFactor+uv,blur)*mix(1.0,i/RINGS_FLOAT,bias)*p;return mix(1.0,i/RINGS_FLOAT,bias)*p;}void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(depth,cameraNear,cameraFar);float linearDepth=viewZToOrthographicDepth(viewZ,cameraNear,cameraFar);\\n#else\\nfloat linearDepth=depth;\\n#endif\\n#ifdef MANUAL_DOF\\nfloat focalPlane=linearDepth-focus;float farDoF=(focalPlane-dof.z)/dof.w;float nearDoF=(-focalPlane-dof.x)/dof.y;float blur=(focalPlane>0.0)?farDoF:nearDoF;\\n#else\\nconst float CIRCLE_OF_CONFUSION=0.03;float focalPlaneMM=focus*1000.0;float depthMM=linearDepth*1000.0;float focalPlane=(depthMM*focalLength)/(depthMM-focalLength);float farDoF=(focalPlaneMM*focalLength)/(focalPlaneMM-focalLength);float nearDoF=(focalPlaneMM-focalLength)/(focalPlaneMM*fStop*CIRCLE_OF_CONFUSION);float blur=abs(focalPlane-farDoF)*nearDoF;\\n#endif\\nconst int MAX_RING_SAMPLES=RINGS_INT*SAMPLES_INT;blur=clamp(blur,0.0,1.0);vec3 color=inputColor.rgb;if(blur>=0.05){vec2 blurFactor=blur*maxBlur*texelSize;float s=1.0;int ringSamples;for(int i=1;i<=RINGS_INT;i++){ringSamples=i*SAMPLES_INT;for(int j=0;j=ringSamples){break;}s+=gather(float(i),float(j),float(ringSamples),uv,blurFactor,blur,color);}}color/=s;}\\n#ifdef SHOW_FOCUS\\nfloat edge=0.002*linearDepth;float m=clamp(smoothstep(0.0,edge,blur),0.0,1.0);float e=clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);color=mix(color,vec3(1.0,0.5,0.0),(1.0-m)*0.6);color=mix(color,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);\\n#endif\\noutputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/RealisticBokehEffect.js\nvar RealisticBokehEffect = class extends Effect {\n /**\n * Constructs a new bokeh effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.focus=1.0] - The focus distance in world units.\n * @param {Number} [options.focalLength=24.0] - The focal length of the main camera.\n * @param {Number} [options.fStop=0.9] - The ratio of the lens focal length to the diameter of the entrance pupil (aperture).\n * @param {Number} [options.luminanceThreshold=0.5] - A luminance threshold.\n * @param {Number} [options.luminanceGain=2.0] - A luminance gain factor.\n * @param {Number} [options.bias=0.5] - A blur bias.\n * @param {Number} [options.fringe=0.7] - A blur offset.\n * @param {Number} [options.maxBlur=1.0] - The maximum blur strength.\n * @param {Boolean} [options.rings=3] - The number of blur iterations.\n * @param {Boolean} [options.samples=2] - The amount of samples taken per ring.\n * @param {Boolean} [options.showFocus=false] - Whether the focal point should be highlighted. Useful for debugging.\n * @param {Boolean} [options.manualDoF=false] - Enables manual control over the depth of field.\n * @param {Boolean} [options.pentagon=false] - Enables pentagonal blur shapes. Requires a high number of rings and samples.\n */\n constructor({\n blendFunction,\n focus = 1,\n focalLength = 24,\n fStop = 0.9,\n luminanceThreshold = 0.5,\n luminanceGain = 2,\n bias = 0.5,\n fringe = 0.7,\n maxBlur = 1,\n rings = 3,\n samples = 2,\n showFocus = false,\n manualDoF = false,\n pentagon = false\n } = {}) {\n super(\"RealisticBokehEffect\", realistic_bokeh_default, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"focus\", new import_three47.Uniform(focus)],\n [\"focalLength\", new import_three47.Uniform(focalLength)],\n [\"fStop\", new import_three47.Uniform(fStop)],\n [\"luminanceThreshold\", new import_three47.Uniform(luminanceThreshold)],\n [\"luminanceGain\", new import_three47.Uniform(luminanceGain)],\n [\"bias\", new import_three47.Uniform(bias)],\n [\"fringe\", new import_three47.Uniform(fringe)],\n [\"maxBlur\", new import_three47.Uniform(maxBlur)],\n [\"dof\", new import_three47.Uniform(null)]\n ])\n });\n this.rings = rings;\n this.samples = samples;\n this.showFocus = showFocus;\n this.manualDoF = manualDoF;\n this.pentagon = pentagon;\n }\n /**\n * The amount of blur iterations.\n *\n * @type {Number}\n */\n get rings() {\n return Number.parseInt(this.defines.get(\"RINGS_INT\"));\n }\n set rings(value) {\n const r = Math.floor(value);\n this.defines.set(\"RINGS_INT\", r.toFixed(0));\n this.defines.set(\"RINGS_FLOAT\", r.toFixed(1));\n this.setChanged();\n }\n /**\n * The amount of blur samples per ring.\n *\n * @type {Number}\n */\n get samples() {\n return Number.parseInt(this.defines.get(\"SAMPLES_INT\"));\n }\n set samples(value) {\n const s = Math.floor(value);\n this.defines.set(\"SAMPLES_INT\", s.toFixed(0));\n this.defines.set(\"SAMPLES_FLOAT\", s.toFixed(1));\n this.setChanged();\n }\n /**\n * Indicates whether the focal point will be highlighted.\n *\n * @type {Boolean}\n */\n get showFocus() {\n return this.defines.has(\"SHOW_FOCUS\");\n }\n set showFocus(value) {\n if (this.showFocus !== value) {\n if (value) {\n this.defines.set(\"SHOW_FOCUS\", \"1\");\n } else {\n this.defines.delete(\"SHOW_FOCUS\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the Depth of Field should be calculated manually.\n *\n * If enabled, the Depth of Field can be adjusted via the `dof` uniform.\n *\n * @type {Boolean}\n */\n get manualDoF() {\n return this.defines.has(\"MANUAL_DOF\");\n }\n set manualDoF(value) {\n if (this.manualDoF !== value) {\n if (value) {\n this.defines.set(\"MANUAL_DOF\", \"1\");\n this.uniforms.get(\"dof\").value = new import_three47.Vector4(0.2, 1, 0.2, 2);\n } else {\n this.defines.delete(\"MANUAL_DOF\");\n this.uniforms.get(\"dof\").value = null;\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the blur shape should be pentagonal.\n *\n * @type {Boolean}\n */\n get pentagon() {\n return this.defines.has(\"PENTAGON\");\n }\n set pentagon(value) {\n if (this.pentagon !== value) {\n if (value) {\n this.defines.set(\"PENTAGON\", \"1\");\n } else {\n this.defines.delete(\"PENTAGON\");\n }\n this.setChanged();\n }\n }\n};\n\n// src/effects/ScanlineEffect.js\nvar import_three48 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/scanlines.frag\nvar scanlines_default = \"uniform float count;\\n#ifdef SCROLL\\nuniform float scrollSpeed;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){float y=uv.y;\\n#ifdef SCROLL\\ny+=time*scrollSpeed;\\n#endif\\nvec2 sl=vec2(sin(y*count),cos(y*count));outputColor=vec4(sl.xyx,inputColor.a);}\";\n\n// src/effects/ScanlineEffect.js\nvar ScanlineEffect = class extends Effect {\n /**\n * Constructs a new scanline effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.OVERLAY] - The blend function of this effect.\n * @param {Number} [options.density=1.25] - The scanline density.\n * @param {Number} [options.scrollSpeed=0.0] - The scanline scroll speed.\n */\n constructor({ blendFunction = BlendFunction.OVERLAY, density = 1.25, scrollSpeed = 0 } = {}) {\n super(\"ScanlineEffect\", scanlines_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"count\", new import_three48.Uniform(0)],\n [\"scrollSpeed\", new import_three48.Uniform(0)]\n ])\n });\n this.resolution = new import_three48.Vector2();\n this.d = density;\n this.scrollSpeed = scrollSpeed;\n }\n /**\n * The scanline density.\n *\n * @type {Number}\n */\n get density() {\n return this.d;\n }\n set density(value) {\n this.d = value;\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the current scanline density.\n *\n * @deprecated Use density instead.\n * @return {Number} The scanline density.\n */\n getDensity() {\n return this.density;\n }\n /**\n * Sets the scanline density.\n *\n * @deprecated Use density instead.\n * @param {Number} value - The new scanline density.\n */\n setDensity(value) {\n this.density = value;\n }\n /**\n * The scanline scroll speed. Default is 0 (disabled).\n *\n * @type {Number}\n */\n get scrollSpeed() {\n return this.uniforms.get(\"scrollSpeed\").value;\n }\n set scrollSpeed(value) {\n this.uniforms.get(\"scrollSpeed\").value = value;\n if (value === 0) {\n if (this.defines.delete(\"SCROLL\")) {\n this.setChanged();\n }\n } else if (!this.defines.has(\"SCROLL\")) {\n this.defines.set(\"SCROLL\", \"1\");\n this.setChanged();\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.resolution.set(width, height);\n this.uniforms.get(\"count\").value = Math.round(height * this.density);\n }\n};\n\n// src/effects/ShockWaveEffect.js\nvar import_three49 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/shock-wave.frag\nvar shock_wave_default = \"uniform bool active;uniform vec2 center;uniform float waveSize;uniform float radius;uniform float maxRadius;uniform float amplitude;varying float vSize;void mainUv(inout vec2 uv){if(active){vec2 aspectCorrection=vec2(aspect,1.0);vec2 difference=uv*aspectCorrection-center*aspectCorrection;float distance=sqrt(dot(difference,difference))*vSize;if(distance>radius){if(distance HALF_PI;\n if (uActive.value) {\n uniforms.get(\"cameraDistance\").value = camera.position.distanceTo(position);\n v2.copy(position).project(camera);\n this.screenPosition.set((v2.x + 1) * 0.5, (v2.y + 1) * 0.5);\n }\n this.time += delta * this.speed;\n const radius = this.time - waveSize;\n uniforms.get(\"radius\").value = radius;\n if (radius >= (uniforms.get(\"maxRadius\").value + waveSize) * 2) {\n this.active = false;\n uActive.value = false;\n }\n }\n }\n};\n\n// src/effects/SelectiveBloomEffect.js\nvar import_three50 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar SelectiveBloomEffect = class extends BloomEffect {\n /**\n * Constructs a new selective bloom effect.\n *\n * @param {Scene} scene - The main scene.\n * @param {Camera} camera - The main camera.\n * @param {Object} [options] - The options. See {@link BloomEffect} for details.\n */\n constructor(scene, camera, options) {\n super(options);\n this.setAttributes(this.getAttributes() | EffectAttribute.DEPTH);\n this.camera = camera;\n this.depthPass = new DepthPass(scene, camera);\n this.clearPass = new ClearPass(true, false, false);\n this.clearPass.overrideClearColor = new import_three50.Color(0);\n this.depthMaskPass = new ShaderPass(new DepthMaskMaterial());\n const depthMaskMaterial = this.depthMaskMaterial;\n depthMaskMaterial.copyCameraSettings(camera);\n depthMaskMaterial.depthBuffer1 = this.depthPass.texture;\n depthMaskMaterial.depthPacking1 = import_three50.RGBADepthPacking;\n depthMaskMaterial.depthMode = import_three50.EqualDepth;\n this.renderTargetMasked = new import_three50.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetMasked.texture.name = \"Bloom.Masked\";\n this.selection = new Selection();\n this.selection.layer = 11;\n this._inverted = false;\n this._ignoreBackground = false;\n }\n set mainScene(value) {\n this.depthPass.mainScene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n this.depthPass.mainCamera = value;\n this.depthMaskMaterial.copyCameraSettings(value);\n }\n /**\n * Returns the selection.\n *\n * @deprecated Use selection instead.\n * @return {Selection} The selection.\n */\n getSelection() {\n return this.selection;\n }\n /**\n * The depth mask material.\n *\n * @type {DepthMaskMaterial}\n * @private\n */\n get depthMaskMaterial() {\n return this.depthMaskPass.fullscreenMaterial;\n }\n /**\n * Indicates whether the selection should be considered inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this._inverted;\n }\n set inverted(value) {\n this._inverted = value;\n this.depthMaskMaterial.depthMode = value ? import_three50.NotEqualDepth : import_three50.EqualDepth;\n }\n /**\n * Indicates whether the mask is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the mask is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Enables or disable mask inversion.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether the mask should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n /**\n * Indicates whether the background colors will be ignored.\n *\n * @type {Boolean}\n */\n get ignoreBackground() {\n return this._ignoreBackground;\n }\n set ignoreBackground(value) {\n this._ignoreBackground = value;\n this.depthMaskMaterial.maxDepthStrategy = value ? DepthTestStrategy.DISCARD_MAX_DEPTH : DepthTestStrategy.KEEP_MAX_DEPTH;\n }\n /**\n * Indicates whether the background is disabled.\n *\n * @deprecated Use ignoreBackground instead.\n * @return {Boolean} Whether the background is disabled.\n */\n isBackgroundDisabled() {\n return this.ignoreBackground;\n }\n /**\n * Enables or disables the background.\n *\n * @deprecated Use ignoreBackground instead.\n * @param {Boolean} value - Whether the background should be disabled.\n */\n setBackgroundDisabled(value) {\n this.ignoreBackground = value;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three50.BasicDepthPacking) {\n this.depthMaskMaterial.depthBuffer0 = depthTexture;\n this.depthMaskMaterial.depthPacking0 = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const camera = this.camera;\n const selection = this.selection;\n const inverted = this.inverted;\n let renderTarget = inputBuffer;\n if (this.ignoreBackground || !inverted || selection.size > 0) {\n const mask = camera.layers.mask;\n camera.layers.set(selection.layer);\n this.depthPass.render(renderer);\n camera.layers.mask = mask;\n renderTarget = this.renderTargetMasked;\n this.clearPass.render(renderer, renderTarget);\n this.depthMaskPass.render(renderer, inputBuffer, renderTarget);\n }\n super.update(renderer, renderTarget, deltaTime);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n super.setSize(width, height);\n this.renderTargetMasked.setSize(width, height);\n this.depthPass.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n super.initialize(renderer, alpha, frameBufferType);\n this.clearPass.initialize(renderer, alpha, frameBufferType);\n this.depthPass.initialize(renderer, alpha, frameBufferType);\n this.depthMaskPass.initialize(renderer, alpha, frameBufferType);\n if (renderer !== null && renderer.capabilities.logarithmicDepthBuffer) {\n this.depthMaskPass.fullscreenMaterial.defines.LOG_DEPTH = \"1\";\n }\n if (frameBufferType !== void 0) {\n this.renderTargetMasked.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three50.SRGBColorSpace) {\n this.renderTargetMasked.texture.colorSpace = import_three50.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/SepiaEffect.js\nvar import_three51 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/sepia.frag\nvar sepia_default = \"uniform vec3 weightsR;uniform vec3 weightsG;uniform vec3 weightsB;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=vec3(dot(inputColor.rgb,weightsR),dot(inputColor.rgb,weightsG),dot(inputColor.rgb,weightsB));outputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/SepiaEffect.js\nvar SepiaEffect = class extends Effect {\n /**\n * Constructs a new sepia effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.intensity=1.0] - The intensity of the effect.\n */\n constructor({ blendFunction, intensity = 1 } = {}) {\n super(\"SepiaEffect\", sepia_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"weightsR\", new import_three51.Uniform(new import_three51.Vector3(0.393, 0.769, 0.189))],\n [\"weightsG\", new import_three51.Uniform(new import_three51.Vector3(0.349, 0.686, 0.168))],\n [\"weightsB\", new import_three51.Uniform(new import_three51.Vector3(0.272, 0.534, 0.131))]\n ])\n });\n }\n /**\n * The intensity.\n *\n * @deprecated Use blendMode.opacity instead.\n * @type {Number}\n */\n get intensity() {\n return this.blendMode.opacity.value;\n }\n set intensity(value) {\n this.blendMode.opacity.value = value;\n }\n /**\n * Returns the current sepia intensity.\n *\n * @deprecated Use blendMode.opacity instead.\n * @return {Number} The intensity.\n */\n getIntensity() {\n return this.intensity;\n }\n /**\n * Sets the sepia intensity.\n *\n * @deprecated Use blendMode.opacity instead.\n * @param {Number} value - The intensity.\n */\n setIntensity(value) {\n this.intensity = value;\n }\n /**\n * The weights for the red channel. Default is `(0.393, 0.769, 0.189)`.\n *\n * @type {Vector3}\n */\n get weightsR() {\n return this.uniforms.get(\"weightsR\").value;\n }\n /**\n * The weights for the green channel. Default is `(0.349, 0.686, 0.168)`.\n *\n * @type {Vector3}\n */\n get weightsG() {\n return this.uniforms.get(\"weightsG\").value;\n }\n /**\n * The weights for the blue channel. Default is `(0.272, 0.534, 0.131)`.\n *\n * @type {Vector3}\n */\n get weightsB() {\n return this.uniforms.get(\"weightsB\").value;\n }\n};\n\n// src/effects/SMAAEffect.js\nvar import_three54 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/EdgeDetectionMaterial.js\nvar import_three52 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/edge-detection.frag\nvar edge_detection_default = \"varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;\\n#if EDGE_DETECTION_MODE != 0\\nvarying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;\\n#endif\\n#if EDGE_DETECTION_MODE == 1\\n#include \\n#endif\\n#if EDGE_DETECTION_MODE == 0 || PREDICATION_MODE == 1\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}vec3 gatherNeighbors(){float p=readDepth(vUv);float pLeft=readDepth(vUv0);float pTop=readDepth(vUv1);return vec3(p,pLeft,pTop);}\\n#elif PREDICATION_MODE == 2\\nuniform sampler2D predicationBuffer;vec3 gatherNeighbors(){float p=texture2D(predicationBuffer,vUv).r;float pLeft=texture2D(predicationBuffer,vUv0).r;float pTop=texture2D(predicationBuffer,vUv1).r;return vec3(p,pLeft,pTop);}\\n#endif\\n#if PREDICATION_MODE != 0\\nvec2 calculatePredicatedThreshold(){vec3 neighbours=gatherNeighbors();vec2 delta=abs(neighbours.xx-neighbours.yz);vec2 edges=step(PREDICATION_THRESHOLD,delta);return PREDICATION_SCALE*EDGE_THRESHOLD*(1.0-PREDICATION_STRENGTH*edges);}\\n#endif\\n#if EDGE_DETECTION_MODE != 0\\nuniform sampler2D inputBuffer;\\n#endif\\nvoid main(){\\n#if EDGE_DETECTION_MODE == 0\\nconst vec2 threshold=vec2(DEPTH_THRESHOLD);\\n#elif PREDICATION_MODE != 0\\nvec2 threshold=calculatePredicatedThreshold();\\n#else\\nconst vec2 threshold=vec2(EDGE_THRESHOLD);\\n#endif\\n#if EDGE_DETECTION_MODE == 0\\nvec3 neighbors=gatherNeighbors();vec2 delta=abs(neighbors.xx-vec2(neighbors.y,neighbors.z));vec2 edges=step(threshold,delta);if(dot(edges,vec2(1.0))==0.0){discard;}gl_FragColor=vec4(edges,0.0,1.0);\\n#elif EDGE_DETECTION_MODE == 1\\nfloat l=luminance(texture2D(inputBuffer,vUv).rgb);float lLeft=luminance(texture2D(inputBuffer,vUv0).rgb);float lTop=luminance(texture2D(inputBuffer,vUv1).rgb);vec4 delta;delta.xy=abs(l-vec2(lLeft,lTop));vec2 edges=step(threshold,delta.xy);if(dot(edges,vec2(1.0))==0.0){discard;}float lRight=luminance(texture2D(inputBuffer,vUv2).rgb);float lBottom=luminance(texture2D(inputBuffer,vUv3).rgb);delta.zw=abs(l-vec2(lRight,lBottom));vec2 maxDelta=max(delta.xy,delta.zw);float lLeftLeft=luminance(texture2D(inputBuffer,vUv4).rgb);float lTopTop=luminance(texture2D(inputBuffer,vUv5).rgb);delta.zw=abs(vec2(lLeft,lTop)-vec2(lLeftLeft,lTopTop));maxDelta=max(maxDelta.xy,delta.zw);float finalDelta=max(maxDelta.x,maxDelta.y);edges.xy*=step(finalDelta,LOCAL_CONTRAST_ADAPTATION_FACTOR*delta.xy);gl_FragColor=vec4(edges,0.0,1.0);\\n#elif EDGE_DETECTION_MODE == 2\\nvec4 delta;vec3 c=texture2D(inputBuffer,vUv).rgb;vec3 cLeft=texture2D(inputBuffer,vUv0).rgb;vec3 t=abs(c-cLeft);delta.x=max(max(t.r,t.g),t.b);vec3 cTop=texture2D(inputBuffer,vUv1).rgb;t=abs(c-cTop);delta.y=max(max(t.r,t.g),t.b);vec2 edges=step(threshold,delta.xy);if(dot(edges,vec2(1.0))==0.0){discard;}vec3 cRight=texture2D(inputBuffer,vUv2).rgb;t=abs(c-cRight);delta.z=max(max(t.r,t.g),t.b);vec3 cBottom=texture2D(inputBuffer,vUv3).rgb;t=abs(c-cBottom);delta.w=max(max(t.r,t.g),t.b);vec2 maxDelta=max(delta.xy,delta.zw);vec3 cLeftLeft=texture2D(inputBuffer,vUv4).rgb;t=abs(c-cLeftLeft);delta.z=max(max(t.r,t.g),t.b);vec3 cTopTop=texture2D(inputBuffer,vUv5).rgb;t=abs(c-cTopTop);delta.w=max(max(t.r,t.g),t.b);maxDelta=max(maxDelta.xy,delta.zw);float finalDelta=max(maxDelta.x,maxDelta.y);edges*=step(finalDelta,LOCAL_CONTRAST_ADAPTATION_FACTOR*delta.xy);gl_FragColor=vec4(edges,0.0,1.0);\\n#endif\\n}\";\n\n// src/materials/glsl/edge-detection.vert\nvar edge_detection_default2 = \"uniform vec2 texelSize;varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;\\n#if EDGE_DETECTION_MODE != 0\\nvarying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;\\n#endif\\nvoid main(){vUv=position.xy*0.5+0.5;vUv0=vUv+texelSize*vec2(-1.0,0.0);vUv1=vUv+texelSize*vec2(0.0,-1.0);\\n#if EDGE_DETECTION_MODE != 0\\nvUv2=vUv+texelSize*vec2(1.0,0.0);vUv3=vUv+texelSize*vec2(0.0,1.0);vUv4=vUv+texelSize*vec2(-2.0,0.0);vUv5=vUv+texelSize*vec2(0.0,-2.0);\\n#endif\\ngl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/EdgeDetectionMaterial.js\nvar EdgeDetectionMaterial = class extends import_three52.ShaderMaterial {\n /**\n * Constructs a new edge detection material.\n *\n * TODO Remove parameters.\n * @param {Vector2} [texelSize] - The screen texel size.\n * @param {EdgeDetectionMode} [mode=EdgeDetectionMode.COLOR] - The edge detection mode.\n */\n constructor(texelSize = new import_three52.Vector2(), mode = EdgeDetectionMode.COLOR) {\n super({\n name: \"EdgeDetectionMaterial\",\n defines: {\n THREE_REVISION: import_three52.REVISION.replace(/\\D+/g, \"\"),\n LOCAL_CONTRAST_ADAPTATION_FACTOR: \"2.0\",\n EDGE_THRESHOLD: \"0.1\",\n DEPTH_THRESHOLD: \"0.01\",\n PREDICATION_MODE: \"0\",\n PREDICATION_THRESHOLD: \"0.01\",\n PREDICATION_SCALE: \"2.0\",\n PREDICATION_STRENGTH: \"1.0\",\n DEPTH_PACKING: \"0\"\n },\n uniforms: {\n inputBuffer: new import_three52.Uniform(null),\n depthBuffer: new import_three52.Uniform(null),\n predicationBuffer: new import_three52.Uniform(null),\n texelSize: new import_three52.Uniform(texelSize)\n },\n blending: import_three52.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: edge_detection_default,\n vertexShader: edge_detection_default2\n });\n this.edgeDetectionMode = mode;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three52.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * The edge detection mode.\n *\n * @type {EdgeDetectionMode}\n */\n get edgeDetectionMode() {\n return Number(this.defines.EDGE_DETECTION_MODE);\n }\n set edgeDetectionMode(value) {\n this.defines.EDGE_DETECTION_MODE = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the edge detection mode.\n *\n * @deprecated Use edgeDetectionMode instead.\n * @return {EdgeDetectionMode} The mode.\n */\n getEdgeDetectionMode() {\n return this.edgeDetectionMode;\n }\n /**\n * Sets the edge detection mode.\n *\n * @deprecated Use edgeDetectionMode instead.\n * @param {EdgeDetectionMode} value - The edge detection mode.\n */\n setEdgeDetectionMode(value) {\n this.edgeDetectionMode = value;\n }\n /**\n * The local contrast adaptation factor. Has no effect if the edge detection mode is set to DEPTH. Default is 2.0.\n *\n * If a neighbor edge has _factor_ times bigger contrast than the current edge, the edge will be discarded.\n *\n * This allows to eliminate spurious crossing edges and is based on the fact that if there is too much contrast in a\n * direction, the perceptual contrast in the other neighbors will be hidden.\n *\n * @type {Number}\n */\n get localContrastAdaptationFactor() {\n return Number(this.defines.LOCAL_CONTRAST_ADAPTATION_FACTOR);\n }\n set localContrastAdaptationFactor(value) {\n this.defines.LOCAL_CONTRAST_ADAPTATION_FACTOR = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the local contrast adaptation factor.\n *\n * @deprecated Use localContrastAdaptationFactor instead.\n * @return {Number} The factor.\n */\n getLocalContrastAdaptationFactor() {\n return this.localContrastAdaptationFactor;\n }\n /**\n * Sets the local contrast adaptation factor. Has no effect if the edge detection mode is set to DEPTH.\n *\n * @deprecated Use localContrastAdaptationFactor instead.\n * @param {Number} value - The local contrast adaptation factor. Default is 2.0.\n */\n setLocalContrastAdaptationFactor(value) {\n this.localContrastAdaptationFactor = value;\n }\n /**\n * The edge detection threshold. Range: [0.0, 0.5].\n *\n * A lower value results in more edges being detected at the expense of performance.\n *\n * For luma- and chroma-based edge detection, 0.1 is a reasonable value and allows to catch most visible edges. 0.05\n * is a rather overkill value that allows to catch 'em all. Darker scenes may require an even lower threshold.\n *\n * If depth-based edge detection is used, the threshold will depend on the scene depth.\n *\n * @type {Number}\n */\n get edgeDetectionThreshold() {\n return Number(this.defines.EDGE_THRESHOLD);\n }\n set edgeDetectionThreshold(value) {\n this.defines.EDGE_THRESHOLD = value.toFixed(\"6\");\n this.defines.DEPTH_THRESHOLD = (value * 0.1).toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the edge detection threshold.\n *\n * @deprecated Use edgeDetectionThreshold instead.\n * @return {Number} The threshold.\n */\n getEdgeDetectionThreshold() {\n return this.edgeDetectionThreshold;\n }\n /**\n * Sets the edge detection threshold.\n *\n * @deprecated Use edgeDetectionThreshold instead.\n * @param {Number} value - The edge detection threshold. Range: [0.0, 0.5].\n */\n setEdgeDetectionThreshold(value) {\n this.edgeDetectionThreshold = value;\n }\n /**\n * The predication mode.\n *\n * Predicated thresholding allows to better preserve texture details and to improve edge detection using an additional\n * buffer such as a light accumulation or depth buffer.\n *\n * @type {PredicationMode}\n */\n get predicationMode() {\n return Number(this.defines.PREDICATION_MODE);\n }\n set predicationMode(value) {\n this.defines.PREDICATION_MODE = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the predication mode.\n *\n * @deprecated Use predicationMode instead.\n * @return {PredicationMode} The mode.\n */\n getPredicationMode() {\n return this.predicationMode;\n }\n /**\n * Sets the predication mode.\n *\n * @deprecated Use predicationMode instead.\n * @param {PredicationMode} value - The predication mode.\n */\n setPredicationMode(value) {\n this.predicationMode = value;\n }\n /**\n * The predication buffer.\n *\n * @type {Texture}\n */\n set predicationBuffer(value) {\n this.uniforms.predicationBuffer.value = value;\n }\n /**\n * Sets a custom predication buffer.\n *\n * @deprecated Use predicationBuffer instead.\n * @param {Texture} value - The predication buffer.\n */\n setPredicationBuffer(value) {\n this.uniforms.predicationBuffer.value = value;\n }\n /**\n * The predication threshold.\n *\n * @type {Number}\n */\n get predicationThreshold() {\n return Number(this.defines.PREDICATION_THRESHOLD);\n }\n set predicationThreshold(value) {\n this.defines.PREDICATION_THRESHOLD = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the predication threshold.\n *\n * @deprecated Use predicationThreshold instead.\n * @return {Number} The threshold.\n */\n getPredicationThreshold() {\n return this.predicationThreshold;\n }\n /**\n * Sets the predication threshold.\n *\n * @deprecated Use predicationThreshold instead.\n * @param {Number} value - The threshold.\n */\n setPredicationThreshold(value) {\n this.predicationThreshold = value;\n }\n /**\n * The predication scale. Range: [1.0, 5.0].\n *\n * Determines how much the edge detection threshold should be scaled when using predication.\n *\n * @type {Boolean|Texture|Number}\n */\n get predicationScale() {\n return Number(this.defines.PREDICATION_SCALE);\n }\n set predicationScale(value) {\n this.defines.PREDICATION_SCALE = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the predication scale.\n *\n * @deprecated Use predicationScale instead.\n * @return {Number} The scale.\n */\n getPredicationScale() {\n return this.predicationScale;\n }\n /**\n * Sets the predication scale.\n *\n * @deprecated Use predicationScale instead.\n * @param {Number} value - The scale. Range: [1.0, 5.0].\n */\n setPredicationScale(value) {\n this.predicationScale = value;\n }\n /**\n * The predication strength. Range: [0.0, 1.0].\n *\n * Determines how much the edge detection threshold should be decreased locally when using predication.\n *\n * @type {Number}\n */\n get predicationStrength() {\n return Number(this.defines.PREDICATION_STRENGTH);\n }\n set predicationStrength(value) {\n this.defines.PREDICATION_STRENGTH = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the predication strength.\n *\n * @deprecated Use predicationStrength instead.\n * @return {Number} The strength.\n */\n getPredicationStrength() {\n return this.predicationStrength;\n }\n /**\n * Sets the predication strength.\n *\n * @deprecated Use predicationStrength instead.\n * @param {Number} value - The strength. Range: [0.0, 1.0].\n */\n setPredicationStrength(value) {\n this.predicationStrength = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/SMAAWeightsMaterial.js\nvar import_three53 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/smaa-weights.frag\nvar smaa_weights_default = \"#define sampleLevelZeroOffset(t, coord, offset) texture2D(t, coord + offset * texelSize)\\n#if __VERSION__ < 300\\n#define round(v) floor(v + 0.5)\\n#endif\\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform lowp sampler2D areaTexture;uniform lowp sampler2D searchTexture;uniform vec2 texelSize;uniform vec2 resolution;varying vec2 vUv;varying vec4 vOffset[3];varying vec2 vPixCoord;void movec(const in bvec2 c,inout vec2 variable,const in vec2 value){if(c.x){variable.x=value.x;}if(c.y){variable.y=value.y;}}void movec(const in bvec4 c,inout vec4 variable,const in vec4 value){movec(c.xy,variable.xy,value.xy);movec(c.zw,variable.zw,value.zw);}vec2 decodeDiagBilinearAccess(in vec2 e){e.r=e.r*abs(5.0*e.r-5.0*0.75);return round(e);}vec4 decodeDiagBilinearAccess(in vec4 e){e.rb=e.rb*abs(5.0*e.rb-5.0*0.75);return round(e);}vec2 searchDiag1(const in vec2 texCoord,const in vec2 dir,out vec2 e){vec4 coord=vec4(texCoord,-1.0,1.0);vec3 t=vec3(texelSize,1.0);for(int i=0;i0.9)){break;}coord.xyz=t*vec3(dir,1.0)+coord.xyz;e=texture2D(inputBuffer,coord.xy).rg;coord.w=dot(e,vec2(0.5));}return coord.zw;}vec2 searchDiag2(const in vec2 texCoord,const in vec2 dir,out vec2 e){vec4 coord=vec4(texCoord,-1.0,1.0);coord.x+=0.25*texelSize.x;vec3 t=vec3(texelSize,1.0);for(int i=0;i0.9)){break;}coord.xyz=t*vec3(dir,1.0)+coord.xyz;e=texture2D(inputBuffer,coord.xy).rg;e=decodeDiagBilinearAccess(e);coord.w=dot(e,vec2(0.5));}return coord.zw;}vec2 areaDiag(const in vec2 dist,const in vec2 e,const in float offset){vec2 texCoord=vec2(AREATEX_MAX_DISTANCE_DIAG,AREATEX_MAX_DISTANCE_DIAG)*e+dist;texCoord=AREATEX_PIXEL_SIZE*texCoord+0.5*AREATEX_PIXEL_SIZE;texCoord.x+=0.5;texCoord.y+=AREATEX_SUBTEX_SIZE*offset;return texture2D(areaTexture,texCoord).rg;}vec2 calculateDiagWeights(const in vec2 texCoord,const in vec2 e,const in vec4 subsampleIndices){vec2 weights=vec2(0.0);vec4 d;vec2 end;if(e.r>0.0){d.xz=searchDiag1(texCoord,vec2(-1.0,1.0),end);d.x+=float(end.y>0.9);}else{d.xz=vec2(0.0);}d.yw=searchDiag1(texCoord,vec2(1.0,-1.0),end);if(d.x+d.y>2.0){vec4 coords=vec4(-d.x+0.25,d.x,d.y,-d.y-0.25)*texelSize.xyxy+texCoord.xyxy;vec4 c;c.xy=sampleLevelZeroOffset(inputBuffer,coords.xy,vec2(-1,0)).rg;c.zw=sampleLevelZeroOffset(inputBuffer,coords.zw,vec2(1,0)).rg;c.yxwz=decodeDiagBilinearAccess(c.xyzw);vec2 cc=vec2(2.0)*c.xz+c.yw;movec(bvec2(step(0.9,d.zw)),cc,vec2(0.0));weights+=areaDiag(d.xy,cc,subsampleIndices.z);}d.xz=searchDiag2(texCoord,vec2(-1.0,-1.0),end);if(sampleLevelZeroOffset(inputBuffer,texCoord,vec2(1,0)).r>0.0){d.yw=searchDiag2(texCoord,vec2(1.0),end);d.y+=float(end.y>0.9);}else{d.yw=vec2(0.0);}if(d.x+d.y>2.0){vec4 coords=vec4(-d.x,-d.x,d.y,d.y)*texelSize.xyxy+texCoord.xyxy;vec4 c;c.x=sampleLevelZeroOffset(inputBuffer,coords.xy,vec2(-1,0)).g;c.y=sampleLevelZeroOffset(inputBuffer,coords.xy,vec2(0,-1)).r;c.zw=sampleLevelZeroOffset(inputBuffer,coords.zw,vec2(1,0)).gr;vec2 cc=vec2(2.0)*c.xz+c.yw;movec(bvec2(step(0.9,d.zw)),cc,vec2(0.0));weights+=areaDiag(d.xy,cc,subsampleIndices.w).gr;}return weights;}float searchLength(const in vec2 e,const in float offset){vec2 scale=SEARCHTEX_SIZE*vec2(0.5,-1.0);vec2 bias=SEARCHTEX_SIZE*vec2(offset,1.0);scale+=vec2(-1.0,1.0);bias+=vec2(0.5,-0.5);scale*=1.0/SEARCHTEX_PACKED_SIZE;bias*=1.0/SEARCHTEX_PACKED_SIZE;return texture2D(searchTexture,scale*e+bias).r;}float searchXLeft(in vec2 texCoord,const in float end){vec2 e=vec2(0.0,1.0);for(int i=0;iend&&e.g>0.8281&&e.r==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=vec2(-2.0,0.0)*texelSize+texCoord;}float offset=-(255.0/127.0)*searchLength(e,0.0)+3.25;return texelSize.x*offset+texCoord.x;}float searchXRight(vec2 texCoord,const in float end){vec2 e=vec2(0.0,1.0);for(int i=0;i0.8281&&e.r==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=vec2(2.0,0.0)*texelSize.xy+texCoord;}float offset=-(255.0/127.0)*searchLength(e,0.5)+3.25;return-texelSize.x*offset+texCoord.x;}float searchYUp(vec2 texCoord,const in float end){vec2 e=vec2(1.0,0.0);for(int i=0;iend&&e.r>0.8281&&e.g==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=-vec2(0.0,2.0)*texelSize.xy+texCoord;}float offset=-(255.0/127.0)*searchLength(e.gr,0.0)+3.25;return texelSize.y*offset+texCoord.y;}float searchYDown(vec2 texCoord,const in float end){vec2 e=vec2(1.0,0.0);for(int i=0;i0.8281&&e.g==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=vec2(0.0,2.0)*texelSize.xy+texCoord;}float offset=-(255.0/127.0)*searchLength(e.gr,0.5)+3.25;return-texelSize.y*offset+texCoord.y;}vec2 area(const in vec2 dist,const in float e1,const in float e2,const in float offset){vec2 texCoord=vec2(AREATEX_MAX_DISTANCE)*round(4.0*vec2(e1,e2))+dist;texCoord=AREATEX_PIXEL_SIZE*texCoord+0.5*AREATEX_PIXEL_SIZE;texCoord.y=AREATEX_SUBTEX_SIZE*offset+texCoord.y;return texture2D(areaTexture,texCoord).rg;}void detectHorizontalCornerPattern(inout vec2 weights,const in vec4 texCoord,const in vec2 d){\\n#if !defined(DISABLE_CORNER_DETECTION)\\nvec2 leftRight=step(d.xy,d.yx);vec2 rounding=(1.0-CORNER_ROUNDING_NORM)*leftRight;rounding/=leftRight.x+leftRight.y;vec2 factor=vec2(1.0);factor.x-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(0,1)).r;factor.x-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(1,1)).r;factor.y-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(0,-2)).r;factor.y-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(1,-2)).r;weights*=clamp(factor,0.0,1.0);\\n#endif\\n}void detectVerticalCornerPattern(inout vec2 weights,const in vec4 texCoord,const in vec2 d){\\n#if !defined(DISABLE_CORNER_DETECTION)\\nvec2 leftRight=step(d.xy,d.yx);vec2 rounding=(1.0-CORNER_ROUNDING_NORM)*leftRight;rounding/=leftRight.x+leftRight.y;vec2 factor=vec2(1.0);factor.x-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(1,0)).g;factor.x-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(1,1)).g;factor.y-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(-2,0)).g;factor.y-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(-2,1)).g;weights*=clamp(factor,0.0,1.0);\\n#endif\\n}void main(){vec4 weights=vec4(0.0);vec4 subsampleIndices=vec4(0.0);vec2 e=texture2D(inputBuffer,vUv).rg;if(e.g>0.0){\\n#if !defined(DISABLE_DIAG_DETECTION)\\nweights.rg=calculateDiagWeights(vUv,e,subsampleIndices);if(weights.r==-weights.g){\\n#endif\\nvec2 d;vec3 coords;coords.x=searchXLeft(vOffset[0].xy,vOffset[2].x);coords.y=vOffset[1].y;d.x=coords.x;float e1=texture2D(inputBuffer,coords.xy).r;coords.z=searchXRight(vOffset[0].zw,vOffset[2].y);d.y=coords.z;d=round(resolution.xx*d+-vPixCoord.xx);vec2 sqrtD=sqrt(abs(d));float e2=sampleLevelZeroOffset(inputBuffer,coords.zy,vec2(1,0)).r;weights.rg=area(sqrtD,e1,e2,subsampleIndices.y);coords.y=vUv.y;detectHorizontalCornerPattern(weights.rg,coords.xyzy,d);\\n#if !defined(DISABLE_DIAG_DETECTION)\\n}else{e.r=0.0;}\\n#endif\\n}if(e.r>0.0){vec2 d;vec3 coords;coords.y=searchYUp(vOffset[1].xy,vOffset[2].z);coords.x=vOffset[0].x;d.x=coords.y;float e1=texture2D(inputBuffer,coords.xy).g;coords.z=searchYDown(vOffset[1].zw,vOffset[2].w);d.y=coords.z;d=round(resolution.yy*d-vPixCoord.yy);vec2 sqrtD=sqrt(abs(d));float e2=sampleLevelZeroOffset(inputBuffer,coords.xz,vec2(0,1)).g;weights.ba=area(sqrtD,e1,e2,subsampleIndices.x);coords.x=vUv.x;detectVerticalCornerPattern(weights.ba,coords.xyxz,d);}gl_FragColor=weights;}\";\n\n// src/materials/glsl/smaa-weights.vert\nvar smaa_weights_default2 = \"uniform vec2 texelSize;uniform vec2 resolution;varying vec2 vUv;varying vec4 vOffset[3];varying vec2 vPixCoord;void main(){vUv=position.xy*0.5+0.5;vPixCoord=vUv*resolution;vOffset[0]=vUv.xyxy+texelSize.xyxy*vec4(-0.25,-0.125,1.25,-0.125);vOffset[1]=vUv.xyxy+texelSize.xyxy*vec4(-0.125,-0.25,-0.125,1.25);vOffset[2]=vec4(vOffset[0].xz,vOffset[1].yw)+vec4(-2.0,2.0,-2.0,2.0)*texelSize.xxyy*MAX_SEARCH_STEPS_FLOAT;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/SMAAWeightsMaterial.js\nvar SMAAWeightsMaterial = class extends import_three53.ShaderMaterial {\n /**\n * Constructs a new SMAA weights material.\n *\n * @param {Vector2} [texelSize] - The absolute screen texel size.\n * @param {Vector2} [resolution] - The resolution.\n */\n constructor(texelSize = new import_three53.Vector2(), resolution = new import_three53.Vector2()) {\n super({\n name: \"SMAAWeightsMaterial\",\n defines: {\n // Configurable settings:\n MAX_SEARCH_STEPS_INT: \"16\",\n MAX_SEARCH_STEPS_FLOAT: \"16.0\",\n MAX_SEARCH_STEPS_DIAG_INT: \"8\",\n MAX_SEARCH_STEPS_DIAG_FLOAT: \"8.0\",\n CORNER_ROUNDING: \"25\",\n CORNER_ROUNDING_NORM: \"0.25\",\n // Non-configurable settings:\n AREATEX_MAX_DISTANCE: \"16.0\",\n AREATEX_MAX_DISTANCE_DIAG: \"20.0\",\n AREATEX_PIXEL_SIZE: \"(1.0 / vec2(160.0, 560.0))\",\n AREATEX_SUBTEX_SIZE: \"(1.0 / 7.0)\",\n SEARCHTEX_SIZE: \"vec2(66.0, 33.0)\",\n SEARCHTEX_PACKED_SIZE: \"vec2(64.0, 16.0)\"\n },\n uniforms: {\n inputBuffer: new import_three53.Uniform(null),\n searchTexture: new import_three53.Uniform(null),\n areaTexture: new import_three53.Uniform(null),\n resolution: new import_three53.Uniform(resolution),\n texelSize: new import_three53.Uniform(texelSize)\n },\n blending: import_three53.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: smaa_weights_default,\n vertexShader: smaa_weights_default2\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The search lookup texture.\n *\n * @type {Texture}\n */\n get searchTexture() {\n return this.uniforms.searchTexture.value;\n }\n set searchTexture(value) {\n this.uniforms.searchTexture.value = value;\n }\n /**\n * The area lookup texture.\n *\n * @type {Texture}\n */\n get areaTexture() {\n return this.uniforms.areaTexture.value;\n }\n set areaTexture(value) {\n this.uniforms.areaTexture.value = value;\n }\n /**\n * Sets the search and area lookup textures.\n *\n * @deprecated Use searchTexture and areaTexture instead.\n * @param {Texture} search - The search lookup texture.\n * @param {Texture} area - The area lookup texture.\n */\n setLookupTextures(search, area2) {\n this.searchTexture = search;\n this.areaTexture = area2;\n }\n /**\n * The maximum amount of steps performed in the horizontal/vertical pattern searches, at each side of the pixel.\n * Range: [0, 112].\n *\n * In number of pixels, it's actually the double. So the maximum line length perfectly handled by, for example 16, is\n * 64 (perfectly means that longer lines won't look as good, but are still antialiased).\n *\n * @type {Number}\n */\n get orthogonalSearchSteps() {\n return Number(this.defines.MAX_SEARCH_STEPS_INT);\n }\n set orthogonalSearchSteps(value) {\n const s = Math.min(Math.max(value, 0), 112);\n this.defines.MAX_SEARCH_STEPS_INT = s.toFixed(\"0\");\n this.defines.MAX_SEARCH_STEPS_FLOAT = s.toFixed(\"1\");\n this.needsUpdate = true;\n }\n /**\n * Sets the maximum amount of steps performed in the horizontal/vertical pattern searches, at each side of the pixel.\n *\n * @deprecated Use orthogonalSearchSteps instead.\n * @param {Number} value - The search steps. Range: [0, 112].\n */\n setOrthogonalSearchSteps(value) {\n this.orthogonalSearchSteps = value;\n }\n /**\n * The maximum steps performed in the diagonal pattern searches, at each side of the pixel. This search\n * jumps one pixel at a time. Range: [0, 20].\n *\n * On high-end machines this search is cheap (between 0.8x and 0.9x slower for 16 steps), but it can have a\n * significant impact on older machines.\n *\n * @type {Number}\n */\n get diagonalSearchSteps() {\n return Number(this.defines.MAX_SEARCH_STEPS_DIAG_INT);\n }\n set diagonalSearchSteps(value) {\n const s = Math.min(Math.max(value, 0), 20);\n this.defines.MAX_SEARCH_STEPS_DIAG_INT = s.toFixed(\"0\");\n this.defines.MAX_SEARCH_STEPS_DIAG_FLOAT = s.toFixed(\"1\");\n this.needsUpdate = true;\n }\n /**\n * Specifies the maximum steps performed in the diagonal pattern searches, at each side of the pixel.\n *\n * @deprecated Use diagonalSearchSteps instead.\n * @param {Number} value - The search steps. Range: [0, 20].\n */\n setDiagonalSearchSteps(value) {\n this.diagonalSearchSteps = value;\n }\n /**\n * Indicates whether diagonal pattern detection is enabled.\n *\n * @type {Boolean}\n */\n get diagonalDetection() {\n return this.defines.DISABLE_DIAG_DETECTION === void 0;\n }\n set diagonalDetection(value) {\n if (value) {\n delete this.defines.DISABLE_DIAG_DETECTION;\n } else {\n this.defines.DISABLE_DIAG_DETECTION = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether diagonal pattern detection is enabled.\n *\n * @deprecated Use diagonalDetection instead.\n * @return {Boolean} Whether diagonal pattern detection is enabled.\n */\n isDiagonalDetectionEnabled() {\n return this.diagonalDetection;\n }\n /**\n * Enables or disables diagonal pattern detection.\n *\n * @deprecated Use diagonalDetection instead.\n * @param {Boolean} value - Whether diagonal pattern detection should be enabled.\n */\n setDiagonalDetectionEnabled(value) {\n this.diagonalDetection = value;\n }\n /**\n * Specifies how much sharp corners will be rounded. Range: [0, 100].\n *\n * @type {Number}\n */\n get cornerRounding() {\n return Number(this.defines.CORNER_ROUNDING);\n }\n set cornerRounding(value) {\n const r = Math.min(Math.max(value, 0), 100);\n this.defines.CORNER_ROUNDING = r.toFixed(\"4\");\n this.defines.CORNER_ROUNDING_NORM = (r / 100).toFixed(\"4\");\n this.needsUpdate = true;\n }\n /**\n * Specifies how much sharp corners will be rounded.\n *\n * @deprecated Use cornerRounding instead.\n * @param {Number} value - The corner rounding amount. Range: [0, 100].\n */\n setCornerRounding(value) {\n this.cornerRounding = value;\n }\n /**\n * Indicates whether corner detection is enabled.\n *\n * @type {Number}\n */\n get cornerDetection() {\n return this.defines.DISABLE_CORNER_DETECTION === void 0;\n }\n set cornerDetection(value) {\n if (value) {\n delete this.defines.DISABLE_CORNER_DETECTION;\n } else {\n this.defines.DISABLE_CORNER_DETECTION = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether corner rounding is enabled.\n *\n * @deprecated Use cornerDetection instead.\n * @return {Boolean} Whether corner rounding is enabled.\n */\n isCornerRoundingEnabled() {\n return this.cornerDetection;\n }\n /**\n * Enables or disables corner rounding.\n *\n * @deprecated Use cornerDetection instead.\n * @param {Boolean} value - Whether corner rounding should be enabled.\n */\n setCornerRoundingEnabled(value) {\n this.cornerDetection = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const uniforms = this.uniforms;\n uniforms.texelSize.value.set(1 / width, 1 / height);\n uniforms.resolution.value.set(width, height);\n }\n};\n\n// src/textures/smaa/searchImageDataURL.js\nvar searchImageDataURL_default = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAAAQCAYAAACm53kpAAAAeElEQVRYR+2XSwqAMAxEJ168ePEqwRSKhIIiuHjJqiU0gWE+1CQdApcVAMUAuARaMGCX1MIL/Ow13++9lW2s3mW9MWvsnWc/2fvGygwPAN4E8QzAA4CXAB6AHjG4JTHYI1ey3pcx6FHnEfhLDOIBKAmUBK6/ANUDTlROXAHd9EC1AAAAAElFTkSuQmCC\";\n\n// src/textures/smaa/areaImageDataURL.js\nvar areaImageDataURL_default = \"data:image/png;base64,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\";\n\n// src/effects/glsl/smaa.frag\nvar smaa_default = \"uniform sampler2D weightMap;varying vec2 vOffset0;varying vec2 vOffset1;void movec(const in bvec2 c,inout vec2 variable,const in vec2 value){if(c.x){variable.x=value.x;}if(c.y){variable.y=value.y;}}void movec(const in bvec4 c,inout vec4 variable,const in vec4 value){movec(c.xy,variable.xy,value.xy);movec(c.zw,variable.zw,value.zw);}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec4 a;a.x=texture2D(weightMap,vOffset0).a;a.y=texture2D(weightMap,vOffset1).g;a.wz=texture2D(weightMap,uv).rb;vec4 color=inputColor;if(dot(a,vec4(1.0))>=1e-5){bool h=max(a.x,a.z)>max(a.y,a.w);vec4 blendingOffset=vec4(0.0,a.y,0.0,a.w);vec2 blendingWeight=a.yw;movec(bvec4(h),blendingOffset,vec4(a.x,0.0,a.z,0.0));movec(bvec2(h),blendingWeight,a.xz);blendingWeight/=dot(blendingWeight,vec2(1.0));vec4 blendingCoord=blendingOffset*vec4(texelSize,-texelSize)+uv.xyxy;color=blendingWeight.x*texture2D(inputBuffer,blendingCoord.xy);color+=blendingWeight.y*texture2D(inputBuffer,blendingCoord.zw);}outputColor=color;}\";\n\n// src/effects/glsl/smaa.vert\nvar smaa_default2 = \"varying vec2 vOffset0;varying vec2 vOffset1;void mainSupport(const in vec2 uv){vOffset0=uv+texelSize*vec2(1.0,0.0);vOffset1=uv+texelSize*vec2(0.0,1.0);}\";\n\n// src/effects/SMAAEffect.js\nvar SMAAEffect = class extends Effect {\n /**\n * Constructs a new SMAA effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {SMAAPreset} [options.preset=SMAAPreset.MEDIUM] - The quality preset.\n * @param {EdgeDetectionMode} [options.edgeDetectionMode=EdgeDetectionMode.COLOR] - The edge detection mode.\n * @param {PredicationMode} [options.predicationMode=PredicationMode.DISABLED] - The predication mode.\n */\n constructor({\n blendFunction = BlendFunction.SRC,\n preset = SMAAPreset.MEDIUM,\n edgeDetectionMode = EdgeDetectionMode.COLOR,\n predicationMode = PredicationMode.DISABLED\n } = {}) {\n super(\"SMAAEffect\", smaa_default, {\n vertexShader: smaa_default2,\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"weightMap\", new import_three54.Uniform(null)]\n ])\n });\n let searchImage, areaImage;\n if (arguments.length > 1) {\n searchImage = arguments[0];\n areaImage = arguments[1];\n if (arguments.length > 2) {\n preset = arguments[2];\n }\n if (arguments.length > 3) {\n edgeDetectionMode = arguments[3];\n }\n }\n this.renderTargetEdges = new import_three54.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetEdges.texture.name = \"SMAA.Edges\";\n this.renderTargetWeights = this.renderTargetEdges.clone();\n this.renderTargetWeights.texture.name = \"SMAA.Weights\";\n this.uniforms.get(\"weightMap\").value = this.renderTargetWeights.texture;\n this.clearPass = new ClearPass(true, false, false);\n this.clearPass.overrideClearColor = new import_three54.Color(0);\n this.clearPass.overrideClearAlpha = 1;\n this.edgeDetectionPass = new ShaderPass(new EdgeDetectionMaterial());\n this.edgeDetectionMaterial.edgeDetectionMode = edgeDetectionMode;\n this.edgeDetectionMaterial.predicationMode = predicationMode;\n this.weightsPass = new ShaderPass(new SMAAWeightsMaterial());\n const loadingManager = new import_three54.LoadingManager();\n loadingManager.onLoad = () => {\n const searchTexture = new import_three54.Texture(searchImage);\n searchTexture.name = \"SMAA.Search\";\n searchTexture.magFilter = import_three54.NearestFilter;\n searchTexture.minFilter = import_three54.NearestFilter;\n searchTexture.generateMipmaps = false;\n searchTexture.needsUpdate = true;\n searchTexture.flipY = true;\n this.weightsMaterial.searchTexture = searchTexture;\n const areaTexture = new import_three54.Texture(areaImage);\n areaTexture.name = \"SMAA.Area\";\n areaTexture.magFilter = import_three54.LinearFilter;\n areaTexture.minFilter = import_three54.LinearFilter;\n areaTexture.generateMipmaps = false;\n areaTexture.needsUpdate = true;\n areaTexture.flipY = false;\n this.weightsMaterial.areaTexture = areaTexture;\n this.dispatchEvent({ type: \"load\" });\n };\n loadingManager.itemStart(\"search\");\n loadingManager.itemStart(\"area\");\n if (searchImage !== void 0 && areaImage !== void 0) {\n loadingManager.itemEnd(\"search\");\n loadingManager.itemEnd(\"area\");\n } else if (typeof Image !== \"undefined\") {\n searchImage = new Image();\n areaImage = new Image();\n searchImage.addEventListener(\"load\", () => loadingManager.itemEnd(\"search\"));\n areaImage.addEventListener(\"load\", () => loadingManager.itemEnd(\"area\"));\n searchImage.src = searchImageDataURL_default;\n areaImage.src = areaImageDataURL_default;\n }\n this.applyPreset(preset);\n }\n /**\n * The edges texture.\n *\n * @type {Texture}\n */\n get edgesTexture() {\n return this.renderTargetEdges.texture;\n }\n /**\n * Returns the edges texture.\n *\n * @deprecated Use edgesTexture instead.\n * @return {Texture} The texture.\n */\n getEdgesTexture() {\n return this.edgesTexture;\n }\n /**\n * The edge weights texture.\n *\n * @type {Texture}\n */\n get weightsTexture() {\n return this.renderTargetWeights.texture;\n }\n /**\n * Returns the edge weights texture.\n *\n * @deprecated Use weightsTexture instead.\n * @return {Texture} The texture.\n */\n getWeightsTexture() {\n return this.weightsTexture;\n }\n /**\n * The edge detection material.\n *\n * @type {EdgeDetectionMaterial}\n */\n get edgeDetectionMaterial() {\n return this.edgeDetectionPass.fullscreenMaterial;\n }\n /**\n * The edge detection material.\n *\n * @type {EdgeDetectionMaterial}\n * @deprecated Use edgeDetectionMaterial instead.\n */\n get colorEdgesMaterial() {\n return this.edgeDetectionMaterial;\n }\n /**\n * Returns the edge detection material.\n *\n * @deprecated Use edgeDetectionMaterial instead.\n * @return {EdgeDetectionMaterial} The material.\n */\n getEdgeDetectionMaterial() {\n return this.edgeDetectionMaterial;\n }\n /**\n * The edge weights material.\n *\n * @type {SMAAWeightsMaterial}\n */\n get weightsMaterial() {\n return this.weightsPass.fullscreenMaterial;\n }\n /**\n * Returns the edge weights material.\n *\n * @deprecated Use weightsMaterial instead.\n * @return {SMAAWeightsMaterial} The material.\n */\n getWeightsMaterial() {\n return this.weightsMaterial;\n }\n /**\n * Sets the edge detection sensitivity.\n *\n * See {@link EdgeDetectionMaterial#setEdgeDetectionThreshold} for more details.\n *\n * @deprecated Use edgeDetectionMaterial instead.\n * @param {Number} threshold - The edge detection sensitivity. Range: [0.05, 0.5].\n */\n setEdgeDetectionThreshold(threshold) {\n this.edgeDetectionMaterial.edgeDetectionThreshold = threshold;\n }\n /**\n * Sets the maximum amount of horizontal/vertical search steps.\n *\n * See {@link SMAAWeightsMaterial#setOrthogonalSearchSteps} for more details.\n *\n * @deprecated Use weightsMaterial instead.\n * @param {Number} steps - The search steps. Range: [0, 112].\n */\n setOrthogonalSearchSteps(steps) {\n this.weightsMaterial.orthogonalSearchSteps = steps;\n }\n /**\n * Applies the given quality preset.\n *\n * @param {SMAAPreset} preset - The preset.\n */\n applyPreset(preset) {\n const edgeDetectionMaterial = this.edgeDetectionMaterial;\n const weightsMaterial = this.weightsMaterial;\n switch (preset) {\n case SMAAPreset.LOW:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.15;\n weightsMaterial.orthogonalSearchSteps = 4;\n weightsMaterial.diagonalDetection = false;\n weightsMaterial.cornerDetection = false;\n break;\n case SMAAPreset.MEDIUM:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.1;\n weightsMaterial.orthogonalSearchSteps = 8;\n weightsMaterial.diagonalDetection = false;\n weightsMaterial.cornerDetection = false;\n break;\n case SMAAPreset.HIGH:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.1;\n weightsMaterial.orthogonalSearchSteps = 16;\n weightsMaterial.diagonalSearchSteps = 8;\n weightsMaterial.cornerRounding = 25;\n weightsMaterial.diagonalDetection = true;\n weightsMaterial.cornerDetection = true;\n break;\n case SMAAPreset.ULTRA:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.05;\n weightsMaterial.orthogonalSearchSteps = 32;\n weightsMaterial.diagonalSearchSteps = 16;\n weightsMaterial.cornerRounding = 25;\n weightsMaterial.diagonalDetection = true;\n weightsMaterial.cornerDetection = true;\n break;\n }\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three54.BasicDepthPacking) {\n this.edgeDetectionMaterial.depthBuffer = depthTexture;\n this.edgeDetectionMaterial.depthPacking = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n this.clearPass.render(renderer, this.renderTargetEdges);\n this.edgeDetectionPass.render(renderer, inputBuffer, this.renderTargetEdges);\n this.weightsPass.render(renderer, this.renderTargetEdges, this.renderTargetWeights);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.edgeDetectionMaterial.setSize(width, height);\n this.weightsMaterial.setSize(width, height);\n this.renderTargetEdges.setSize(width, height);\n this.renderTargetWeights.setSize(width, height);\n }\n /**\n * Deletes internal render targets and textures.\n */\n dispose() {\n const { searchTexture, areaTexture } = this.weightsMaterial;\n if (searchTexture !== null && areaTexture !== null) {\n searchTexture.dispose();\n areaTexture.dispose();\n }\n super.dispose();\n }\n /**\n * The SMAA search image, encoded as a base64 data URL.\n *\n * @type {String}\n * @deprecated\n */\n static get searchImageDataURL() {\n return searchImageDataURL_default;\n }\n /**\n * The SMAA area image, encoded as a base64 data URL.\n *\n * @type {String}\n * @deprecated\n */\n static get areaImageDataURL() {\n return areaImageDataURL_default;\n }\n};\n\n// src/effects/SSAOEffect.js\nvar import_three58 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/SSAOMaterial.js\nvar import_three55 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/ssao.frag\nvar ssao_default = \"#include \\n#include \\n#ifdef NORMAL_DEPTH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){return texture2D(normalDepthBuffer,uv).a;}\\n#else\\nuniform lowp sampler2D normalBuffer;\\n#if DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}\\n#endif\\nuniform lowp sampler2D noiseTexture;uniform mat4 inverseProjectionMatrix;uniform mat4 projectionMatrix;uniform vec2 texelSize;uniform vec2 cameraNearFar;uniform float intensity;uniform float minRadiusScale;uniform float fade;uniform float bias;uniform vec2 distanceCutoff;uniform vec2 proximityCutoff;varying vec2 vUv;varying vec2 vUv2;float getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#endif\\n}vec3 getViewPosition(const in vec2 screenPosition,const in float depth,const in float viewZ){vec4 clipPosition=vec4(vec3(screenPosition,depth)*2.0-1.0,1.0);float clipW=projectionMatrix[2][3]*viewZ+projectionMatrix[3][3];clipPosition*=clipW;return(inverseProjectionMatrix*clipPosition).xyz;}float getAmbientOcclusion(const in vec3 p,const in vec3 n,const in float depth,const in vec2 uv){float radiusScale=1.0-smoothstep(0.0,distanceCutoff.y,depth);radiusScale=radiusScale*(1.0-minRadiusScale)+minRadiusScale;float radius=RADIUS*radiusScale;float noise=texture2D(noiseTexture,vUv2).r;float baseAngle=noise*PI2;float rings=SPIRAL_TURNS*PI2;float occlusion=0.0;int taps=0;for(int i=0;i1.0||coords.t<0.0||coords.t>1.0){continue;}float sampleDepth=readDepth(coords);float viewZ=getViewZ(sampleDepth);\\n#ifdef PERSPECTIVE_CAMERA\\nfloat linearSampleDepth=viewZToOrthographicDepth(viewZ,cameraNearFar.x,cameraNearFar.y);\\n#else\\nfloat linearSampleDepth=sampleDepth;\\n#endif\\nfloat proximity=abs(depth-linearSampleDepth);if(proximity\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\n#ifdef DOWNSAMPLE_NORMALS\\nuniform lowp sampler2D normalBuffer;\\n#endif\\nvarying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;float readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}int findBestDepth(const in float samples[4]){float c=(samples[0]+samples[1]+samples[2]+samples[3])*0.25;float distances[4];distances[0]=abs(c-samples[0]);distances[1]=abs(c-samples[1]);distances[2]=abs(c-samples[2]);distances[3]=abs(c-samples[3]);float maxDistance=max(max(distances[0],distances[1]),max(distances[2],distances[3]));int remaining[3];int rejected[3];int i,j,k;for(i=0,j=0,k=0;i<4;++i){if(distances[i] this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n /**\n * The normal(RGB) + depth(A) texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the normal(RGB) + depth(A) texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthTexture(depthTexture, depthPacking = import_three57.BasicDepthPacking) {\n this.fullscreenMaterial.depthBuffer = depthTexture;\n this.fullscreenMaterial.depthPacking = depthPacking;\n }\n /**\n * Downsamples depth and scene normals.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n this.fullscreenMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n const gl = renderer.getContext();\n const renderable = gl.getExtension(\"EXT_color_buffer_float\") || gl.getExtension(\"EXT_color_buffer_half_float\");\n if (!renderable) {\n throw new Error(\"Rendering to float texture is not supported.\");\n }\n }\n};\n\n// src/effects/glsl/ssao.frag\nvar ssao_default3 = \"uniform lowp sampler2D aoBuffer;uniform float luminanceInfluence;uniform float intensity;\\n#if defined(DEPTH_AWARE_UPSAMPLING) && defined(NORMAL_DEPTH)\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\n#endif\\n#ifdef COLORIZE\\nuniform vec3 color;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){float aoLinear=texture2D(aoBuffer,uv).r;\\n#if defined(DEPTH_AWARE_UPSAMPLING) && defined(NORMAL_DEPTH) && __VERSION__ == 300\\nvec4 normalDepth[4];normalDepth[0]=textureOffset(normalDepthBuffer,uv,ivec2(0,0));normalDepth[1]=textureOffset(normalDepthBuffer,uv,ivec2(0,1));normalDepth[2]=textureOffset(normalDepthBuffer,uv,ivec2(1,0));normalDepth[3]=textureOffset(normalDepthBuffer,uv,ivec2(1,1));float dot01=dot(normalDepth[0].rgb,normalDepth[1].rgb);float dot02=dot(normalDepth[0].rgb,normalDepth[2].rgb);float dot03=dot(normalDepth[0].rgb,normalDepth[3].rgb);float minDot=min(dot01,min(dot02,dot03));float s=step(THRESHOLD,minDot);float smallestDistance=1.0;int index;for(int i=0;i<4;++i){float distance=abs(depth-normalDepth[i].a);if(distance this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.camera = camera;\n this.depthDownsamplingPass = new DepthDownsamplingPass({ normalBuffer, resolutionScale });\n this.depthDownsamplingPass.enabled = normalDepthBuffer === null;\n this.ssaoPass = new ShaderPass(new SSAOMaterial(camera));\n const noiseTexture = new NoiseTexture(NOISE_TEXTURE_SIZE, NOISE_TEXTURE_SIZE, import_three58.RGBAFormat);\n noiseTexture.wrapS = noiseTexture.wrapT = import_three58.RepeatWrapping;\n const ssaoMaterial = this.ssaoMaterial;\n ssaoMaterial.normalBuffer = normalBuffer;\n ssaoMaterial.noiseTexture = noiseTexture;\n ssaoMaterial.minRadiusScale = minRadiusScale;\n ssaoMaterial.samples = samples;\n ssaoMaterial.radius = radius;\n ssaoMaterial.rings = rings;\n ssaoMaterial.fade = fade;\n ssaoMaterial.bias = bias;\n ssaoMaterial.distanceThreshold = distanceThreshold;\n ssaoMaterial.distanceFalloff = distanceFalloff;\n ssaoMaterial.proximityThreshold = rangeThreshold;\n ssaoMaterial.proximityFalloff = rangeFalloff;\n if (worldDistanceThreshold !== void 0) {\n ssaoMaterial.worldDistanceThreshold = worldDistanceThreshold;\n }\n if (worldDistanceFalloff !== void 0) {\n ssaoMaterial.worldDistanceFalloff = worldDistanceFalloff;\n }\n if (worldProximityThreshold !== void 0) {\n ssaoMaterial.worldProximityThreshold = worldProximityThreshold;\n }\n if (worldProximityFalloff !== void 0) {\n ssaoMaterial.worldProximityFalloff = worldProximityFalloff;\n }\n if (normalDepthBuffer !== null) {\n this.ssaoMaterial.normalDepthBuffer = normalDepthBuffer;\n this.defines.set(\"NORMAL_DEPTH\", \"1\");\n }\n this.depthAwareUpsampling = depthAwareUpsampling;\n this.color = color2;\n }\n set mainCamera(value) {\n this.camera = value;\n this.ssaoMaterial.copyCameraSettings(value);\n }\n /**\n * Sets the normal buffer.\n *\n * @type {Texture}\n */\n get normalBuffer() {\n return this.ssaoMaterial.normalBuffer;\n }\n set normalBuffer(value) {\n this.ssaoMaterial.normalBuffer = value;\n this.depthDownsamplingPass.fullscreenMaterial.normalBuffer = value;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The SSAO material.\n *\n * @type {SSAOMaterial}\n */\n get ssaoMaterial() {\n return this.ssaoPass.fullscreenMaterial;\n }\n /**\n * Returns the SSAO material.\n *\n * @deprecated Use ssaoMaterial instead.\n * @return {SSAOMaterial} The material.\n */\n getSSAOMaterial() {\n return this.ssaoMaterial;\n }\n /**\n * The amount of occlusion samples per pixel.\n *\n * @type {Number}\n * @deprecated Use ssaoMaterial.samples instead.\n */\n get samples() {\n return this.ssaoMaterial.samples;\n }\n set samples(value) {\n this.ssaoMaterial.samples = value;\n }\n /**\n * The amount of spiral turns in the occlusion sampling pattern.\n *\n * @type {Number}\n * @deprecated Use ssaoMaterial.rings instead.\n */\n get rings() {\n return this.ssaoMaterial.rings;\n }\n set rings(value) {\n this.ssaoMaterial.rings = value;\n }\n /**\n * The occlusion sampling radius.\n *\n * @type {Number}\n * @deprecated Use ssaoMaterial.radius instead.\n */\n get radius() {\n return this.ssaoMaterial.radius;\n }\n set radius(value) {\n this.ssaoMaterial.radius = value;\n }\n /**\n * Indicates whether depth-aware upsampling is enabled.\n *\n * @type {Boolean}\n */\n get depthAwareUpsampling() {\n return this.defines.has(\"DEPTH_AWARE_UPSAMPLING\");\n }\n set depthAwareUpsampling(value) {\n if (this.depthAwareUpsampling !== value) {\n if (value) {\n this.defines.set(\"DEPTH_AWARE_UPSAMPLING\", \"1\");\n } else {\n this.defines.delete(\"DEPTH_AWARE_UPSAMPLING\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether depth-aware upsampling is enabled.\n *\n * @deprecated Use depthAwareUpsampling instead.\n * @return {Boolean} Whether depth-aware upsampling is enabled.\n */\n isDepthAwareUpsamplingEnabled() {\n return this.depthAwareUpsampling;\n }\n /**\n * Enables or disables depth-aware upsampling.\n *\n * @deprecated Use depthAwareUpsampling instead.\n * @param {Boolean} value - Whether depth-aware upsampling should be enabled.\n */\n setDepthAwareUpsamplingEnabled(value) {\n this.depthAwareUpsampling = value;\n }\n /**\n * Indicates whether distance-based radius scaling is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get distanceScaling() {\n return true;\n }\n set distanceScaling(value) {\n }\n /**\n * The color of the ambient occlusion. Set to `null` to disable.\n *\n * @type {Color}\n */\n get color() {\n return this.uniforms.get(\"color\").value;\n }\n set color(value) {\n const uniforms = this.uniforms;\n const defines = this.defines;\n if (value !== null) {\n if (defines.has(\"COLORIZE\")) {\n uniforms.get(\"color\").value.set(value);\n } else {\n defines.set(\"COLORIZE\", \"1\");\n uniforms.get(\"color\").value = new import_three58.Color(value);\n this.setChanged();\n }\n } else if (defines.has(\"COLORIZE\")) {\n defines.delete(\"COLORIZE\");\n uniforms.get(\"color\").value = null;\n this.setChanged();\n }\n }\n /**\n * The luminance influence factor. Range: [0.0, 1.0].\n *\n * @type {Boolean}\n */\n get luminanceInfluence() {\n return this.uniforms.get(\"luminanceInfluence\").value;\n }\n set luminanceInfluence(value) {\n this.uniforms.get(\"luminanceInfluence\").value = value;\n }\n /**\n * The intensity.\n *\n * @type {Number}\n */\n get intensity() {\n return this.uniforms.get(\"intensity\").value;\n }\n set intensity(value) {\n this.uniforms.get(\"intensity\").value = value;\n }\n /**\n * Returns the color of the ambient occlusion.\n *\n * @deprecated Use color instead.\n * @return {Color} The color.\n */\n getColor() {\n return this.color;\n }\n /**\n * Sets the color of the ambient occlusion. Set to `null` to disable colorization.\n *\n * @deprecated Use color instead.\n * @param {Color} value - The color.\n */\n setColor(value) {\n this.color = value;\n }\n /**\n * Sets the occlusion distance cutoff.\n *\n * @deprecated Use ssaoMaterial instead.\n * @param {Number} threshold - The distance threshold. Range [0.0, 1.0].\n * @param {Number} falloff - The falloff. Range [0.0, 1.0].\n */\n setDistanceCutoff(threshold, falloff) {\n this.ssaoMaterial.distanceThreshold = threshold;\n this.ssaoMaterial.distanceFalloff = falloff;\n }\n /**\n * Sets the occlusion proximity cutoff.\n *\n * @deprecated Use ssaoMaterial instead.\n * @param {Number} threshold - The proximity threshold. Range [0.0, 1.0].\n * @param {Number} falloff - The falloff. Range [0.0, 1.0].\n */\n setProximityCutoff(threshold, falloff) {\n this.ssaoMaterial.proximityThreshold = threshold;\n this.ssaoMaterial.proximityFalloff = falloff;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three58.BasicDepthPacking) {\n this.depthDownsamplingPass.setDepthTexture(depthTexture, depthPacking);\n this.ssaoMaterial.depthBuffer = depthTexture;\n this.ssaoMaterial.depthPacking = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const renderTarget = this.renderTarget;\n if (this.depthDownsamplingPass.enabled) {\n this.depthDownsamplingPass.render(renderer);\n }\n this.ssaoPass.render(renderer, null, renderTarget);\n }\n /**\n * Sets the size.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.ssaoMaterial.copyCameraSettings(this.camera);\n this.ssaoMaterial.setSize(w, h);\n this.renderTarget.setSize(w, h);\n this.depthDownsamplingPass.resolution.scale = resolution.scale;\n this.depthDownsamplingPass.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n try {\n let normalDepthBuffer = this.uniforms.get(\"normalDepthBuffer\").value;\n if (normalDepthBuffer === null) {\n this.depthDownsamplingPass.initialize(renderer, alpha, frameBufferType);\n normalDepthBuffer = this.depthDownsamplingPass.texture;\n this.uniforms.get(\"normalDepthBuffer\").value = normalDepthBuffer;\n this.ssaoMaterial.normalDepthBuffer = normalDepthBuffer;\n this.defines.set(\"NORMAL_DEPTH\", \"1\");\n }\n } catch (e) {\n this.depthDownsamplingPass.enabled = false;\n }\n }\n};\n\n// src/effects/TextureEffect.js\nvar import_three59 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/texture.frag\nvar texture_default = \"#ifdef TEXTURE_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nvarying vec2 vUv2;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){\\n#ifdef UV_TRANSFORM\\nvec4 texel=texture2D(map,vUv2);\\n#else\\nvec4 texel=texture2D(map,uv);\\n#endif\\noutputColor=TEXEL;}\";\n\n// src/effects/glsl/texture.vert\nvar texture_default2 = \"#ifdef ASPECT_CORRECTION\\nuniform float scale;\\n#else\\nuniform mat3 uvTransform;\\n#endif\\nvarying vec2 vUv2;void mainSupport(const in vec2 uv){\\n#ifdef ASPECT_CORRECTION\\nvUv2=uv*vec2(aspect,1.0)*scale;\\n#else\\nvUv2=(uvTransform*vec3(uv,1.0)).xy;\\n#endif\\n}\";\n\n// src/effects/TextureEffect.js\nvar TextureEffect = class extends Effect {\n /**\n * Constructs a new texture effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Texture} [options.texture] - A texture.\n * @param {Boolean} [options.aspectCorrection=false] - Deprecated. Adjust the texture's offset, repeat and center instead.\n */\n constructor({ blendFunction, texture = null, aspectCorrection = false } = {}) {\n super(\"TextureEffect\", texture_default, {\n blendFunction,\n defines: /* @__PURE__ */ new Map([\n [\"TEXEL\", \"texel\"]\n ]),\n uniforms: /* @__PURE__ */ new Map([\n [\"map\", new import_three59.Uniform(null)],\n [\"scale\", new import_three59.Uniform(1)],\n [\"uvTransform\", new import_three59.Uniform(null)]\n ])\n });\n this.texture = texture;\n this.aspectCorrection = aspectCorrection;\n }\n /**\n * The texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.uniforms.get(\"map\").value;\n }\n set texture(value) {\n const prevTexture = this.texture;\n const uniforms = this.uniforms;\n const defines = this.defines;\n if (prevTexture !== value) {\n uniforms.get(\"map\").value = value;\n uniforms.get(\"uvTransform\").value = value.matrix;\n defines.delete(\"TEXTURE_PRECISION_HIGH\");\n if (value !== null) {\n if (value.matrixAutoUpdate) {\n defines.set(\"UV_TRANSFORM\", \"1\");\n this.setVertexShader(texture_default2);\n } else {\n defines.delete(\"UV_TRANSFORM\");\n this.setVertexShader(null);\n }\n if (value.type !== import_three59.UnsignedByteType) {\n defines.set(\"TEXTURE_PRECISION_HIGH\", \"1\");\n }\n if (prevTexture === null || prevTexture.type !== value.type || prevTexture.encoding !== value.encoding) {\n this.setChanged();\n }\n }\n }\n }\n /**\n * Returns the texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.texture;\n }\n /**\n * Sets the texture.\n *\n * @deprecated Use texture instead.\n * @param {Texture} value - The texture.\n */\n setTexture(value) {\n this.texture = value;\n }\n /**\n * Indicates whether aspect correction is enabled.\n *\n * @type {Number}\n * @deprecated Adjust the texture's offset, repeat, rotation and center instead.\n */\n get aspectCorrection() {\n return this.defines.has(\"ASPECT_CORRECTION\");\n }\n set aspectCorrection(value) {\n if (this.aspectCorrection !== value) {\n if (value) {\n this.defines.set(\"ASPECT_CORRECTION\", \"1\");\n } else {\n this.defines.delete(\"ASPECT_CORRECTION\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the texture UV coordinates will be transformed using the transformation matrix of the texture.\n *\n * @type {Boolean}\n * @deprecated Use texture.matrixAutoUpdate instead.\n */\n get uvTransform() {\n const texture = this.texture;\n return texture !== null && texture.matrixAutoUpdate;\n }\n set uvTransform(value) {\n const texture = this.texture;\n if (texture !== null) {\n texture.matrixAutoUpdate = value;\n }\n }\n /**\n * Sets the swizzles that will be applied to the components of a texel before it is written to the output color.\n *\n * @param {ColorChannel} r - The swizzle for the `r` component.\n * @param {ColorChannel} [g=r] - The swizzle for the `g` component.\n * @param {ColorChannel} [b=r] - The swizzle for the `b` component.\n * @param {ColorChannel} [a=r] - The swizzle for the `a` component.\n */\n setTextureSwizzleRGBA(r, g = r, b = r, a = r) {\n const rgba = \"rgba\";\n let swizzle = \"\";\n if (r !== ColorChannel.RED || g !== ColorChannel.GREEN || b !== ColorChannel.BLUE || a !== ColorChannel.ALPHA) {\n swizzle = [\".\", rgba[r], rgba[g], rgba[b], rgba[a]].join(\"\");\n }\n this.defines.set(\"TEXEL\", \"texel\" + swizzle);\n this.setChanged();\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n if (this.texture.matrixAutoUpdate) {\n this.texture.updateMatrix();\n }\n }\n};\n\n// src/effects/TiltShiftEffect.js\nvar import_three61 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/TiltShiftBlurMaterial.js\nvar import_three60 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.tilt-shift.frag\nvar convolution_tilt_shift_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform vec4 maskParams;varying vec2 vUv;varying vec2 vUv2;varying vec2 vOffset;float linearGradientMask(const in float x){return smoothstep(maskParams.x,maskParams.y,x)-smoothstep(maskParams.w,maskParams.z,x);}void main(){vec2 dUv=vOffset*(1.0-linearGradientMask(vUv2.y));vec4 sum=texture2D(inputBuffer,vec2(vUv.x-dUv.x,vUv.y+dUv.y));sum+=texture2D(inputBuffer,vec2(vUv.x+dUv.x,vUv.y+dUv.y));sum+=texture2D(inputBuffer,vec2(vUv.x+dUv.x,vUv.y-dUv.y));sum+=texture2D(inputBuffer,vec2(vUv.x-dUv.x,vUv.y-dUv.y));gl_FragColor=sum*0.25;\\n#include \\n}\";\n\n// src/materials/glsl/convolution.tilt-shift.vert\nvar convolution_tilt_shift_default2 = \"uniform vec4 texelSize;uniform float kernel;uniform float scale;uniform float aspect;uniform vec2 rotation;varying vec2 vUv;varying vec2 vUv2;varying vec2 vOffset;void main(){vec2 uv=position.xy*0.5+0.5;vUv=uv;vUv2=(uv-0.5)*2.0*vec2(aspect,1.0);vUv2=vec2(dot(rotation,vUv2),dot(rotation,vec2(vUv2.y,-vUv2.x)));vOffset=(texelSize.xy*vec2(kernel)+texelSize.zw)*scale;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/TiltShiftBlurMaterial.js\nvar TiltShiftBlurMaterial = class extends KawaseBlurMaterial {\n /**\n * Constructs a new tilt shift blur material.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.offset=0.0] - The relative offset of the focus area.\n * @param {Number} [options.rotation=0.0] - The rotation of the focus area in radians.\n * @param {Number} [options.focusArea=0.4] - The relative size of the focus area.\n * @param {Number} [options.feather=0.3] - The softness of the focus area edges.\n */\n constructor({\n kernelSize = KernelSize.MEDIUM,\n offset = 0,\n rotation = 0,\n focusArea = 0.4,\n feather = 0.3\n } = {}) {\n super();\n this.fragmentShader = convolution_tilt_shift_default;\n this.vertexShader = convolution_tilt_shift_default2;\n this.kernelSize = kernelSize;\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n this.uniforms.aspect = new import_three60.Uniform(1);\n this.uniforms.rotation = new import_three60.Uniform(new import_three60.Vector2());\n this.uniforms.maskParams = new import_three60.Uniform(new import_three60.Vector4());\n this._offset = offset;\n this._focusArea = focusArea;\n this._feather = feather;\n this.rotation = rotation;\n this.updateParams();\n }\n /**\n * The relative offset of the focus area.\n *\n * @private\n */\n updateParams() {\n const params = this.uniforms.maskParams.value;\n const a = Math.max(this.focusArea, 0);\n const b = Math.max(a - this.feather, 0);\n params.set(\n this.offset - a,\n this.offset - b,\n this.offset + a,\n this.offset + b\n );\n }\n /**\n * The rotation of the focus area in radians.\n *\n * @type {Number}\n */\n get rotation() {\n return Math.acos(this.uniforms.rotation.value.x);\n }\n set rotation(value) {\n this.uniforms.rotation.value.set(Math.cos(value), Math.sin(value));\n }\n /**\n * The relative offset of the focus area.\n *\n * @type {Number}\n */\n get offset() {\n return this._offset;\n }\n set offset(value) {\n this._offset = value;\n this.updateParams();\n }\n /**\n * The relative size of the focus area.\n *\n * @type {Number}\n */\n get focusArea() {\n return this._focusArea;\n }\n set focusArea(value) {\n this._focusArea = value;\n this.updateParams();\n }\n /**\n * The softness of the focus area edges.\n *\n * @type {Number}\n */\n get feather() {\n return this._feather;\n }\n set feather(value) {\n this._feather = value;\n this.updateParams();\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n super.setSize(width, height);\n this.uniforms.aspect.value = width / height;\n }\n};\n\n// src/passes/TiltShiftBlurPass.js\nvar TiltShiftBlurPass = class extends KawaseBlurPass {\n /**\n * Constructs a new Kawase blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.offset=0.0] - The relative offset of the focus area.\n * @param {Number} [options.rotation=0.0] - The rotation of the focus area in radians.\n * @param {Number} [options.focusArea=0.4] - The relative size of the focus area.\n * @param {Number} [options.feather=0.3] - The softness of the focus area edges.\n * @param {KernelSize} [options.kernelSize=KernelSize.MEDIUM] - The blur kernel size.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n offset = 0,\n rotation = 0,\n focusArea = 0.4,\n feather = 0.3,\n kernelSize = KernelSize.MEDIUM,\n resolutionScale = 0.5,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super({ kernelSize, resolutionScale, resolutionX, resolutionY });\n this.blurMaterial = new TiltShiftBlurMaterial({ kernelSize, offset, rotation, focusArea, feather });\n }\n};\n\n// src/effects/glsl/tilt-shift.frag\nvar tilt_shift_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nuniform vec2 maskParams;varying vec2 vUv2;float linearGradientMask(const in float x){return step(maskParams.x,x)-step(maskParams.y,x);}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){float mask=linearGradientMask(vUv2.y);vec4 texel=texture2D(map,uv);outputColor=mix(texel,inputColor,mask);}\";\n\n// src/effects/glsl/tilt-shift.vert\nvar tilt_shift_default2 = \"uniform vec2 rotation;varying vec2 vUv2;void mainSupport(const in vec2 uv){vUv2=(uv-0.5)*2.0*vec2(aspect,1.0);vUv2=vec2(dot(rotation,vUv2),dot(rotation,vec2(vUv2.y,-vUv2.x)));}\";\n\n// src/effects/TiltShiftEffect.js\nvar TiltShiftEffect = class extends Effect {\n /**\n * Constructs a new tilt shift Effect\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.offset=0.0] - The relative offset of the focus area.\n * @param {Number} [options.rotation=0.0] - The rotation of the focus area in radians.\n * @param {Number} [options.focusArea=0.4] - The relative size of the focus area.\n * @param {Number} [options.feather=0.3] - The softness of the focus area edges.\n * @param {Number} [options.bias=0.06] - Deprecated.\n * @param {KernelSize} [options.kernelSize=KernelSize.MEDIUM] - The blur kernel size.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n blendFunction,\n offset = 0,\n rotation = 0,\n focusArea = 0.4,\n feather = 0.3,\n kernelSize = KernelSize.MEDIUM,\n resolutionScale = 0.5,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super(\"TiltShiftEffect\", tilt_shift_default, {\n vertexShader: tilt_shift_default2,\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"rotation\", new import_three61.Uniform(new import_three61.Vector2())],\n [\"maskParams\", new import_three61.Uniform(new import_three61.Vector2())],\n [\"map\", new import_three61.Uniform(null)]\n ])\n });\n this._offset = offset;\n this._focusArea = focusArea;\n this._feather = feather;\n this.renderTarget = new import_three61.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"TiltShift.Target\";\n this.uniforms.get(\"map\").value = this.renderTarget.texture;\n this.blurPass = new TiltShiftBlurPass({\n kernelSize,\n resolutionScale,\n resolutionX,\n resolutionY,\n offset,\n rotation,\n focusArea,\n feather\n });\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.rotation = rotation;\n this.updateParams();\n }\n /**\n * Updates the mask params.\n *\n * @private\n */\n updateParams() {\n const params = this.uniforms.get(\"maskParams\").value;\n const x = Math.max(this.focusArea - this.feather, 0);\n params.set(this.offset - x, this.offset + x);\n }\n /**\n * The rotation of the focus area in radians.\n *\n * @type {Number}\n */\n get rotation() {\n return Math.acos(this.uniforms.get(\"rotation\").value.x);\n }\n set rotation(value) {\n this.uniforms.get(\"rotation\").value.set(Math.cos(value), Math.sin(value));\n this.blurPass.blurMaterial.rotation = value;\n }\n /**\n * The relative offset of the focus area.\n *\n * @type {Number}\n */\n get offset() {\n return this._offset;\n }\n set offset(value) {\n this._offset = value;\n this.blurPass.blurMaterial.offset = value;\n this.updateParams();\n }\n /**\n * The relative size of the focus area.\n *\n * @type {Number}\n */\n get focusArea() {\n return this._focusArea;\n }\n set focusArea(value) {\n this._focusArea = value;\n this.blurPass.blurMaterial.focusArea = value;\n this.updateParams();\n }\n /**\n * The softness of the focus area edges.\n *\n * @type {Number}\n */\n get feather() {\n return this._feather;\n }\n set feather(value) {\n this._feather = value;\n this.blurPass.blurMaterial.feather = value;\n this.updateParams();\n }\n /**\n * A blend bias.\n *\n * @type {Number}\n * @deprecated\n */\n get bias() {\n return 0;\n }\n set bias(value) {\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n this.blurPass.render(renderer, inputBuffer, this.renderTarget);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n this.blurPass.resolution.copy(resolution);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, frameBufferType);\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three61.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three61.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/ToneMappingEffect.js\nvar import_three64 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/passes/AdaptiveLuminancePass.js\nvar import_three63 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/AdaptiveLuminanceMaterial.js\nvar import_three62 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/adaptive-luminance.frag\nvar adaptive_luminance_default = \"#include \\n#define packFloatToRGBA(v) packDepthToRGBA(v)\\n#define unpackRGBAToFloat(v) unpackRGBAToDepth(v)\\nuniform lowp sampler2D luminanceBuffer0;uniform lowp sampler2D luminanceBuffer1;uniform float minLuminance;uniform float deltaTime;uniform float tau;varying vec2 vUv;void main(){float l0=unpackRGBAToFloat(texture2D(luminanceBuffer0,vUv));\\n#if __VERSION__ < 300\\nfloat l1=texture2DLodEXT(luminanceBuffer1,vUv,MIP_LEVEL_1X1).r;\\n#else\\nfloat l1=textureLod(luminanceBuffer1,vUv,MIP_LEVEL_1X1).r;\\n#endif\\nl0=max(minLuminance,l0);l1=max(minLuminance,l1);float adaptedLum=l0+(l1-l0)*(1.0-exp(-deltaTime*tau));gl_FragColor=(adaptedLum==1.0)?vec4(1.0):packFloatToRGBA(adaptedLum);}\";\n\n// src/materials/AdaptiveLuminanceMaterial.js\nvar AdaptiveLuminanceMaterial = class extends import_three62.ShaderMaterial {\n /**\n * Constructs a new adaptive luminance material.\n */\n constructor() {\n super({\n name: \"AdaptiveLuminanceMaterial\",\n defines: {\n MIP_LEVEL_1X1: \"0.0\"\n },\n uniforms: {\n luminanceBuffer0: new import_three62.Uniform(null),\n luminanceBuffer1: new import_three62.Uniform(null),\n minLuminance: new import_three62.Uniform(0.01),\n deltaTime: new import_three62.Uniform(0),\n tau: new import_three62.Uniform(1)\n },\n extensions: {\n shaderTextureLOD: true\n },\n blending: import_three62.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: adaptive_luminance_default,\n vertexShader: common_default\n });\n }\n /**\n * The primary luminance buffer that contains the downsampled average luminance.\n *\n * @type {Texture}\n */\n set luminanceBuffer0(value) {\n this.uniforms.luminanceBuffer0.value = value;\n }\n /**\n * Sets the primary luminance buffer that contains the downsampled average luminance.\n *\n * @deprecated Use luminanceBuffer0 instead.\n * @param {Texture} value - The buffer.\n */\n setLuminanceBuffer0(value) {\n this.uniforms.luminanceBuffer0.value = value;\n }\n /**\n * The secondary luminance buffer.\n *\n * @type {Texture}\n */\n set luminanceBuffer1(value) {\n this.uniforms.luminanceBuffer1.value = value;\n }\n /**\n * Sets the secondary luminance buffer.\n *\n * @deprecated Use luminanceBuffer1 instead.\n * @param {Texture} value - The buffer.\n */\n setLuminanceBuffer1(value) {\n this.uniforms.luminanceBuffer1.value = value;\n }\n /**\n * The 1x1 mipmap level.\n *\n * This level is used to identify the smallest mipmap of the primary luminance buffer.\n *\n * @type {Number}\n */\n set mipLevel1x1(value) {\n this.defines.MIP_LEVEL_1X1 = value.toFixed(1);\n this.needsUpdate = true;\n }\n /**\n * Sets the 1x1 mipmap level.\n *\n * @deprecated Use mipLevel1x1 instead.\n * @param {Number} value - The level.\n */\n setMipLevel1x1(value) {\n this.mipLevel1x1 = value;\n }\n /**\n * The delta time.\n *\n * @type {Number}\n */\n set deltaTime(value) {\n this.uniforms.deltaTime.value = value;\n }\n /**\n * Sets the delta time.\n *\n * @deprecated Use deltaTime instead.\n * @param {Number} value - The delta time.\n */\n setDeltaTime(value) {\n this.uniforms.deltaTime.value = value;\n }\n /**\n * The lowest possible luminance value.\n *\n * @type {Number}\n */\n get minLuminance() {\n return this.uniforms.minLuminance.value;\n }\n set minLuminance(value) {\n this.uniforms.minLuminance.value = value;\n }\n /**\n * Returns the lowest possible luminance value.\n *\n * @deprecated Use minLuminance instead.\n * @return {Number} The minimum luminance.\n */\n getMinLuminance() {\n return this.uniforms.minLuminance.value;\n }\n /**\n * Sets the minimum luminance.\n *\n * @deprecated Use minLuminance instead.\n * @param {Number} value - The minimum luminance.\n */\n setMinLuminance(value) {\n this.uniforms.minLuminance.value = value;\n }\n /**\n * The luminance adaptation rate.\n *\n * @type {Number}\n */\n get adaptationRate() {\n return this.uniforms.tau.value;\n }\n set adaptationRate(value) {\n this.uniforms.tau.value = value;\n }\n /**\n * Returns the luminance adaptation rate.\n *\n * @deprecated Use adaptationRate instead.\n * @return {Number} The adaptation rate.\n */\n getAdaptationRate() {\n return this.uniforms.tau.value;\n }\n /**\n * Sets the luminance adaptation rate.\n *\n * @deprecated Use adaptationRate instead.\n * @param {Number} value - The adaptation rate.\n */\n setAdaptationRate(value) {\n this.uniforms.tau.value = value;\n }\n};\n\n// src/passes/AdaptiveLuminancePass.js\nvar AdaptiveLuminancePass = class extends Pass {\n /**\n * Constructs a new adaptive luminance pass.\n *\n * @param {Texture} luminanceBuffer - A buffer that contains the current scene luminance.\n * @param {Object} [options] - The options.\n * @param {Number} [options.minLuminance=0.01] - The minimum luminance.\n * @param {Number} [options.adaptationRate=1.0] - The luminance adaptation rate.\n */\n constructor(luminanceBuffer, { minLuminance = 0.01, adaptationRate = 1 } = {}) {\n super(\"AdaptiveLuminancePass\");\n this.fullscreenMaterial = new AdaptiveLuminanceMaterial();\n this.needsSwap = false;\n this.renderTargetPrevious = new import_three63.WebGLRenderTarget(1, 1, {\n minFilter: import_three63.NearestFilter,\n magFilter: import_three63.NearestFilter,\n depthBuffer: false\n });\n this.renderTargetPrevious.texture.name = \"Luminance.Previous\";\n const material = this.fullscreenMaterial;\n material.luminanceBuffer0 = this.renderTargetPrevious.texture;\n material.luminanceBuffer1 = luminanceBuffer;\n material.minLuminance = minLuminance;\n material.adaptationRate = adaptationRate;\n this.renderTargetAdapted = this.renderTargetPrevious.clone();\n this.renderTargetAdapted.texture.name = \"Luminance.Adapted\";\n this.copyPass = new CopyPass(this.renderTargetPrevious, false);\n }\n /**\n * The adaptive luminance texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTargetAdapted.texture;\n }\n /**\n * Returns the adaptive 1x1 luminance texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTargetAdapted.texture;\n }\n /**\n * Sets the 1x1 mipmap level.\n *\n * This level is used to identify the smallest mipmap of the main luminance texture which contains the downsampled\n * average scene luminance.\n *\n * @type {Number}\n * @deprecated Use fullscreenMaterial.mipLevel1x1 instead.\n */\n set mipLevel1x1(value) {\n this.fullscreenMaterial.mipLevel1x1 = value;\n }\n /**\n * The luminance adaptation rate.\n *\n * @type {Number}\n * @deprecated Use fullscreenMaterial.adaptationRate instead.\n */\n get adaptationRate() {\n return this.fullscreenMaterial.adaptationRate;\n }\n /**\n * @type {Number}\n * @deprecated Use fullscreenMaterial.adaptationRate instead.\n */\n set adaptationRate(value) {\n this.fullscreenMaterial.adaptationRate = value;\n }\n /**\n * Renders the scene normals.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n this.fullscreenMaterial.deltaTime = deltaTime;\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTargetAdapted);\n renderer.render(this.scene, this.camera);\n this.copyPass.render(renderer, this.renderTargetAdapted);\n }\n};\n\n// src/effects/glsl/tone-mapping.frag\nvar tone_mapping_default = \"#include \\nuniform float whitePoint;\\n#if TONE_MAPPING_MODE == 2 || TONE_MAPPING_MODE == 3\\nuniform float middleGrey;\\n#if TONE_MAPPING_MODE == 3\\nuniform lowp sampler2D luminanceBuffer;\\n#else\\nuniform float averageLuminance;\\n#endif\\nvec3 Reinhard2ToneMapping(vec3 color){color*=toneMappingExposure;float l=luminance(color);\\n#if TONE_MAPPING_MODE == 3\\nfloat lumAvg=unpackRGBAToFloat(texture2D(luminanceBuffer,vec2(0.5)));\\n#else\\nfloat lumAvg=averageLuminance;\\n#endif\\nfloat lumScaled=(l*middleGrey)/max(lumAvg,1e-6);float lumCompressed=lumScaled*(1.0+lumScaled/(whitePoint*whitePoint));lumCompressed/=(1.0+lumScaled);return clamp(lumCompressed*color,0.0,1.0);}\\n#elif TONE_MAPPING_MODE == 4\\n#define A 0.15\\n#define B 0.50\\n#define C 0.10\\n#define D 0.20\\n#define E 0.02\\n#define F 0.30\\nvec3 Uncharted2Helper(const in vec3 x){return((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;}vec3 Uncharted2ToneMapping(vec3 color){color*=toneMappingExposure;return clamp(Uncharted2Helper(color)/Uncharted2Helper(vec3(whitePoint)),0.0,1.0);}\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){\\n#if TONE_MAPPING_MODE == 2 || TONE_MAPPING_MODE == 3\\noutputColor=vec4(Reinhard2ToneMapping(inputColor.rgb),inputColor.a);\\n#elif TONE_MAPPING_MODE == 4\\noutputColor=vec4(Uncharted2ToneMapping(inputColor.rgb),inputColor.a);\\n#else\\noutputColor=vec4(toneMapping(inputColor.rgb),inputColor.a);\\n#endif\\n}\";\n\n// src/effects/ToneMappingEffect.js\nvar ToneMappingEffect = class extends Effect {\n /**\n * Constructs a new tone mapping effect.\n *\n * The additional parameters only affect the Reinhard2 operator.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Boolean} [options.adaptive=false] - Deprecated. Use mode instead.\n * @param {ToneMappingMode} [options.mode=ToneMappingMode.AGX] - The tone mapping mode.\n * @param {Number} [options.resolution=256] - The resolution of the luminance texture. Must be a power of two.\n * @param {Number} [options.maxLuminance=4.0] - Deprecated. Same as whitePoint.\n * @param {Number} [options.whitePoint=4.0] - The white point.\n * @param {Number} [options.middleGrey=0.6] - The middle grey factor.\n * @param {Number} [options.minLuminance=0.01] - The minimum luminance. Prevents very high exposure in dark scenes.\n * @param {Number} [options.averageLuminance=1.0] - The average luminance. Used for the non-adaptive Reinhard operator.\n * @param {Number} [options.adaptationRate=1.0] - The luminance adaptation rate.\n */\n constructor({\n blendFunction = BlendFunction.SRC,\n adaptive = false,\n mode = adaptive ? ToneMappingMode.REINHARD2_ADAPTIVE : ToneMappingMode.AGX,\n resolution = 256,\n maxLuminance = 4,\n whitePoint = maxLuminance,\n middleGrey = 0.6,\n minLuminance = 0.01,\n averageLuminance = 1,\n adaptationRate = 1\n } = {}) {\n super(\"ToneMappingEffect\", tone_mapping_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"luminanceBuffer\", new import_three64.Uniform(null)],\n [\"maxLuminance\", new import_three64.Uniform(maxLuminance)],\n // Unused\n [\"whitePoint\", new import_three64.Uniform(whitePoint)],\n [\"middleGrey\", new import_three64.Uniform(middleGrey)],\n [\"averageLuminance\", new import_three64.Uniform(averageLuminance)]\n ])\n });\n this.renderTargetLuminance = new import_three64.WebGLRenderTarget(1, 1, {\n minFilter: import_three64.LinearMipmapLinearFilter,\n depthBuffer: false\n });\n this.renderTargetLuminance.texture.generateMipmaps = true;\n this.renderTargetLuminance.texture.name = \"Luminance\";\n this.luminancePass = new LuminancePass({\n renderTarget: this.renderTargetLuminance\n });\n this.adaptiveLuminancePass = new AdaptiveLuminancePass(this.luminancePass.texture, {\n minLuminance,\n adaptationRate\n });\n this.uniforms.get(\"luminanceBuffer\").value = this.adaptiveLuminancePass.texture;\n this.resolution = resolution;\n this.mode = mode;\n }\n /**\n * The tone mapping mode.\n *\n * @type {ToneMappingMode}\n */\n get mode() {\n return Number(this.defines.get(\"TONE_MAPPING_MODE\"));\n }\n set mode(value) {\n if (this.mode !== value) {\n this.defines.clear();\n this.defines.set(\"TONE_MAPPING_MODE\", value.toFixed(0));\n switch (value) {\n case ToneMappingMode.LINEAR:\n this.defines.set(\"toneMapping(texel)\", \"LinearToneMapping(texel)\");\n break;\n case ToneMappingMode.REINHARD:\n this.defines.set(\"toneMapping(texel)\", \"ReinhardToneMapping(texel)\");\n break;\n case ToneMappingMode.OPTIMIZED_CINEON:\n this.defines.set(\"toneMapping(texel)\", \"OptimizedCineonToneMapping(texel)\");\n break;\n case ToneMappingMode.ACES_FILMIC:\n this.defines.set(\"toneMapping(texel)\", \"ACESFilmicToneMapping(texel)\");\n break;\n case ToneMappingMode.AGX:\n this.defines.set(\"toneMapping(texel)\", \"AgXToneMapping(texel)\");\n break;\n case ToneMappingMode.NEUTRAL:\n this.defines.set(\"toneMapping(texel)\", \"NeutralToneMapping(texel)\");\n break;\n default:\n this.defines.set(\"toneMapping(texel)\", \"texel\");\n break;\n }\n this.adaptiveLuminancePass.enabled = value === ToneMappingMode.REINHARD2_ADAPTIVE;\n this.setChanged();\n }\n }\n /**\n * Returns the current tone mapping mode.\n *\n * @deprecated Use mode instead.\n * @return {ToneMappingMode} The tone mapping mode.\n */\n getMode() {\n return this.mode;\n }\n /**\n * Sets the tone mapping mode.\n *\n * @deprecated Use mode instead.\n * @param {ToneMappingMode} value - The tone mapping mode.\n */\n setMode(value) {\n this.mode = value;\n }\n /**\n * The white point. Default is `4.0`.\n *\n * Only applies to Reinhard2 (Modified & Adaptive).\n *\n * @type {Number}\n */\n get whitePoint() {\n return this.uniforms.get(\"whitePoint\").value;\n }\n set whitePoint(value) {\n this.uniforms.get(\"whitePoint\").value = value;\n }\n /**\n * The middle grey factor. Default is `0.6`.\n *\n * Only applies to Reinhard2 (Modified & Adaptive).\n *\n * @type {Number}\n */\n get middleGrey() {\n return this.uniforms.get(\"middleGrey\").value;\n }\n set middleGrey(value) {\n this.uniforms.get(\"middleGrey\").value = value;\n }\n /**\n * The average luminance.\n *\n * Only applies to Reinhard2 (Modified).\n *\n * @type {Number}\n */\n get averageLuminance() {\n return this.uniforms.get(\"averageLuminance\").value;\n }\n set averageLuminance(value) {\n this.uniforms.get(\"averageLuminance\").value = value;\n }\n /**\n * The adaptive luminance material.\n *\n * @type {AdaptiveLuminanceMaterial}\n */\n get adaptiveLuminanceMaterial() {\n return this.adaptiveLuminancePass.fullscreenMaterial;\n }\n /**\n * Returns the adaptive luminance material.\n *\n * @deprecated Use adaptiveLuminanceMaterial instead.\n * @return {AdaptiveLuminanceMaterial} The material.\n */\n getAdaptiveLuminanceMaterial() {\n return this.adaptiveLuminanceMaterial;\n }\n /**\n * The resolution of the luminance texture. Must be a power of two.\n *\n * @type {Number}\n */\n get resolution() {\n return this.luminancePass.resolution.width;\n }\n set resolution(value) {\n const exponent = Math.max(0, Math.ceil(Math.log2(value)));\n const size = Math.pow(2, exponent);\n this.luminancePass.resolution.setPreferredSize(size, size);\n this.adaptiveLuminanceMaterial.mipLevel1x1 = exponent;\n }\n /**\n * Returns the resolution of the luminance texture.\n *\n * @deprecated Use resolution instead.\n * @return {Number} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Sets the resolution of the luminance texture. Must be a power of two.\n *\n * @deprecated Use resolution instead.\n * @param {Number} value - The resolution.\n */\n setResolution(value) {\n this.resolution = value;\n }\n /**\n * Indicates whether this pass uses adaptive luminance.\n *\n * @type {Boolean}\n * @deprecated Use mode instead.\n */\n get adaptive() {\n return this.mode === ToneMappingMode.REINHARD2_ADAPTIVE;\n }\n set adaptive(value) {\n this.mode = value ? ToneMappingMode.REINHARD2_ADAPTIVE : ToneMappingMode.REINHARD2;\n }\n /**\n * The luminance adaptation rate.\n *\n * @type {Number}\n * @deprecated Use adaptiveLuminanceMaterial.adaptationRate instead.\n */\n get adaptationRate() {\n return this.adaptiveLuminanceMaterial.adaptationRate;\n }\n set adaptationRate(value) {\n this.adaptiveLuminanceMaterial.adaptationRate = value;\n }\n /**\n * @type {Number}\n * @deprecated\n */\n get distinction() {\n console.warn(this.name, \"distinction was removed.\");\n return 1;\n }\n set distinction(value) {\n console.warn(this.name, \"distinction was removed.\");\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n if (this.adaptiveLuminancePass.enabled) {\n this.luminancePass.render(renderer, inputBuffer);\n this.adaptiveLuminancePass.render(renderer, null, null, deltaTime);\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.adaptiveLuminancePass.initialize(renderer, alpha, frameBufferType);\n }\n};\n\n// src/effects/VignetteEffect.js\nvar import_three65 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/vignette.frag\nvar vignette_default = \"uniform float offset;uniform float darkness;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){const vec2 center=vec2(0.5);vec3 color=inputColor.rgb;\\n#if VIGNETTE_TECHNIQUE == 0\\nfloat d=distance(uv,center);color*=smoothstep(0.8,offset*0.799,d*(darkness+offset));\\n#else\\nvec2 coord=(uv-center)*vec2(offset);color=mix(color,vec3(1.0-darkness),dot(coord,coord));\\n#endif\\noutputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/VignetteEffect.js\nvar VignetteEffect = class extends Effect {\n /**\n * Constructs a new Vignette effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {VignetteTechnique} [options.technique=VignetteTechnique.DEFAULT] - The Vignette technique.\n * @param {Boolean} [options.eskil=false] - Deprecated. Use technique instead.\n * @param {Number} [options.offset=0.5] - The Vignette offset.\n * @param {Number} [options.darkness=0.5] - The Vignette darkness.\n */\n constructor({\n blendFunction,\n eskil = false,\n technique = eskil ? VignetteTechnique.ESKIL : VignetteTechnique.DEFAULT,\n offset = 0.5,\n darkness = 0.5\n } = {}) {\n super(\"VignetteEffect\", vignette_default, {\n blendFunction,\n defines: /* @__PURE__ */ new Map([\n [\"VIGNETTE_TECHNIQUE\", technique.toFixed(0)]\n ]),\n uniforms: /* @__PURE__ */ new Map([\n [\"offset\", new import_three65.Uniform(offset)],\n [\"darkness\", new import_three65.Uniform(darkness)]\n ])\n });\n }\n /**\n * The Vignette technique.\n *\n * @type {VignetteTechnique}\n */\n get technique() {\n return Number(this.defines.get(\"VIGNETTE_TECHNIQUE\"));\n }\n set technique(value) {\n if (this.technique !== value) {\n this.defines.set(\"VIGNETTE_TECHNIQUE\", value.toFixed(0));\n this.setChanged();\n }\n }\n /**\n * Indicates whether Eskil's Vignette technique is enabled.\n *\n * @type {Boolean}\n * @deprecated Use technique instead.\n */\n get eskil() {\n return this.technique === VignetteTechnique.ESKIL;\n }\n /**\n * Indicates whether Eskil's Vignette technique is enabled.\n *\n * @type {Boolean}\n * @deprecated Use technique instead.\n */\n set eskil(value) {\n this.technique = value ? VignetteTechnique.ESKIL : VignetteTechnique.DEFAULT;\n }\n /**\n * Returns the Vignette technique.\n *\n * @deprecated Use technique instead.\n * @return {VignetteTechnique} The technique.\n */\n getTechnique() {\n return this.technique;\n }\n /**\n * Sets the Vignette technique.\n *\n * @deprecated Use technique instead.\n * @param {VignetteTechnique} value - The technique.\n */\n setTechnique(value) {\n this.technique = value;\n }\n /**\n * The Vignette offset.\n *\n * @type {Number}\n */\n get offset() {\n return this.uniforms.get(\"offset\").value;\n }\n set offset(value) {\n this.uniforms.get(\"offset\").value = value;\n }\n /**\n * Returns the Vignette offset.\n *\n * @deprecated Use offset instead.\n * @return {Number} The offset.\n */\n getOffset() {\n return this.offset;\n }\n /**\n * Sets the Vignette offset.\n *\n * @deprecated Use offset instead.\n * @param {Number} value - The offset.\n */\n setOffset(value) {\n this.offset = value;\n }\n /**\n * The Vignette darkness.\n *\n * @type {Number}\n */\n get darkness() {\n return this.uniforms.get(\"darkness\").value;\n }\n set darkness(value) {\n this.uniforms.get(\"darkness\").value = value;\n }\n /**\n * Returns the Vignette darkness.\n *\n * @deprecated Use darkness instead.\n * @return {Number} The darkness.\n */\n getDarkness() {\n return this.darkness;\n }\n /**\n * Sets the Vignette darkness.\n *\n * @deprecated Use darkness instead.\n * @param {Number} value - The darkness.\n */\n setDarkness(value) {\n this.darkness = value;\n }\n};\n\n// src/loaders/LUT3dlLoader.js\nvar import_three66 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar LUT3dlLoader = class extends import_three66.Loader {\n /**\n * Loads a LUT.\n *\n * @param {String} url - The URL of the 3dl-file.\n * @param {Function} [onLoad] - A callback that receives the loaded lookup texture.\n * @param {Function} [onProgress] - A progress callback that receives the XMLHttpRequest instance.\n * @param {Function} [onError] - An error callback that receives the URL of the file that failed to load.\n * @return {Promise} A promise that returns the lookup texture.\n */\n load(url, onLoad = () => {\n }, onProgress = () => {\n }, onError = null) {\n const externalManager = this.manager;\n const internalManager = new import_three66.LoadingManager();\n const loader = new import_three66.FileLoader(internalManager);\n loader.setPath(this.path);\n loader.setResponseType(\"text\");\n return new Promise((resolve, reject) => {\n internalManager.onError = (url2) => {\n externalManager.itemError(url2);\n if (onError !== null) {\n onError(`Failed to load ${url2}`);\n resolve();\n } else {\n reject(`Failed to load ${url2}`);\n }\n };\n externalManager.itemStart(url);\n loader.load(url, (data) => {\n try {\n const result = this.parse(data);\n externalManager.itemEnd(url);\n onLoad(result);\n resolve(result);\n } catch (e) {\n console.error(e);\n internalManager.onError(url);\n }\n }, onProgress);\n });\n }\n /**\n * Parses the given data.\n *\n * @param {String} input - The LUT data.\n * @return {LookupTexture} The lookup texture.\n * @throws {Error} Fails if the data is invalid.\n */\n parse(input) {\n const regExpGridInfo = /^[\\d ]+$/m;\n const regExpDataPoints = /^([\\d.e+-]+) +([\\d.e+-]+) +([\\d.e+-]+) *$/gm;\n let result = regExpGridInfo.exec(input);\n if (result === null) {\n throw new Error(\"Missing grid information\");\n }\n const gridLines = result[0].trim().split(/\\s+/g).map((n) => Number(n));\n const gridStep = gridLines[1] - gridLines[0];\n const size = gridLines.length;\n const sizeSq = size ** 2;\n for (let i = 1, l = gridLines.length; i < l; ++i) {\n if (gridStep !== gridLines[i] - gridLines[i - 1]) {\n throw new Error(\"Inconsistent grid size\");\n }\n }\n const data = new Float32Array(size ** 3 * 4);\n let maxValue = 0;\n let index = 0;\n while ((result = regExpDataPoints.exec(input)) !== null) {\n const r = Number(result[1]);\n const g = Number(result[2]);\n const b = Number(result[3]);\n maxValue = Math.max(maxValue, r, g, b);\n const bLayer = index % size;\n const gLayer = Math.floor(index / size) % size;\n const rLayer = Math.floor(index / sizeSq) % size;\n const d4 = (bLayer * sizeSq + gLayer * size + rLayer) * 4;\n data[d4 + 0] = r;\n data[d4 + 1] = g;\n data[d4 + 2] = b;\n data[d4 + 3] = 1;\n ++index;\n }\n const bits = Math.ceil(Math.log2(maxValue));\n const maxBitValue = Math.pow(2, bits);\n for (let i = 0, l = data.length; i < l; i += 4) {\n data[i + 0] /= maxBitValue;\n data[i + 1] /= maxBitValue;\n data[i + 2] /= maxBitValue;\n }\n return new LookupTexture(data, size);\n }\n};\n\n// src/loaders/LUTCubeLoader.js\nvar import_three67 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar LUTCubeLoader = class extends import_three67.Loader {\n /**\n * Loads a LUT.\n *\n * @param {String} url - The URL of the CUBE-file.\n * @param {Function} [onLoad] - A callback that receives the loaded lookup texture.\n * @param {Function} [onProgress] - A progress callback that receives the XMLHttpRequest instance.\n * @param {Function} [onError] - An error callback that receives the URL of the file that failed to load.\n * @return {Promise} A promise that returns the lookup texture.\n */\n load(url, onLoad = () => {\n }, onProgress = () => {\n }, onError = null) {\n const externalManager = this.manager;\n const internalManager = new import_three67.LoadingManager();\n const loader = new import_three67.FileLoader(internalManager);\n loader.setPath(this.path);\n loader.setResponseType(\"text\");\n return new Promise((resolve, reject) => {\n internalManager.onError = (url2) => {\n externalManager.itemError(url2);\n if (onError !== null) {\n onError(`Failed to load ${url2}`);\n resolve();\n } else {\n reject(`Failed to load ${url2}`);\n }\n };\n externalManager.itemStart(url);\n loader.load(url, (data) => {\n try {\n const result = this.parse(data);\n externalManager.itemEnd(url);\n onLoad(result);\n resolve(result);\n } catch (e) {\n console.error(e);\n internalManager.onError(url);\n }\n }, onProgress);\n });\n }\n /**\n * Parses the given data.\n *\n * @param {String} input - The LUT data.\n * @return {LookupTexture} The lookup texture.\n * @throws {Error} Fails if the data is invalid.\n */\n parse(input) {\n const regExpTitle = /TITLE +\"([^\"]*)\"/;\n const regExpSize = /LUT_3D_SIZE +(\\d+)/;\n const regExpDomainMin = /DOMAIN_MIN +([\\d.]+) +([\\d.]+) +([\\d.]+)/;\n const regExpDomainMax = /DOMAIN_MAX +([\\d.]+) +([\\d.]+) +([\\d.]+)/;\n const regExpDataPoints = /^([\\d.e+-]+) +([\\d.e+-]+) +([\\d.e+-]+) *$/gm;\n let result = regExpTitle.exec(input);\n const title = result !== null ? result[1] : null;\n result = regExpSize.exec(input);\n if (result === null) {\n throw new Error(\"Missing LUT_3D_SIZE information\");\n }\n const size = Number(result[1]);\n const data = new Float32Array(size ** 3 * 4);\n const domainMin = new import_three67.Vector3(0, 0, 0);\n const domainMax = new import_three67.Vector3(1, 1, 1);\n result = regExpDomainMin.exec(input);\n if (result !== null) {\n domainMin.set(Number(result[1]), Number(result[2]), Number(result[3]));\n }\n result = regExpDomainMax.exec(input);\n if (result !== null) {\n domainMax.set(Number(result[1]), Number(result[2]), Number(result[3]));\n }\n if (domainMin.x > domainMax.x || domainMin.y > domainMax.y || domainMin.z > domainMax.z) {\n domainMin.set(0, 0, 0);\n domainMax.set(1, 1, 1);\n throw new Error(\"Invalid input domain\");\n }\n let i = 0;\n while ((result = regExpDataPoints.exec(input)) !== null) {\n data[i++] = Number(result[1]);\n data[i++] = Number(result[2]);\n data[i++] = Number(result[3]);\n data[i++] = 1;\n }\n const lut = new LookupTexture(data, size);\n lut.domainMin.copy(domainMin);\n lut.domainMax.copy(domainMax);\n if (title !== null) {\n lut.name = title;\n }\n return lut;\n }\n};\n\n// src/loaders/SMAAImageLoader.js\nvar import_three68 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar SMAAImageLoader = class extends import_three68.Loader {\n /**\n * Loads the SMAA data images.\n *\n * @param {Function} [onLoad] - A callback that receives the search image and area image as a pair.\n * @param {Function} [onError] - An error callback that receives the URL of the image that failed to load.\n * @return {Promise} A promise that returns the search image and area image as a pair.\n */\n load(onLoad = () => {\n }, onError = null) {\n if (arguments.length === 4) {\n onLoad = arguments[1];\n onError = arguments[3];\n } else if (arguments.length === 3 || typeof arguments[0] !== \"function\") {\n onLoad = arguments[1];\n onError = null;\n }\n const externalManager = this.manager;\n const internalManager = new import_three68.LoadingManager();\n return new Promise((resolve, reject) => {\n const searchImage = new Image();\n const areaImage = new Image();\n internalManager.onError = (url) => {\n externalManager.itemError(url);\n if (onError !== null) {\n onError(`Failed to load ${url}`);\n resolve();\n } else {\n reject(`Failed to load ${url}`);\n }\n };\n internalManager.onLoad = () => {\n const result = [searchImage, areaImage];\n onLoad(result);\n resolve(result);\n };\n searchImage.addEventListener(\"error\", (e) => {\n internalManager.itemError(\"smaa-search\");\n });\n areaImage.addEventListener(\"error\", (e) => {\n internalManager.itemError(\"smaa-area\");\n });\n searchImage.addEventListener(\"load\", () => {\n externalManager.itemEnd(\"smaa-search\");\n internalManager.itemEnd(\"smaa-search\");\n });\n areaImage.addEventListener(\"load\", () => {\n externalManager.itemEnd(\"smaa-area\");\n internalManager.itemEnd(\"smaa-area\");\n });\n externalManager.itemStart(\"smaa-search\");\n externalManager.itemStart(\"smaa-area\");\n internalManager.itemStart(\"smaa-search\");\n internalManager.itemStart(\"smaa-area\");\n searchImage.src = searchImageDataURL_default;\n areaImage.src = areaImageDataURL_default;\n });\n }\n};\n\n// src/materials/BoxBlurMaterial.js\nvar import_three69 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.box.frag\nvar convolution_box_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#ifdef BILATERAL\\n#include \\nuniform vec2 cameraNearFar;\\n#ifdef NORMAL_DEPTH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){return texture2D(normalDepthBuffer,uv).a;}\\n#else\\n#if DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}\\n#endif\\nfloat getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#endif\\n}\\n#ifdef PERSPECTIVE_CAMERA\\n#define linearDepth(v) viewZToOrthographicDepth(getViewZ(readDepth(v)), cameraNearFar.x, cameraNearFar.y)\\n#else\\n#define linearDepth(v) readDepth(v)\\n#endif\\n#endif\\n#define getTexel(v) texture2D(inputBuffer, v)\\n#if KERNEL_SIZE == 3\\nvarying vec2 vUv00,vUv01,vUv02;varying vec2 vUv03,vUv04,vUv05;varying vec2 vUv06,vUv07,vUv08;\\n#elif KERNEL_SIZE == 5 && MAX_VARYING_VECTORS >= 13\\nvarying vec2 vUv00,vUv01,vUv02,vUv03,vUv04;varying vec2 vUv05,vUv06,vUv07,vUv08,vUv09;varying vec2 vUv10,vUv11,vUv12,vUv13,vUv14;varying vec2 vUv15,vUv16,vUv17,vUv18,vUv19;varying vec2 vUv20,vUv21,vUv22,vUv23,vUv24;\\n#else\\nuniform vec2 texelSize;uniform float scale;varying vec2 vUv;\\n#endif\\nvoid main(){\\n#if KERNEL_SIZE == 3\\nvec4 c[]=vec4[KERNEL_SIZE_SQ](getTexel(vUv00),getTexel(vUv01),getTexel(vUv02),getTexel(vUv03),getTexel(vUv04),getTexel(vUv05),getTexel(vUv06),getTexel(vUv07),getTexel(vUv08));\\n#ifdef BILATERAL\\nfloat z[]=float[KERNEL_SIZE_SQ](linearDepth(vUv00),linearDepth(vUv01),linearDepth(vUv02),linearDepth(vUv03),linearDepth(vUv04),linearDepth(vUv05),linearDepth(vUv06),linearDepth(vUv07),linearDepth(vUv08));\\n#endif\\n#elif KERNEL_SIZE == 5 && MAX_VARYING_VECTORS >= 13\\nvec4 c[]=vec4[KERNEL_SIZE_SQ](getTexel(vUv00),getTexel(vUv01),getTexel(vUv02),getTexel(vUv03),getTexel(vUv04),getTexel(vUv05),getTexel(vUv06),getTexel(vUv07),getTexel(vUv08),getTexel(vUv09),getTexel(vUv10),getTexel(vUv11),getTexel(vUv12),getTexel(vUv13),getTexel(vUv14),getTexel(vUv15),getTexel(vUv16),getTexel(vUv17),getTexel(vUv18),getTexel(vUv19),getTexel(vUv20),getTexel(vUv21),getTexel(vUv22),getTexel(vUv23),getTexel(vUv24));\\n#ifdef BILATERAL\\nfloat z[]=float[KERNEL_SIZE_SQ](linearDepth(vUv00),linearDepth(vUv01),linearDepth(vUv02),linearDepth(vUv03),linearDepth(vUv04),linearDepth(vUv05),linearDepth(vUv06),linearDepth(vUv07),linearDepth(vUv08),linearDepth(vUv09),linearDepth(vUv10),linearDepth(vUv11),linearDepth(vUv12),linearDepth(vUv13),linearDepth(vUv14),linearDepth(vUv15),linearDepth(vUv16),linearDepth(vUv17),linearDepth(vUv18),linearDepth(vUv19),linearDepth(vUv20),linearDepth(vUv21),linearDepth(vUv22),linearDepth(vUv23),linearDepth(vUv24));\\n#endif\\n#endif\\nvec4 result=vec4(0.0);\\n#ifdef BILATERAL\\nfloat w=0.0;\\n#if KERNEL_SIZE == 3 || (KERNEL_SIZE == 5 && MAX_VARYING_VECTORS >= 13)\\nfloat centerDepth=z[KERNEL_SIZE_SQ_HALF];for(int i=0;i= 13)\\nfor(int i=0;i= 13\\nvarying vec2 vUv00,vUv01,vUv02,vUv03,vUv04;varying vec2 vUv05,vUv06,vUv07,vUv08,vUv09;varying vec2 vUv10,vUv11,vUv12,vUv13,vUv14;varying vec2 vUv15,vUv16,vUv17,vUv18,vUv19;varying vec2 vUv20,vUv21,vUv22,vUv23,vUv24;\\n#else\\nvarying vec2 vUv;\\n#endif\\nvoid main(){vec2 uv=position.xy*0.5+0.5;\\n#if KERNEL_SIZE == 3\\nvec2 s=texelSize*scale;vUv00=uv+s*vec2(-1.0,-1.0);vUv01=uv+s*vec2(0.0,-1.0);vUv02=uv+s*vec2(1.0,-1.0);vUv03=uv+s*vec2(-1.0,0.0);vUv04=uv;vUv05=uv+s*vec2(1.0,0.0);vUv06=uv+s*vec2(-1.0,1.0);vUv07=uv+s*vec2(0.0,1.0);vUv08=uv+s*vec2(1.0,1.0);\\n#elif KERNEL_SIZE == 5\\nvec2 s=texelSize*scale;vUv00=uv+s*vec2(-2.0,-2.0);vUv01=uv+s*vec2(-1.0,-2.0);vUv02=uv+s*vec2(0.0,-2.0);vUv03=uv+s*vec2(1.0,-2.0);vUv04=uv+s*vec2(2.0,-2.0);vUv05=uv+s*vec2(-2.0,-1.0);vUv06=uv+s*vec2(-1.0,-1.0);vUv07=uv+s*vec2(0.0,-1.0);vUv08=uv+s*vec2(1.0,-1.0);vUv09=uv+s*vec2(2.0,-1.0);vUv10=uv+s*vec2(-2.0,0.0);vUv11=uv+s*vec2(-1.0,0.0);vUv12=uv;vUv13=uv+s*vec2(1.0,0.0);vUv14=uv+s*vec2(2.0,0.0);vUv15=uv+s*vec2(-2.0,1.0);vUv16=uv+s*vec2(-1.0,1.0);vUv17=uv+s*vec2(0.0,1.0);vUv18=uv+s*vec2(1.0,1.0);vUv19=uv+s*vec2(2.0,1.0);vUv20=uv+s*vec2(-2.0,2.0);vUv21=uv+s*vec2(-1.0,2.0);vUv22=uv+s*vec2(0.0,2.0);vUv23=uv+s*vec2(1.0,2.0);vUv24=uv+s*vec2(2.0,2.0);\\n#else\\nvUv=uv;\\n#endif\\ngl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/BoxBlurMaterial.js\nvar BoxBlurMaterial = class extends import_three69.ShaderMaterial {\n /**\n * Constructs a new box blur material.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.bilateral=false] - Enables or disables bilateral blurring.\n * @param {Number} [options.kernelSize=5] - The kernel size.\n */\n constructor({ bilateral = false, kernelSize = 5 } = {}) {\n super({\n name: \"BoxBlurMaterial\",\n defines: {\n DEPTH_PACKING: \"0\",\n DISTANCE_THRESHOLD: \"0.1\"\n },\n uniforms: {\n inputBuffer: new import_three69.Uniform(null),\n depthBuffer: new import_three69.Uniform(null),\n normalDepthBuffer: new import_three69.Uniform(null),\n texelSize: new import_three69.Uniform(new import_three69.Vector2()),\n cameraNearFar: new import_three69.Uniform(new import_three69.Vector2()),\n scale: new import_three69.Uniform(1)\n },\n blending: import_three69.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_box_default,\n vertexShader: convolution_box_default2\n });\n this.bilateral = bilateral;\n this.kernelSize = kernelSize;\n this.maxVaryingVectors = 8;\n }\n /**\n * The maximum amount of varying vectors.\n *\n * Should be synced with `renderer.capabilities.maxVaryings`. Default is 8.\n *\n * @type {Number}\n */\n set maxVaryingVectors(value) {\n this.defines.MAX_VARYING_VECTORS = value.toFixed(0);\n }\n /**\n * The kernel size.\n *\n * - Must be an odd number\n * - Kernel size 3 and 5 use optimized code paths\n * - Default is 5\n *\n * @type {Number}\n */\n get kernelSize() {\n return Number(this.defines.KERNEL_SIZE);\n }\n set kernelSize(value) {\n if (value % 2 === 0) {\n throw new Error(\"The kernel size must be an odd number\");\n }\n this.defines.KERNEL_SIZE = value.toFixed(0);\n this.defines.KERNEL_SIZE_HALF = Math.floor(value / 2).toFixed(0);\n this.defines.KERNEL_SIZE_SQ = (value ** 2).toFixed(0);\n this.defines.KERNEL_SIZE_SQ_HALF = Math.floor(value ** 2 / 2).toFixed(0);\n this.defines.INV_KERNEL_SIZE_SQ = (1 / value ** 2).toFixed(6);\n this.needsUpdate = true;\n }\n /**\n * The blur scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * The current near plane setting.\n *\n * @type {Number}\n * @private\n */\n get near() {\n return this.uniforms.cameraNearFar.value.x;\n }\n /**\n * The current far plane setting.\n *\n * @type {Number}\n * @private\n */\n get far() {\n return this.uniforms.cameraNearFar.value.y;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * A combined normal-depth buffer. Overrides {@link depthBuffer} if set.\n *\n * @type {Texture}\n */\n set normalDepthBuffer(value) {\n this.uniforms.normalDepthBuffer.value = value;\n if (value !== null) {\n this.defines.NORMAL_DEPTH = \"1\";\n } else {\n delete this.defines.NORMAL_DEPTH;\n }\n this.needsUpdate = true;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Indicates whether bilateral filtering is enabled.\n *\n * @type {Boolean}\n */\n get bilateral() {\n return this.defines.BILATERAL !== void 0;\n }\n set bilateral(value) {\n if (value !== null) {\n this.defines.BILATERAL = \"1\";\n } else {\n delete this.defines.BILATERAL;\n }\n this.needsUpdate = true;\n }\n /**\n * The bilateral filter distance threshold in world units.\n *\n * @type {Number}\n */\n get worldDistanceThreshold() {\n return -orthographicDepthToViewZ(Number(this.defines.DISTANCE_THRESHOLD), this.near, this.far);\n }\n set worldDistanceThreshold(value) {\n const threshold = viewZToOrthographicDepth(-value, this.near, this.far);\n this.defines.DISTANCE_THRESHOLD = threshold.toFixed(12);\n this.needsUpdate = true;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNearFar.value.set(camera.near, camera.far);\n if (camera instanceof import_three69.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/DepthCopyMaterial.js\nvar import_three70 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/depth-copy.frag\nvar depth_copy_default = \"#include \\nvarying vec2 vUv;\\n#ifdef NORMAL_DEPTH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){return texture2D(normalDepthBuffer,uv).a;}\\n#else\\n#if INPUT_DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if INPUT_DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}\\n#endif\\nvoid main(){\\n#if INPUT_DEPTH_PACKING == OUTPUT_DEPTH_PACKING\\ngl_FragColor=texture2D(depthBuffer,vUv);\\n#else\\nfloat depth=readDepth(vUv);\\n#if OUTPUT_DEPTH_PACKING == 3201\\ngl_FragColor=(depth==1.0)?vec4(1.0):packDepthToRGBA(depth);\\n#else\\ngl_FragColor=vec4(vec3(depth),1.0);\\n#endif\\n#endif\\n}\";\n\n// src/materials/glsl/depth-copy.vert\nvar depth_copy_default2 = \"varying vec2 vUv;\\n#if DEPTH_COPY_MODE == 1\\nuniform vec2 texelPosition;\\n#endif\\nvoid main(){\\n#if DEPTH_COPY_MODE == 1\\nvUv=texelPosition;\\n#else\\nvUv=position.xy*0.5+0.5;\\n#endif\\ngl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/DepthCopyMaterial.js\nvar DepthCopyMaterial = class extends import_three70.ShaderMaterial {\n /**\n * Constructs a new depth copy material.\n */\n constructor() {\n super({\n name: \"DepthCopyMaterial\",\n defines: {\n INPUT_DEPTH_PACKING: \"0\",\n OUTPUT_DEPTH_PACKING: \"0\",\n DEPTH_COPY_MODE: \"0\"\n },\n uniforms: {\n depthBuffer: new import_three70.Uniform(null),\n texelPosition: new import_three70.Uniform(new import_three70.Vector2())\n },\n blending: import_three70.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: depth_copy_default,\n vertexShader: depth_copy_default2\n });\n this.depthCopyMode = DepthCopyMode.FULL;\n }\n /**\n * The input depth buffer.\n *\n * @type {Texture}\n */\n get depthBuffer() {\n return this.uniforms.depthBuffer.value;\n }\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The input depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set inputDepthPacking(value) {\n this.defines.INPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * The output depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n get outputDepthPacking() {\n return Number(this.defines.OUTPUT_DEPTH_PACKING);\n }\n set outputDepthPacking(value) {\n this.defines.OUTPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the input depth buffer.\n *\n * @deprecated Use depthBuffer and inputDepthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three70.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.inputDepthPacking = depthPacking;\n }\n /**\n * Returns the current input depth packing strategy.\n *\n * @deprecated\n * @return {DepthPackingStrategies} The input depth packing strategy.\n */\n getInputDepthPacking() {\n return Number(this.defines.INPUT_DEPTH_PACKING);\n }\n /**\n * Sets the input depth packing strategy.\n *\n * @deprecated Use inputDepthPacking instead.\n * @param {DepthPackingStrategies} value - The new input depth packing strategy.\n */\n setInputDepthPacking(value) {\n this.defines.INPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the current output depth packing strategy.\n *\n * @deprecated Use outputDepthPacking instead.\n * @return {DepthPackingStrategies} The output depth packing strategy.\n */\n getOutputDepthPacking() {\n return Number(this.defines.OUTPUT_DEPTH_PACKING);\n }\n /**\n * Sets the output depth packing strategy.\n *\n * @deprecated Use outputDepthPacking instead.\n * @param {DepthPackingStrategies} value - The new output depth packing strategy.\n */\n setOutputDepthPacking(value) {\n this.defines.OUTPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * The screen space position used for single-texel copy operations.\n *\n * @type {Vector2}\n */\n get texelPosition() {\n return this.uniforms.texelPosition.value;\n }\n /**\n * Returns the screen space position used for single-texel copy operations.\n *\n * @deprecated Use texelPosition instead.\n * @return {Vector2} The position.\n */\n getTexelPosition() {\n return this.uniforms.texelPosition.value;\n }\n /**\n * Sets the screen space position used for single-texel copy operations.\n *\n * @deprecated\n * @param {Vector2} value - The position.\n */\n setTexelPosition(value) {\n this.uniforms.texelPosition.value = value;\n }\n /**\n * The depth copy mode.\n *\n * @type {DepthCopyMode}\n */\n get mode() {\n return this.depthCopyMode;\n }\n set mode(value) {\n this.depthCopyMode = value;\n this.defines.DEPTH_COPY_MODE = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the depth copy mode.\n *\n * @deprecated Use mode instead.\n * @return {DepthCopyMode} The depth copy mode.\n */\n getMode() {\n return this.mode;\n }\n /**\n * Sets the depth copy mode.\n *\n * @deprecated Use mode instead.\n * @param {DepthCopyMode} value - The new mode.\n */\n setMode(value) {\n this.mode = value;\n }\n};\n\n// src/materials/EffectMaterial.js\nvar import_three71 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/effect.frag\nvar effect_default = \"#include \\n#include \\n#include \\n#define packFloatToRGBA(v) packDepthToRGBA(v)\\n#define unpackRGBAToFloat(v) unpackRGBAToDepth(v)\\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#if DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nuniform vec2 resolution;uniform vec2 texelSize;uniform float cameraNear;uniform float cameraFar;uniform float aspect;uniform float time;varying vec2 vUv;\\n#if THREE_REVISION < 143\\n#define luminance(v) linearToRelativeLuminance(v)\\n#endif\\n#if THREE_REVISION >= 137\\nvec4 sRGBToLinear(const in vec4 value){return vec4(mix(pow(value.rgb*0.9478672986+vec3(0.0521327014),vec3(2.4)),value.rgb*0.0773993808,vec3(lessThanEqual(value.rgb,vec3(0.04045)))),value.a);}\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}float getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNear,cameraFar);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNear,cameraFar);\\n#endif\\n}vec3 RGBToHCV(const in vec3 RGB){vec4 P=mix(vec4(RGB.bg,-1.0,2.0/3.0),vec4(RGB.gb,0.0,-1.0/3.0),step(RGB.b,RGB.g));vec4 Q=mix(vec4(P.xyw,RGB.r),vec4(RGB.r,P.yzx),step(P.x,RGB.r));float C=Q.x-min(Q.w,Q.y);float H=abs((Q.w-Q.y)/(6.0*C+EPSILON)+Q.z);return vec3(H,C,Q.x);}vec3 RGBToHSL(const in vec3 RGB){vec3 HCV=RGBToHCV(RGB);float L=HCV.z-HCV.y*0.5;float S=HCV.y/(1.0-abs(L*2.0-1.0)+EPSILON);return vec3(HCV.x,S,L);}vec3 HueToRGB(const in float H){float R=abs(H*6.0-3.0)-1.0;float G=2.0-abs(H*6.0-2.0);float B=2.0-abs(H*6.0-4.0);return clamp(vec3(R,G,B),0.0,1.0);}vec3 HSLToRGB(const in vec3 HSL){vec3 RGB=HueToRGB(HSL.x);float C=(1.0-abs(2.0*HSL.z-1.0))*HSL.y;return(RGB-0.5)*C+HSL.z;}FRAGMENT_HEAD void main(){FRAGMENT_MAIN_UV vec4 color0=texture2D(inputBuffer,UV);vec4 color1=vec4(0.0);FRAGMENT_MAIN_IMAGE color0.a=clamp(color0.a,0.0,1.0);gl_FragColor=color0;\\n#ifdef ENCODE_OUTPUT\\n#include \\n#endif\\n#include \\n}\";\n\n// src/materials/glsl/effect.vert\nvar effect_default2 = \"uniform vec2 resolution;uniform vec2 texelSize;uniform float cameraNear;uniform float cameraFar;uniform float aspect;uniform float time;varying vec2 vUv;VERTEX_HEAD void main(){vUv=position.xy*0.5+0.5;VERTEX_MAIN_SUPPORT gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/EffectMaterial.js\nvar EffectMaterial = class extends import_three71.ShaderMaterial {\n /**\n * Constructs a new effect material.\n *\n * @param {Map} [shaderParts] - Deprecated. Use setShaderData instead.\n * @param {Map} [defines] - Deprecated. Use setShaderData instead.\n * @param {Map} [uniforms] - Deprecated. Use setShaderData instead.\n * @param {Camera} [camera] - A camera.\n * @param {Boolean} [dithering=false] - Deprecated.\n */\n constructor(shaderParts, defines, uniforms, camera, dithering = false) {\n super({\n name: \"EffectMaterial\",\n defines: {\n THREE_REVISION: import_three71.REVISION.replace(/\\D+/g, \"\"),\n DEPTH_PACKING: \"0\",\n ENCODE_OUTPUT: \"1\"\n },\n uniforms: {\n inputBuffer: new import_three71.Uniform(null),\n depthBuffer: new import_three71.Uniform(null),\n resolution: new import_three71.Uniform(new import_three71.Vector2()),\n texelSize: new import_three71.Uniform(new import_three71.Vector2()),\n cameraNear: new import_three71.Uniform(0.3),\n cameraFar: new import_three71.Uniform(1e3),\n aspect: new import_three71.Uniform(1),\n time: new import_three71.Uniform(0)\n },\n blending: import_three71.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n dithering\n });\n if (shaderParts) {\n this.setShaderParts(shaderParts);\n }\n if (defines) {\n this.setDefines(defines);\n }\n if (uniforms) {\n this.setUniforms(uniforms);\n }\n this.copyCameraSettings(camera);\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n get depthBuffer() {\n return this.uniforms.depthBuffer.value;\n }\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n get depthPacking() {\n return Number(this.defines.DEPTH_PACKING);\n }\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three71.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * Sets the shader data.\n *\n * @param {EffectShaderData} data - The shader data.\n * @return {EffectMaterial} This material.\n */\n setShaderData(data) {\n this.setShaderParts(data.shaderParts);\n this.setDefines(data.defines);\n this.setUniforms(data.uniforms);\n this.setExtensions(data.extensions);\n }\n /**\n * Sets the shader parts.\n *\n * @deprecated Use setShaderData instead.\n * @param {Map} shaderParts - A collection of shader snippets. See {@link EffectShaderSection}.\n * @return {EffectMaterial} This material.\n */\n setShaderParts(shaderParts) {\n this.fragmentShader = effect_default.replace(EffectShaderSection.FRAGMENT_HEAD, shaderParts.get(EffectShaderSection.FRAGMENT_HEAD) || \"\").replace(EffectShaderSection.FRAGMENT_MAIN_UV, shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_UV) || \"\").replace(EffectShaderSection.FRAGMENT_MAIN_IMAGE, shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_IMAGE) || \"\");\n this.vertexShader = effect_default2.replace(EffectShaderSection.VERTEX_HEAD, shaderParts.get(EffectShaderSection.VERTEX_HEAD) || \"\").replace(EffectShaderSection.VERTEX_MAIN_SUPPORT, shaderParts.get(EffectShaderSection.VERTEX_MAIN_SUPPORT) || \"\");\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n this.needsUpdate = true;\n return this;\n }\n /**\n * Sets the shader macros.\n *\n * @deprecated Use setShaderData instead.\n * @param {Map} defines - A collection of preprocessor macro definitions.\n * @return {EffectMaterial} This material.\n */\n setDefines(defines) {\n for (const entry of defines.entries()) {\n this.defines[entry[0]] = entry[1];\n }\n this.needsUpdate = true;\n return this;\n }\n /**\n * Sets the shader uniforms.\n *\n * @deprecated Use setShaderData instead.\n * @param {Map} uniforms - A collection of uniforms.\n * @return {EffectMaterial} This material.\n */\n setUniforms(uniforms) {\n for (const entry of uniforms.entries()) {\n this.uniforms[entry[0]] = entry[1];\n }\n return this;\n }\n /**\n * Sets the required shader extensions.\n *\n * @deprecated Use setShaderData instead.\n * @param {Set} extensions - A collection of extensions.\n * @return {EffectMaterial} This material.\n */\n setExtensions(extensions) {\n this.extensions = {};\n for (const extension of extensions) {\n this.extensions[extension] = true;\n }\n return this;\n }\n /**\n * Indicates whether output encoding is enabled.\n *\n * @type {Boolean}\n */\n get encodeOutput() {\n return this.defines.ENCODE_OUTPUT !== void 0;\n }\n set encodeOutput(value) {\n if (this.encodeOutput !== value) {\n if (value) {\n this.defines.ENCODE_OUTPUT = \"1\";\n } else {\n delete this.defines.ENCODE_OUTPUT;\n }\n this.needsUpdate = true;\n }\n }\n /**\n * Indicates whether output encoding is enabled.\n *\n * @deprecated Use encodeOutput instead.\n * @return {Boolean} Whether output encoding is enabled.\n */\n isOutputEncodingEnabled(value) {\n return this.encodeOutput;\n }\n /**\n * Enables or disables output encoding.\n *\n * @deprecated Use encodeOutput instead.\n * @param {Boolean} value - Whether output encoding should be enabled.\n */\n setOutputEncodingEnabled(value) {\n this.encodeOutput = value;\n }\n /**\n * The time in seconds.\n *\n * @type {Number}\n */\n get time() {\n return this.uniforms.time.value;\n }\n set time(value) {\n this.uniforms.time.value = value;\n }\n /**\n * Sets the delta time.\n *\n * @deprecated Use time instead.\n * @param {Number} value - The delta time in seconds.\n */\n setDeltaTime(value) {\n this.uniforms.time.value += value;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNear.value = camera.near;\n this.uniforms.cameraFar.value = camera.far;\n if (camera instanceof import_three71.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n /**\n * Sets the resolution.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const uniforms = this.uniforms;\n uniforms.resolution.value.set(width, height);\n uniforms.texelSize.value.set(1 / width, 1 / height);\n uniforms.aspect.value = width / height;\n }\n /**\n * An enumeration of shader code placeholders.\n *\n * @deprecated Use EffectShaderSection instead.\n * @type {Object}\n */\n static get Section() {\n return EffectShaderSection;\n }\n};\n\n// src/materials/GaussianBlurMaterial.js\nvar import_three72 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.gaussian.frag\nvar convolution_gaussian_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform vec2 kernel[STEPS];varying vec2 vOffset;varying vec2 vUv;void main(){vec4 result=texture2D(inputBuffer,vUv)*kernel[0].y;for(int i=1;i\\n}\";\n\n// src/materials/glsl/convolution.gaussian.vert\nvar convolution_gaussian_default2 = \"uniform vec2 texelSize;uniform vec2 direction;uniform float scale;varying vec2 vOffset;varying vec2 vUv;void main(){vOffset=direction*texelSize*scale;vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/GaussianBlurMaterial.js\nvar GaussianBlurMaterial = class extends import_three72.ShaderMaterial {\n /**\n * Constructs a new convolution material.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.kernelSize=35] - The kernel size.\n */\n constructor({ kernelSize = 35 } = {}) {\n super({\n name: \"GaussianBlurMaterial\",\n uniforms: {\n inputBuffer: new import_three72.Uniform(null),\n texelSize: new import_three72.Uniform(new import_three72.Vector2()),\n direction: new import_three72.Uniform(new import_three72.Vector2()),\n kernel: new import_three72.Uniform(null),\n scale: new import_three72.Uniform(1)\n },\n blending: import_three72.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_gaussian_default,\n vertexShader: convolution_gaussian_default2\n });\n this.fragmentShader = updateFragmentShader(this.fragmentShader);\n this._kernelSize = 0;\n this.kernelSize = kernelSize;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The kernel size.\n *\n * @type {Number}\n */\n get kernelSize() {\n return this._kernelSize;\n }\n set kernelSize(value) {\n this._kernelSize = value;\n this.generateKernel(value);\n }\n /**\n * The blur direction.\n *\n * @type {Vector2}\n */\n get direction() {\n return this.uniforms.direction.value;\n }\n /**\n * The blur kernel scale. Values greater than 1.0 may introduce artifacts.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Generates the Gauss kernel.\n *\n * @param {KernelSize} kernelSize - The kernel size. Should be an odd number.\n * @private\n */\n generateKernel(kernelSize) {\n const kernel = new GaussKernel(kernelSize);\n const steps = kernel.linearSteps;\n const kernelData = new Float64Array(steps * 2);\n for (let i = 0, j = 0; i < steps; ++i) {\n kernelData[j++] = kernel.linearOffsets[i];\n kernelData[j++] = kernel.linearWeights[i];\n }\n this.uniforms.kernel.value = kernelData;\n this.defines.STEPS = steps.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/passes/BoxBlurPass.js\nvar import_three73 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar BoxBlurPass = class extends Pass {\n /**\n * Constructs a new box blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.kernelSize=5] - Must be an odd number. The sizes 3 and 5 use optimized code paths.\n * @param {Number} [options.iterations=1] - The amount of times the blur should be applied.\n * @param {Number} [options.bilateral=false] - Enables or disables bilateral blurring.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n kernelSize = 5,\n iterations = 1,\n bilateral = false,\n resolutionScale = 1,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super(\"BoxBlurPass\");\n this.needsDepthTexture = bilateral;\n this.renderTargetA = new import_three73.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"Blur.Target.A\";\n this.renderTargetB = new import_three73.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetB.texture.name = \"Blur.Target.B\";\n this.blurMaterial = new BoxBlurMaterial({ bilateral, kernelSize });\n this.copyMaterial = new CopyMaterial();\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.iterations = iterations;\n }\n set mainCamera(value) {\n this.blurMaterial.copyCameraSettings(value);\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthTexture(depthTexture, depthPacking = import_three73.BasicDepthPacking) {\n this.blurMaterial.depthBuffer = depthTexture;\n this.blurMaterial.depthPacking = depthPacking;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const blurMaterial = this.blurMaterial;\n this.fullscreenMaterial = blurMaterial;\n let previousBuffer = inputBuffer;\n for (let i = 0, l = Math.max(this.iterations, 1); i < l; ++i) {\n const buffer = (i & 1) === 0 ? renderTargetA : renderTargetB;\n blurMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(buffer);\n renderer.render(scene, camera);\n previousBuffer = buffer;\n }\n this.copyMaterial.inputBuffer = previousBuffer.texture;\n this.fullscreenMaterial = this.copyMaterial;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.blurMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (renderer !== null) {\n this.blurMaterial.maxVaryingVectors = renderer.capabilities.maxVaryings;\n }\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n if (frameBufferType !== import_three73.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three73.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three73.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three73.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/passes/DepthPickingPass.js\nvar import_three75 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/passes/DepthCopyPass.js\nvar import_three74 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar DepthCopyPass = class extends Pass {\n /**\n * Constructs a new depth save pass.\n *\n * @param {Object} [options] - The options.\n * @param {DepthPackingStrategies} [options.depthPacking=RGBADepthPacking] - The output depth packing.\n */\n constructor({ depthPacking = import_three74.RGBADepthPacking } = {}) {\n super(\"DepthCopyPass\");\n const material = new DepthCopyMaterial();\n material.outputDepthPacking = depthPacking;\n this.fullscreenMaterial = material;\n this.needsDepthTexture = true;\n this.needsSwap = false;\n this.renderTarget = new import_three74.WebGLRenderTarget(1, 1, {\n type: depthPacking === import_three74.RGBADepthPacking ? import_three74.UnsignedByteType : import_three74.FloatType,\n minFilter: import_three74.NearestFilter,\n magFilter: import_three74.NearestFilter,\n depthBuffer: false\n });\n this.renderTarget.texture.name = \"DepthCopyPass.Target\";\n }\n /**\n * The output depth texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the output depth texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * The output depth packing.\n *\n * @type {DepthPackingStrategies}\n */\n get depthPacking() {\n return this.fullscreenMaterial.outputDepthPacking;\n }\n /**\n * Returns the output depth packing.\n *\n * @deprecated Use depthPacking instead.\n * @return {DepthPackingStrategies} The depth packing.\n */\n getDepthPacking() {\n return this.fullscreenMaterial.outputDepthPacking;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three74.BasicDepthPacking) {\n this.fullscreenMaterial.depthBuffer = depthTexture;\n this.fullscreenMaterial.inputDepthPacking = depthPacking;\n }\n /**\n * Copies depth from a depth texture.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.renderTarget.setSize(width, height);\n }\n};\n\n// src/passes/DepthPickingPass.js\nvar unpackFactors = new Float32Array([\n 255 / 256 / 256 ** 3,\n 255 / 256 / 256 ** 2,\n 255 / 256 / 256,\n 255 / 256\n]);\nfunction unpackRGBAToDepth(packedDepth) {\n return (packedDepth[0] * unpackFactors[0] + packedDepth[1] * unpackFactors[1] + packedDepth[2] * unpackFactors[2] + packedDepth[3] * unpackFactors[3]) / 255;\n}\nvar DepthPickingPass = class extends DepthCopyPass {\n /**\n * Constructs a new depth picking pass.\n *\n * @param {Object} [options] - The options.\n * @param {DepthPackingStrategies} [options.depthPacking=RGBADepthPacking] - The depth packing.\n * @param {Number} [options.mode=DepthCopyMode.SINGLE] - The depth copy mode.\n */\n constructor({ depthPacking = import_three75.RGBADepthPacking, mode = DepthCopyMode.SINGLE } = {}) {\n super({ depthPacking });\n this.name = \"DepthPickingPass\";\n this.fullscreenMaterial.mode = mode;\n this.pixelBuffer = depthPacking === import_three75.RGBADepthPacking ? new Uint8Array(4) : new Float32Array(4);\n this.callback = null;\n }\n /**\n * Reads depth at a specific screen position.\n *\n * Only one depth value can be picked per frame. Calling this method multiple times per frame will overwrite the\n * picking coordinates. Unresolved promises will be abandoned.\n *\n * @example\n * const ndc = new Vector3();\n * const clientRect = myViewport.getBoundingClientRect();\n * const clientX = pointerEvent.clientX - clientRect.left;\n * const clientY = pointerEvent.clientY - clientRect.top;\n * ndc.x = (clientX / myViewport.clientWidth) * 2.0 - 1.0;\n * ndc.y = -(clientY / myViewport.clientHeight) * 2.0 + 1.0;\n * const depth = await depthPickingPass.readDepth(ndc);\n * ndc.z = depth * 2.0 - 1.0;\n *\n * const worldPosition = ndc.unproject(camera);\n *\n * @param {Vector2|Vector3} ndc - Normalized device coordinates. Only X and Y are relevant.\n * @return {Promise} A promise that returns the depth on the next frame.\n */\n readDepth(ndc) {\n this.fullscreenMaterial.texelPosition.set(ndc.x * 0.5 + 0.5, ndc.y * 0.5 + 0.5);\n return new Promise((resolve) => {\n this.callback = resolve;\n });\n }\n /**\n * Copies depth and resolves depth picking promises.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const material = this.fullscreenMaterial;\n const mode = material.mode;\n if (mode === DepthCopyMode.FULL) {\n super.render(renderer);\n }\n if (this.callback !== null) {\n const renderTarget = this.renderTarget;\n const pixelBuffer = this.pixelBuffer;\n const packed = renderTarget.texture.type !== import_three75.FloatType;\n let x = 0, y = 0;\n if (mode === DepthCopyMode.SINGLE) {\n super.render(renderer);\n } else {\n const texelPosition = material.texelPosition;\n x = Math.round(texelPosition.x * renderTarget.width);\n y = Math.round(texelPosition.y * renderTarget.height);\n }\n renderer.readRenderTargetPixels(renderTarget, x, y, 1, 1, pixelBuffer);\n this.callback(packed ? unpackRGBAToDepth(pixelBuffer) : pixelBuffer[0]);\n this.callback = null;\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n if (this.fullscreenMaterial.mode === DepthCopyMode.FULL) {\n super.setSize(width, height);\n }\n }\n};\n\n// src/passes/EffectPass.js\nvar import_three76 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nfunction prefixSubstrings(prefix, substrings, strings) {\n for (const substring of substrings) {\n const prefixed = \"$1\" + prefix + substring.charAt(0).toUpperCase() + substring.slice(1);\n const regExp = new RegExp(\"([^\\\\.])(\\\\b\" + substring + \"\\\\b)\", \"g\");\n for (const entry of strings.entries()) {\n if (entry[1] !== null) {\n strings.set(entry[0], entry[1].replace(regExp, prefixed));\n }\n }\n }\n}\nfunction integrateEffect(prefix, effect, data) {\n let fragmentShader = effect.getFragmentShader();\n let vertexShader = effect.getVertexShader();\n const mainImageExists = fragmentShader !== void 0 && /mainImage/.test(fragmentShader);\n const mainUvExists = fragmentShader !== void 0 && /mainUv/.test(fragmentShader);\n data.attributes |= effect.getAttributes();\n if (fragmentShader === void 0) {\n throw new Error(`Missing fragment shader (${effect.name})`);\n } else if (mainUvExists && (data.attributes & EffectAttribute.CONVOLUTION) !== 0) {\n throw new Error(`Effects that transform UVs are incompatible with convolution effects (${effect.name})`);\n } else if (!mainImageExists && !mainUvExists) {\n throw new Error(`Could not find mainImage or mainUv function (${effect.name})`);\n } else {\n const functionRegExp = /\\w+\\s+(\\w+)\\([\\w\\s,]*\\)\\s*{/g;\n const shaderParts = data.shaderParts;\n let fragmentHead = shaderParts.get(EffectShaderSection.FRAGMENT_HEAD) || \"\";\n let fragmentMainUv = shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_UV) || \"\";\n let fragmentMainImage = shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_IMAGE) || \"\";\n let vertexHead = shaderParts.get(EffectShaderSection.VERTEX_HEAD) || \"\";\n let vertexMainSupport = shaderParts.get(EffectShaderSection.VERTEX_MAIN_SUPPORT) || \"\";\n const varyings = /* @__PURE__ */ new Set();\n const names = /* @__PURE__ */ new Set();\n if (mainUvExists) {\n fragmentMainUv += `\t${prefix}MainUv(UV);\n`;\n data.uvTransformation = true;\n }\n if (vertexShader !== null && /mainSupport/.test(vertexShader)) {\n const needsUv = /mainSupport *\\([\\w\\s]*?uv\\s*?\\)/.test(vertexShader);\n vertexMainSupport += `\t${prefix}MainSupport(`;\n vertexMainSupport += needsUv ? \"vUv);\\n\" : \");\\n\";\n for (const m2 of vertexShader.matchAll(/(?:varying\\s+\\w+\\s+([\\S\\s]*?);)/g)) {\n for (const n of m2[1].split(/\\s*,\\s*/)) {\n data.varyings.add(n);\n varyings.add(n);\n names.add(n);\n }\n }\n for (const m2 of vertexShader.matchAll(functionRegExp)) {\n names.add(m2[1]);\n }\n }\n for (const m2 of fragmentShader.matchAll(functionRegExp)) {\n names.add(m2[1]);\n }\n for (const d of effect.defines.keys()) {\n names.add(d.replace(/\\([\\w\\s,]*\\)/g, \"\"));\n }\n for (const u of effect.uniforms.keys()) {\n names.add(u);\n }\n names.delete(\"while\");\n names.delete(\"for\");\n names.delete(\"if\");\n effect.uniforms.forEach((val, key) => data.uniforms.set(prefix + key.charAt(0).toUpperCase() + key.slice(1), val));\n effect.defines.forEach((val, key) => data.defines.set(prefix + key.charAt(0).toUpperCase() + key.slice(1), val));\n const shaders = /* @__PURE__ */ new Map([[\"fragment\", fragmentShader], [\"vertex\", vertexShader]]);\n prefixSubstrings(prefix, names, data.defines);\n prefixSubstrings(prefix, names, shaders);\n fragmentShader = shaders.get(\"fragment\");\n vertexShader = shaders.get(\"vertex\");\n const blendMode = effect.blendMode;\n data.blendModes.set(blendMode.blendFunction, blendMode);\n if (mainImageExists) {\n if (effect.inputColorSpace !== null && effect.inputColorSpace !== data.colorSpace) {\n fragmentMainImage += effect.inputColorSpace === import_three76.SRGBColorSpace ? \"color0 = LinearTosRGB(color0);\\n\t\" : \"color0 = sRGBToLinear(color0);\\n\t\";\n }\n if (effect.outputColorSpace !== import_three76.NoColorSpace) {\n data.colorSpace = effect.outputColorSpace;\n } else if (effect.inputColorSpace !== null) {\n data.colorSpace = effect.inputColorSpace;\n }\n const depthParamRegExp = /MainImage *\\([\\w\\s,]*?depth[\\w\\s,]*?\\)/;\n fragmentMainImage += `${prefix}MainImage(color0, UV, `;\n if ((data.attributes & EffectAttribute.DEPTH) !== 0 && depthParamRegExp.test(fragmentShader)) {\n fragmentMainImage += \"depth, \";\n data.readDepth = true;\n }\n fragmentMainImage += \"color1);\\n\t\";\n const blendOpacity = prefix + \"BlendOpacity\";\n data.uniforms.set(blendOpacity, blendMode.opacity);\n fragmentMainImage += `color0 = blend${blendMode.blendFunction}(color0, color1, ${blendOpacity});\n\n\t`;\n fragmentHead += `uniform float ${blendOpacity};\n\n`;\n }\n fragmentHead += fragmentShader + \"\\n\";\n if (vertexShader !== null) {\n vertexHead += vertexShader + \"\\n\";\n }\n shaderParts.set(EffectShaderSection.FRAGMENT_HEAD, fragmentHead);\n shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_UV, fragmentMainUv);\n shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_IMAGE, fragmentMainImage);\n shaderParts.set(EffectShaderSection.VERTEX_HEAD, vertexHead);\n shaderParts.set(EffectShaderSection.VERTEX_MAIN_SUPPORT, vertexMainSupport);\n if (effect.extensions !== null) {\n for (const extension of effect.extensions) {\n data.extensions.add(extension);\n }\n }\n }\n}\nvar EffectPass = class extends Pass {\n /**\n * Constructs a new effect pass.\n *\n * @param {Camera} camera - The main camera.\n * @param {...Effect} effects - The effects that will be rendered by this pass.\n */\n constructor(camera, ...effects) {\n super(\"EffectPass\");\n this.fullscreenMaterial = new EffectMaterial(null, null, null, camera);\n this.listener = (event) => this.handleEvent(event);\n this.effects = [];\n this.setEffects(effects);\n this.skipRendering = false;\n this.minTime = 1;\n this.maxTime = Number.POSITIVE_INFINITY;\n this.timeScale = 1;\n }\n set mainScene(value) {\n for (const effect of this.effects) {\n effect.mainScene = value;\n }\n }\n set mainCamera(value) {\n this.fullscreenMaterial.copyCameraSettings(value);\n for (const effect of this.effects) {\n effect.mainCamera = value;\n }\n }\n /**\n * Indicates whether this pass encodes its output when rendering to screen.\n *\n * @type {Boolean}\n * @deprecated Use fullscreenMaterial.encodeOutput instead.\n */\n get encodeOutput() {\n return this.fullscreenMaterial.encodeOutput;\n }\n set encodeOutput(value) {\n this.fullscreenMaterial.encodeOutput = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n */\n get dithering() {\n return this.fullscreenMaterial.dithering;\n }\n set dithering(value) {\n const material = this.fullscreenMaterial;\n material.dithering = value;\n material.needsUpdate = true;\n }\n /**\n * Sets the effects.\n *\n * @param {Effect[]} effects - The effects.\n * @protected\n */\n setEffects(effects) {\n for (const effect of this.effects) {\n effect.removeEventListener(\"change\", this.listener);\n }\n this.effects = effects.sort((a, b) => b.attributes - a.attributes);\n for (const effect of this.effects) {\n effect.addEventListener(\"change\", this.listener);\n }\n }\n /**\n * Updates the compound shader material.\n *\n * @protected\n */\n updateMaterial() {\n const data = new EffectShaderData();\n let id = 0;\n for (const effect of this.effects) {\n if (effect.blendMode.blendFunction === BlendFunction.DST) {\n data.attributes |= effect.getAttributes() & EffectAttribute.DEPTH;\n } else if ((data.attributes & effect.getAttributes() & EffectAttribute.CONVOLUTION) !== 0) {\n throw new Error(`Convolution effects cannot be merged (${effect.name})`);\n } else {\n integrateEffect(\"e\" + id++, effect, data);\n }\n }\n let fragmentHead = data.shaderParts.get(EffectShaderSection.FRAGMENT_HEAD);\n let fragmentMainImage = data.shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_IMAGE);\n let fragmentMainUv = data.shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_UV);\n const blendRegExp = /\\bblend\\b/g;\n for (const blendMode of data.blendModes.values()) {\n fragmentHead += blendMode.getShaderCode().replace(blendRegExp, `blend${blendMode.blendFunction}`) + \"\\n\";\n }\n if ((data.attributes & EffectAttribute.DEPTH) !== 0) {\n if (data.readDepth) {\n fragmentMainImage = \"float depth = readDepth(UV);\\n\\n\t\" + fragmentMainImage;\n }\n this.needsDepthTexture = this.getDepthTexture() === null;\n } else {\n this.needsDepthTexture = false;\n }\n if (data.colorSpace === import_three76.SRGBColorSpace) {\n fragmentMainImage += \"color0 = sRGBToLinear(color0);\\n\t\";\n }\n if (data.uvTransformation) {\n fragmentMainUv = \"vec2 transformedUv = vUv;\\n\" + fragmentMainUv;\n data.defines.set(\"UV\", \"transformedUv\");\n } else {\n data.defines.set(\"UV\", \"vUv\");\n }\n data.shaderParts.set(EffectShaderSection.FRAGMENT_HEAD, fragmentHead);\n data.shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_IMAGE, fragmentMainImage);\n data.shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_UV, fragmentMainUv);\n for (const [key, value] of data.shaderParts) {\n if (value !== null) {\n data.shaderParts.set(key, value.trim().replace(/^#/, \"\\n#\"));\n }\n }\n this.skipRendering = id === 0;\n this.needsSwap = !this.skipRendering;\n this.fullscreenMaterial.setShaderData(data);\n }\n /**\n * Rebuilds the shader material.\n */\n recompile() {\n this.updateMaterial();\n }\n /**\n * Returns the current depth texture.\n *\n * @return {Texture} The current depth texture, or null if there is none.\n */\n getDepthTexture() {\n return this.fullscreenMaterial.depthBuffer;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three76.BasicDepthPacking) {\n this.fullscreenMaterial.depthBuffer = depthTexture;\n this.fullscreenMaterial.depthPacking = depthPacking;\n for (const effect of this.effects) {\n effect.setDepthTexture(depthTexture, depthPacking);\n }\n }\n /**\n * Renders the effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n for (const effect of this.effects) {\n effect.update(renderer, inputBuffer, deltaTime);\n }\n if (!this.skipRendering || this.renderToScreen) {\n const material = this.fullscreenMaterial;\n material.inputBuffer = inputBuffer.texture;\n material.time += deltaTime * this.timeScale;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(this.scene, this.camera);\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.fullscreenMaterial.setSize(width, height);\n for (const effect of this.effects) {\n effect.setSize(width, height);\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.renderer = renderer;\n for (const effect of this.effects) {\n effect.initialize(renderer, alpha, frameBufferType);\n }\n this.updateMaterial();\n if (frameBufferType !== void 0 && frameBufferType !== import_three76.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n }\n }\n /**\n * Deletes disposable objects.\n */\n dispose() {\n super.dispose();\n for (const effect of this.effects) {\n effect.removeEventListener(\"change\", this.listener);\n effect.dispose();\n }\n }\n /**\n * Handles events.\n *\n * @param {Event} event - An event.\n */\n handleEvent(event) {\n switch (event.type) {\n case \"change\":\n this.recompile();\n break;\n }\n }\n};\n\n// src/passes/GaussianBlurPass.js\nvar import_three77 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar GaussianBlurPass = class extends Pass {\n /**\n * Constructs a new Gaussian blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.kernelSize=35] - The kernel size. Should be an odd number in the range [3, 1020].\n * @param {Number} [options.iterations=1] - The amount of times the blur should be applied.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n kernelSize = 35,\n iterations = 1,\n resolutionScale = 1,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super(\"GaussianBlurPass\");\n this.renderTargetA = new import_three77.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"Blur.Target.A\";\n this.renderTargetB = this.renderTargetA.clone();\n this.renderTargetB.texture.name = \"Blur.Target.B\";\n this.blurMaterial = new GaussianBlurMaterial({ kernelSize });\n this.copyMaterial = new CopyMaterial();\n this.copyMaterial.inputBuffer = this.renderTargetB.texture;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.iterations = iterations;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const blurMaterial = this.blurMaterial;\n this.fullscreenMaterial = blurMaterial;\n let previousBuffer = inputBuffer;\n for (let i = 0, l = Math.max(this.iterations, 1); i < l; ++i) {\n blurMaterial.direction.set(1, 0);\n blurMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(renderTargetA);\n renderer.render(scene, camera);\n blurMaterial.direction.set(0, 1);\n blurMaterial.inputBuffer = renderTargetA.texture;\n renderer.setRenderTarget(renderTargetB);\n renderer.render(scene, camera);\n if (i === 0 && l > 1) {\n previousBuffer = renderTargetB;\n }\n }\n this.fullscreenMaterial = this.copyMaterial;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.blurMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n if (frameBufferType !== import_three77.UnsignedByteType) {\n this.blurMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n this.copyMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three77.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three77.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three77.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/passes/LambdaPass.js\nvar LambdaPass = class extends Pass {\n /**\n * Constructs a new lambda pass.\n *\n * @param {Function} f - A function.\n */\n constructor(f) {\n super(\"LambdaPass\", null, null);\n this.needsSwap = false;\n this.f = f;\n }\n /**\n * Executes the function.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n this.f();\n }\n};\n\n// src/passes/NormalPass.js\nvar import_three78 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar NormalPass = class extends Pass {\n /**\n * Constructs a new normal pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use to render the scene.\n * @param {Object} [options] - The options.\n * @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(scene, camera, {\n renderTarget,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"NormalPass\");\n this.needsSwap = false;\n this.renderPass = new RenderPass(scene, camera, new import_three78.MeshNormalMaterial());\n const renderPass = this.renderPass;\n renderPass.ignoreBackground = true;\n renderPass.skipShadowMapUpdate = true;\n const clearPass = renderPass.getClearPass();\n clearPass.overrideClearColor = new import_three78.Color(7829503);\n clearPass.overrideClearAlpha = 1;\n this.renderTarget = renderTarget;\n if (this.renderTarget === void 0) {\n this.renderTarget = new import_three78.WebGLRenderTarget(1, 1, {\n minFilter: import_three78.NearestFilter,\n magFilter: import_three78.NearestFilter\n });\n this.renderTarget.texture.name = \"NormalPass.Target\";\n }\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n set mainScene(value) {\n this.renderPass.mainScene = value;\n }\n set mainCamera(value) {\n this.renderPass.mainCamera = value;\n }\n /**\n * The normal texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * The normal texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution.preferredWidth or resolution.preferredHeight instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution.preferredWidth or resolution.preferredHeight instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Renders the scene normals.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const renderTarget = this.renderToScreen ? null : this.renderTarget;\n this.renderPass.render(renderer, renderTarget, renderTarget);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n }\n};\n\n// src/textures/lut/TetrahedralUpscaler.js\nvar P = [\n new Float32Array(3),\n new Float32Array(3)\n];\nvar C = [\n new Float32Array(3),\n new Float32Array(3),\n new Float32Array(3),\n new Float32Array(3)\n];\nvar T = [\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([1, 0, 0]),\n new Float32Array([1, 1, 0]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([1, 0, 0]),\n new Float32Array([1, 0, 1]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 0, 1]),\n new Float32Array([1, 0, 1]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 1, 0]),\n new Float32Array([1, 1, 0]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 1, 0]),\n new Float32Array([0, 1, 1]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 0, 1]),\n new Float32Array([0, 1, 1]),\n new Float32Array([1, 1, 1])\n ]\n];\nfunction calculateTetrahedronVolume(a, b, c2, d) {\n const bcX = c2[0] - b[0];\n const bcY = c2[1] - b[1];\n const bcZ = c2[2] - b[2];\n const baX = a[0] - b[0];\n const baY = a[1] - b[1];\n const baZ = a[2] - b[2];\n const crossX = bcY * baZ - bcZ * baY;\n const crossY = bcZ * baX - bcX * baZ;\n const crossZ = bcX * baY - bcY * baX;\n const length = Math.sqrt(crossX * crossX + crossY * crossY + crossZ * crossZ);\n const triangleArea = length * 0.5;\n const normalX = crossX / length;\n const normalY = crossY / length;\n const normalZ = crossZ / length;\n const constant = -(a[0] * normalX + a[1] * normalY + a[2] * normalZ);\n const dot = d[0] * normalX + d[1] * normalY + d[2] * normalZ;\n const height = Math.abs(dot + constant);\n return height * triangleArea / 3;\n}\nfunction sample(data, size, x, y, z, color2) {\n const i4 = (x + y * size + z * size * size) * 4;\n color2[0] = data[i4 + 0];\n color2[1] = data[i4 + 1];\n color2[2] = data[i4 + 2];\n}\nfunction tetrahedralSample(data, size, u, v3, w, color2) {\n const px = u * (size - 1);\n const py = v3 * (size - 1);\n const pz = w * (size - 1);\n const minX = Math.floor(px);\n const minY = Math.floor(py);\n const minZ = Math.floor(pz);\n const maxX = Math.ceil(px);\n const maxY = Math.ceil(py);\n const maxZ = Math.ceil(pz);\n const su = px - minX;\n const sv = py - minY;\n const sw = pz - minZ;\n if (minX === px && minY === py && minZ === pz) {\n sample(data, size, px, py, pz, color2);\n } else {\n let vertices;\n if (su >= sv && sv >= sw) {\n vertices = T[0];\n } else if (su >= sw && sw >= sv) {\n vertices = T[1];\n } else if (sw >= su && su >= sv) {\n vertices = T[2];\n } else if (sv >= su && su >= sw) {\n vertices = T[3];\n } else if (sv >= sw && sw >= su) {\n vertices = T[4];\n } else if (sw >= sv && sv >= su) {\n vertices = T[5];\n }\n const [P0, P1, P2, P3] = vertices;\n const coords = P[0];\n coords[0] = su;\n coords[1] = sv;\n coords[2] = sw;\n const tmp = P[1];\n const diffX = maxX - minX;\n const diffY = maxY - minY;\n const diffZ = maxZ - minZ;\n tmp[0] = diffX * P0[0] + minX;\n tmp[1] = diffY * P0[1] + minY;\n tmp[2] = diffZ * P0[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[0]);\n tmp[0] = diffX * P1[0] + minX;\n tmp[1] = diffY * P1[1] + minY;\n tmp[2] = diffZ * P1[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[1]);\n tmp[0] = diffX * P2[0] + minX;\n tmp[1] = diffY * P2[1] + minY;\n tmp[2] = diffZ * P2[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[2]);\n tmp[0] = diffX * P3[0] + minX;\n tmp[1] = diffY * P3[1] + minY;\n tmp[2] = diffZ * P3[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[3]);\n const V0 = calculateTetrahedronVolume(P1, P2, P3, coords) * 6;\n const V1 = calculateTetrahedronVolume(P0, P2, P3, coords) * 6;\n const V2 = calculateTetrahedronVolume(P0, P1, P3, coords) * 6;\n const V3 = calculateTetrahedronVolume(P0, P1, P2, coords) * 6;\n C[0][0] *= V0;\n C[0][1] *= V0;\n C[0][2] *= V0;\n C[1][0] *= V1;\n C[1][1] *= V1;\n C[1][2] *= V1;\n C[2][0] *= V2;\n C[2][1] *= V2;\n C[2][2] *= V2;\n C[3][0] *= V3;\n C[3][1] *= V3;\n C[3][2] *= V3;\n color2[0] = C[0][0] + C[1][0] + C[2][0] + C[3][0];\n color2[1] = C[0][1] + C[1][1] + C[2][1] + C[3][1];\n color2[2] = C[0][2] + C[1][2] + C[2][2] + C[3][2];\n }\n}\nvar TetrahedralUpscaler = class {\n /**\n * Expands the given data to the target size.\n *\n * @param {TypedArray} data - The input RGBA data. Assumed to be cubic.\n * @param {Number} size - The target size.\n * @return {TypedArray} The new data.\n */\n static expand(data, size) {\n const originalSize = Math.cbrt(data.length / 4);\n const rgb = new Float32Array(3);\n const array = new data.constructor(size ** 3 * 4);\n const maxValue = data instanceof Uint8Array ? 255 : 1;\n const sizeSq = size ** 2;\n const s = 1 / (size - 1);\n for (let z = 0; z < size; ++z) {\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n const u = x * s;\n const v3 = y * s;\n const w = z * s;\n const i4 = Math.round(x + y * size + z * sizeSq) * 4;\n tetrahedralSample(data, originalSize, u, v3, w, rgb);\n array[i4 + 0] = rgb[0];\n array[i4 + 1] = rgb[1];\n array[i4 + 2] = rgb[2];\n array[i4 + 3] = maxValue;\n }\n }\n }\n return array;\n }\n};\n\n// src/textures/smaa/SMAAAreaImageData.js\nvar area = [\n new Float32Array(2),\n new Float32Array(2)\n];\nvar ORTHOGONAL_SIZE = 16;\nvar DIAGONAL_SIZE = 20;\nvar DIAGONAL_SAMPLES = 30;\nvar SMOOTH_MAX_DISTANCE = 32;\nvar orthogonalSubsamplingOffsets = new Float32Array([\n 0,\n -0.25,\n 0.25,\n -0.125,\n 0.125,\n -0.375,\n 0.375\n]);\nvar diagonalSubsamplingOffsets = [\n new Float32Array([0, 0]),\n new Float32Array([0.25, -0.25]),\n new Float32Array([-0.25, 0.25]),\n new Float32Array([0.125, -0.125]),\n new Float32Array([-0.125, 0.125])\n];\nvar orthogonalEdges = [\n new Uint8Array([0, 0]),\n new Uint8Array([3, 0]),\n new Uint8Array([0, 3]),\n new Uint8Array([3, 3]),\n new Uint8Array([1, 0]),\n new Uint8Array([4, 0]),\n new Uint8Array([1, 3]),\n new Uint8Array([4, 3]),\n new Uint8Array([0, 1]),\n new Uint8Array([3, 1]),\n new Uint8Array([0, 4]),\n new Uint8Array([3, 4]),\n new Uint8Array([1, 1]),\n new Uint8Array([4, 1]),\n new Uint8Array([1, 4]),\n new Uint8Array([4, 4])\n];\nvar diagonalEdges = [\n new Uint8Array([0, 0]),\n new Uint8Array([1, 0]),\n new Uint8Array([0, 2]),\n new Uint8Array([1, 2]),\n new Uint8Array([2, 0]),\n new Uint8Array([3, 0]),\n new Uint8Array([2, 2]),\n new Uint8Array([3, 2]),\n new Uint8Array([0, 1]),\n new Uint8Array([1, 1]),\n new Uint8Array([0, 3]),\n new Uint8Array([1, 3]),\n new Uint8Array([2, 1]),\n new Uint8Array([3, 1]),\n new Uint8Array([2, 3]),\n new Uint8Array([3, 3])\n];\nfunction lerp(a, b, p) {\n return a + (b - a) * p;\n}\nfunction saturate(a) {\n return Math.min(Math.max(a, 0), 1);\n}\nfunction smoothArea(d) {\n const a1 = area[0];\n const a2 = area[1];\n const b1X = Math.sqrt(a1[0] * 2) * 0.5;\n const b1Y = Math.sqrt(a1[1] * 2) * 0.5;\n const b2X = Math.sqrt(a2[0] * 2) * 0.5;\n const b2Y = Math.sqrt(a2[1] * 2) * 0.5;\n const p = saturate(d / SMOOTH_MAX_DISTANCE);\n a1[0] = lerp(b1X, a1[0], p);\n a1[1] = lerp(b1Y, a1[1], p);\n a2[0] = lerp(b2X, a2[0], p);\n a2[1] = lerp(b2Y, a2[1], p);\n}\nfunction getOrthArea(p1X, p1Y, p2X, p2Y, x, result) {\n const dX = p2X - p1X;\n const dY = p2Y - p1Y;\n const x1 = x;\n const x2 = x + 1;\n const y1 = p1Y + dY * (x1 - p1X) / dX;\n const y2 = p1Y + dY * (x2 - p1X) / dX;\n if (x1 >= p1X && x1 < p2X || x2 > p1X && x2 <= p2X) {\n if (Math.sign(y1) === Math.sign(y2) || Math.abs(y1) < 1e-4 || Math.abs(y2) < 1e-4) {\n const a = (y1 + y2) / 2;\n if (a < 0) {\n result[0] = Math.abs(a);\n result[1] = 0;\n } else {\n result[0] = 0;\n result[1] = Math.abs(a);\n }\n } else {\n const t = -p1Y * dX / dY + p1X;\n const tInt = Math.trunc(t);\n const a1 = t > p1X ? y1 * (t - tInt) / 2 : 0;\n const a2 = t < p2X ? y2 * (1 - (t - tInt)) / 2 : 0;\n const a = Math.abs(a1) > Math.abs(a2) ? a1 : -a2;\n if (a < 0) {\n result[0] = Math.abs(a1);\n result[1] = Math.abs(a2);\n } else {\n result[0] = Math.abs(a2);\n result[1] = Math.abs(a1);\n }\n }\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n return result;\n}\nfunction getOrthAreaForPattern(pattern, left, right, offset, result) {\n const a1 = area[0];\n const a2 = area[1];\n const o1 = 0.5 + offset;\n const o2 = 0.5 + offset - 1;\n const d = left + right + 1;\n switch (pattern) {\n case 0: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n case 1: {\n if (left <= right) {\n getOrthArea(0, o2, d / 2, 0, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 2: {\n if (left >= right) {\n getOrthArea(d / 2, 0, d, o2, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 3: {\n getOrthArea(0, o2, d / 2, 0, left, a1);\n getOrthArea(d / 2, 0, d, o2, left, a2);\n smoothArea(d, area);\n result[0] = a1[0] + a2[0];\n result[1] = a1[1] + a2[1];\n break;\n }\n case 4: {\n if (left <= right) {\n getOrthArea(0, o1, d / 2, 0, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 5: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n case 6: {\n if (Math.abs(offset) > 0) {\n getOrthArea(0, o1, d, o2, left, a1);\n getOrthArea(0, o1, d / 2, 0, left, a2);\n getOrthArea(d / 2, 0, d, o2, left, result);\n a2[0] = a2[0] + result[0];\n a2[1] = a2[1] + result[1];\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n } else {\n getOrthArea(0, o1, d, o2, left, result);\n }\n break;\n }\n case 7: {\n getOrthArea(0, o1, d, o2, left, result);\n break;\n }\n case 8: {\n if (left >= right) {\n getOrthArea(d / 2, 0, d, o1, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 9: {\n if (Math.abs(offset) > 0) {\n getOrthArea(0, o2, d, o1, left, a1);\n getOrthArea(0, o2, d / 2, 0, left, a2);\n getOrthArea(d / 2, 0, d, o1, left, result);\n a2[0] = a2[0] + result[0];\n a2[1] = a2[1] + result[1];\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n } else {\n getOrthArea(0, o2, d, o1, left, result);\n }\n break;\n }\n case 10: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n case 11: {\n getOrthArea(0, o2, d, o1, left, result);\n break;\n }\n case 12: {\n getOrthArea(0, o1, d / 2, 0, left, a1);\n getOrthArea(d / 2, 0, d, o1, left, a2);\n smoothArea(d, area);\n result[0] = a1[0] + a2[0];\n result[1] = a1[1] + a2[1];\n break;\n }\n case 13: {\n getOrthArea(0, o2, d, o1, left, result);\n break;\n }\n case 14: {\n getOrthArea(0, o1, d, o2, left, result);\n break;\n }\n case 15: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n }\n return result;\n}\nfunction isInsideArea(a1X, a1Y, a2X, a2Y, x, y) {\n let result = a1X === a2X && a1Y === a2Y;\n if (!result) {\n const xm = (a1X + a2X) / 2;\n const ym = (a1Y + a2Y) / 2;\n const a = a2Y - a1Y;\n const b = a1X - a2X;\n const c2 = a * (x - xm) + b * (y - ym);\n result = c2 > 0;\n }\n return result;\n}\nfunction getDiagAreaForPixel(a1X, a1Y, a2X, a2Y, pX, pY) {\n let n = 0;\n for (let y = 0; y < DIAGONAL_SAMPLES; ++y) {\n for (let x = 0; x < DIAGONAL_SAMPLES; ++x) {\n const offsetX = x / (DIAGONAL_SAMPLES - 1);\n const offsetY = y / (DIAGONAL_SAMPLES - 1);\n if (isInsideArea(a1X, a1Y, a2X, a2Y, pX + offsetX, pY + offsetY)) {\n ++n;\n }\n }\n }\n return n / (DIAGONAL_SAMPLES * DIAGONAL_SAMPLES);\n}\nfunction getDiagArea(pattern, a1X, a1Y, a2X, a2Y, left, offset, result) {\n const e = diagonalEdges[pattern];\n const e1 = e[0];\n const e2 = e[1];\n if (e1 > 0) {\n a1X += offset[0];\n a1Y += offset[1];\n }\n if (e2 > 0) {\n a2X += offset[0];\n a2Y += offset[1];\n }\n result[0] = 1 - getDiagAreaForPixel(a1X, a1Y, a2X, a2Y, 1 + left, 0 + left);\n result[1] = getDiagAreaForPixel(a1X, a1Y, a2X, a2Y, 1 + left, 1 + left);\n return result;\n}\nfunction getDiagAreaForPattern(pattern, left, right, offset, result) {\n const a1 = area[0];\n const a2 = area[1];\n const d = left + right + 1;\n switch (pattern) {\n case 0: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 1: {\n getDiagArea(pattern, 1, 0, 0 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 2: {\n getDiagArea(pattern, 0, 0, 1 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 3: {\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, result);\n break;\n }\n case 4: {\n getDiagArea(pattern, 1, 1, 0 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 5: {\n getDiagArea(pattern, 1, 1, 0 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 6: {\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, result);\n break;\n }\n case 7: {\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 8: {\n getDiagArea(pattern, 0, 0, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 9: {\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, result);\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, result);\n break;\n }\n case 10: {\n getDiagArea(pattern, 0, 0, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 11: {\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 12: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, result);\n break;\n }\n case 13: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 14: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 15: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n }\n return result;\n}\nfunction generatePatterns(patterns, offset, orthogonal) {\n const result = new Float32Array(2);\n for (let i = 0, l = patterns.length; i < l; ++i) {\n const pattern = patterns[i];\n const data = pattern.data;\n const size = pattern.width;\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n if (orthogonal) {\n getOrthAreaForPattern(i, x, y, offset, result);\n } else {\n getDiagAreaForPattern(i, x, y, offset, result);\n }\n const c2 = (y * size + x) * 2;\n data[c2] = result[0] * 255;\n data[c2 + 1] = result[1] * 255;\n }\n }\n }\n}\nfunction assemble(baseX, baseY, patterns, edges2, size, orthogonal, target) {\n const dstData = target.data;\n const dstWidth = target.width;\n for (let i = 0, l = patterns.length; i < l; ++i) {\n const edge = edges2[i];\n const pattern = patterns[i];\n const srcData = pattern.data;\n const srcWidth = pattern.width;\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n const pX = edge[0] * size + baseX + x;\n const pY = edge[1] * size + baseY + y;\n const c2 = (pY * dstWidth + pX) * 4;\n const d = orthogonal ? (y * y * srcWidth + x * x) * 2 : (y * srcWidth + x) * 2;\n dstData[c2] = srcData[d];\n dstData[c2 + 1] = srcData[d + 1];\n dstData[c2 + 2] = 0;\n dstData[c2 + 3] = 255;\n }\n }\n }\n}\nvar SMAAAreaImageData = class {\n /**\n * Creates a new area image.\n *\n * @return {RawImageData} The generated image data.\n */\n static generate() {\n const width = 2 * 5 * ORTHOGONAL_SIZE;\n const height = orthogonalSubsamplingOffsets.length * 5 * ORTHOGONAL_SIZE;\n const data = new Uint8ClampedArray(width * height * 4);\n const result = new RawImageData(width, height, data);\n const orthPatternSize = Math.pow(ORTHOGONAL_SIZE - 1, 2) + 1;\n const diagPatternSize = DIAGONAL_SIZE;\n const orthogonalPatterns = [];\n const diagonalPatterns = [];\n for (let i = 3, l = data.length; i < l; i += 4) {\n data[i] = 255;\n }\n for (let i = 0; i < 16; ++i) {\n orthogonalPatterns.push(new RawImageData(\n orthPatternSize,\n orthPatternSize,\n new Uint8ClampedArray(orthPatternSize * orthPatternSize * 2),\n 2\n ));\n diagonalPatterns.push(new RawImageData(\n diagPatternSize,\n diagPatternSize,\n new Uint8ClampedArray(diagPatternSize * diagPatternSize * 2),\n 2\n ));\n }\n for (let i = 0, l = orthogonalSubsamplingOffsets.length; i < l; ++i) {\n generatePatterns(orthogonalPatterns, orthogonalSubsamplingOffsets[i], true);\n assemble(\n 0,\n 5 * ORTHOGONAL_SIZE * i,\n orthogonalPatterns,\n orthogonalEdges,\n ORTHOGONAL_SIZE,\n true,\n result\n );\n }\n for (let i = 0, l = diagonalSubsamplingOffsets.length; i < l; ++i) {\n generatePatterns(diagonalPatterns, diagonalSubsamplingOffsets[i], false);\n assemble(\n 5 * ORTHOGONAL_SIZE,\n 4 * DIAGONAL_SIZE * i,\n diagonalPatterns,\n diagonalEdges,\n DIAGONAL_SIZE,\n false,\n result\n );\n }\n return result;\n }\n};\n\n// src/textures/smaa/SMAAImageGenerator.js\nvar import_three79 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// tmp/smaa/worker.txt\nvar worker_default2 = '\"use strict\";(()=>{function q(t,a,s){let e=document.createElement(\"canvas\"),n=e.getContext(\"2d\");if(e.width=t,e.height=a,s instanceof Image)n.drawImage(s,0,0);else{let r=n.createImageData(t,a);r.data.set(s),n.putImageData(r,0,0)}return e}var F=class t{constructor(a=0,s=0,e=null){this.width=a,this.height=s,this.data=e}toCanvas(){return typeof document==\"undefined\"?null:q(this.width,this.height,this.data)}static from(a){let{width:s,height:e}=a,n;if(a instanceof Image){let r=q(s,e,a);r!==null&&(n=r.getContext(\"2d\").getImageData(0,0,s,e).data)}else n=a.data;return new t(s,e,n)}};var M=[new Float32Array(2),new Float32Array(2)],D=16,W=20,I=30,j=32,v=new Float32Array([0,-.25,.25,-.125,.125,-.375,.375]),N=[new Float32Array([0,0]),new Float32Array([.25,-.25]),new Float32Array([-.25,.25]),new Float32Array([.125,-.125]),new Float32Array([-.125,.125])],z=[new Uint8Array([0,0]),new Uint8Array([3,0]),new Uint8Array([0,3]),new Uint8Array([3,3]),new Uint8Array([1,0]),new Uint8Array([4,0]),new Uint8Array([1,3]),new Uint8Array([4,3]),new Uint8Array([0,1]),new Uint8Array([3,1]),new Uint8Array([0,4]),new Uint8Array([3,4]),new Uint8Array([1,1]),new Uint8Array([4,1]),new Uint8Array([1,4]),new Uint8Array([4,4])],p=[new Uint8Array([0,0]),new Uint8Array([1,0]),new Uint8Array([0,2]),new Uint8Array([1,2]),new Uint8Array([2,0]),new Uint8Array([3,0]),new Uint8Array([2,2]),new Uint8Array([3,2]),new Uint8Array([0,1]),new Uint8Array([1,1]),new Uint8Array([0,3]),new Uint8Array([1,3]),new Uint8Array([2,1]),new Uint8Array([3,1]),new Uint8Array([2,3]),new Uint8Array([3,3])];function C(t,a,s){return t+(a-t)*s}function B(t){return Math.min(Math.max(t,0),1)}function _(t){let a=M[0],s=M[1],e=Math.sqrt(a[0]*2)*.5,n=Math.sqrt(a[1]*2)*.5,r=Math.sqrt(s[0]*2)*.5,o=Math.sqrt(s[1]*2)*.5,c=B(t/j);a[0]=C(e,a[0],c),a[1]=C(n,a[1],c),s[0]=C(r,s[0],c),s[1]=C(o,s[1],c)}function d(t,a,s,e,n,r){let o=s-t,c=e-a,h=n,i=n+1,w=a+c*(h-t)/o,b=a+c*(i-t)/o;if(h>=t&&ht&&i<=s)if(Math.sign(w)===Math.sign(b)||Math.abs(w)<1e-4||Math.abs(b)<1e-4){let g=(w+b)/2;g<0?(r[0]=Math.abs(g),r[1]=0):(r[0]=0,r[1]=Math.abs(g))}else{let g=-a*o/c+t,k=Math.trunc(g),m=g>t?w*(g-k)/2:0,U=gMath.abs(U)?m:-U)<0?(r[0]=Math.abs(m),r[1]=Math.abs(U)):(r[0]=Math.abs(U),r[1]=Math.abs(m))}else r[0]=0,r[1]=0;return r}function J(t,a,s,e,n){let r=M[0],o=M[1],c=.5+e,h=.5+e-1,i=a+s+1;switch(t){case 0:{n[0]=0,n[1]=0;break}case 1:{a<=s?d(0,h,i/2,0,a,n):(n[0]=0,n[1]=0);break}case 2:{a>=s?d(i/2,0,i,h,a,n):(n[0]=0,n[1]=0);break}case 3:{d(0,h,i/2,0,a,r),d(i/2,0,i,h,a,o),_(i,M),n[0]=r[0]+o[0],n[1]=r[1]+o[1];break}case 4:{a<=s?d(0,c,i/2,0,a,n):(n[0]=0,n[1]=0);break}case 5:{n[0]=0,n[1]=0;break}case 6:{Math.abs(e)>0?(d(0,c,i,h,a,r),d(0,c,i/2,0,a,o),d(i/2,0,i,h,a,n),o[0]=o[0]+n[0],o[1]=o[1]+n[1],n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2):d(0,c,i,h,a,n);break}case 7:{d(0,c,i,h,a,n);break}case 8:{a>=s?d(i/2,0,i,c,a,n):(n[0]=0,n[1]=0);break}case 9:{Math.abs(e)>0?(d(0,h,i,c,a,r),d(0,h,i/2,0,a,o),d(i/2,0,i,c,a,n),o[0]=o[0]+n[0],o[1]=o[1]+n[1],n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2):d(0,h,i,c,a,n);break}case 10:{n[0]=0,n[1]=0;break}case 11:{d(0,h,i,c,a,n);break}case 12:{d(0,c,i/2,0,a,r),d(i/2,0,i,c,a,o),_(i,M),n[0]=r[0]+o[0],n[1]=r[1]+o[1];break}case 13:{d(0,h,i,c,a,n);break}case 14:{d(0,c,i,h,a,n);break}case 15:{n[0]=0,n[1]=0;break}}return n}function K(t,a,s,e,n,r){let o=t===s&&a===e;if(!o){let c=(t+s)/2,h=(a+e)/2,i=e-a,w=t-s;o=i*(n-c)+w*(r-h)>0}return o}function G(t,a,s,e,n,r){let o=0;for(let c=0;c0&&(a+=o[0],s+=o[1]),w>0&&(e+=o[0],n+=o[1]),c[0]=1-G(a,s,e,n,1+r,0+r),c[1]=G(a,s,e,n,1+r,1+r),c}function Q(t,a,s,e,n){let r=M[0],o=M[1],c=a+s+1;switch(t){case 0:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 1:{A(t,1,0,0+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 2:{A(t,0,0,1+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 3:{A(t,1,0,1+c,0+c,a,e,n);break}case 4:{A(t,1,1,0+c,0+c,a,e,r),A(t,1,1,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 5:{A(t,1,1,0+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 6:{A(t,1,1,1+c,0+c,a,e,n);break}case 7:{A(t,1,1,1+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 8:{A(t,0,0,1+c,1+c,a,e,r),A(t,1,0,1+c,1+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 9:{A(t,1,0,1+c,1+c,a,e,n),A(t,1,0,1+c,1+c,a,e,n);break}case 10:{A(t,0,0,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 11:{A(t,1,0,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 12:{A(t,1,1,1+c,1+c,a,e,n);break}case 13:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,0,1+c,1+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 14:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,1,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 15:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}}return n}function R(t,a,s){let e=new Float32Array(2);for(let n=0,r=t.length;n{let a=S.generate(),s=E.generate();postMessage({areaImageData:a,searchImageData:s},[a.data.buffer,s.data.buffer]),close()});})();\\n';\n\n// src/textures/smaa/SMAAImageGenerator.js\nfunction generate(useCache = true) {\n const workerURL = URL.createObjectURL(new Blob([worker_default2], {\n type: \"text/javascript\"\n }));\n const worker = new Worker(workerURL);\n URL.revokeObjectURL(workerURL);\n return new Promise((resolve, reject) => {\n worker.addEventListener(\"error\", (event) => reject(event.error));\n worker.addEventListener(\"message\", (event) => {\n const searchImageData = RawImageData.from(event.data.searchImageData);\n const areaImageData = RawImageData.from(event.data.areaImageData);\n const urls = [\n searchImageData.toCanvas().toDataURL(\"image/png\", 1),\n areaImageData.toCanvas().toDataURL(\"image/png\", 1)\n ];\n if (useCache) {\n localStorage.setItem(\"smaa-search\", urls[0]);\n localStorage.setItem(\"smaa-area\", urls[1]);\n }\n resolve(urls);\n });\n worker.postMessage(null);\n });\n}\nvar SMAAImageGenerator = class {\n /**\n * Constructs a new SMAA image generator.\n */\n constructor() {\n this.disableCache = false;\n }\n /**\n * Enables or disables caching via localStorage.\n *\n * @param {Boolean} value - Whether the cache should be enabled.\n */\n setCacheEnabled(value) {\n this.disableCache = !value;\n }\n /**\n * Generates the SMAA data images.\n *\n * @example\n * SMAAImageGenerator.generate().then(([search, area]) => {\n * const smaaEffect = new SMAAEffect(search, area);\n * });\n * @return {Promise} A promise that returns the search image and area image as a pair.\n */\n generate() {\n const useCache = !this.disableCache && window.localStorage !== void 0;\n const cachedURLs = useCache ? [\n localStorage.getItem(\"smaa-search\"),\n localStorage.getItem(\"smaa-area\")\n ] : [null, null];\n const promise = cachedURLs[0] !== null && cachedURLs[1] !== null ? Promise.resolve(cachedURLs) : generate(useCache);\n return promise.then((urls) => {\n return new Promise((resolve, reject) => {\n const searchImage = new Image();\n const areaImage = new Image();\n const manager = new import_three79.LoadingManager();\n manager.onLoad = () => resolve([searchImage, areaImage]);\n manager.onError = reject;\n searchImage.addEventListener(\"error\", (e) => manager.itemError(\"smaa-search\"));\n areaImage.addEventListener(\"error\", (e) => manager.itemError(\"smaa-area\"));\n searchImage.addEventListener(\"load\", () => manager.itemEnd(\"smaa-search\"));\n areaImage.addEventListener(\"load\", () => manager.itemEnd(\"smaa-area\"));\n manager.itemStart(\"smaa-search\");\n manager.itemStart(\"smaa-area\");\n searchImage.src = urls[0];\n areaImage.src = urls[1];\n });\n });\n }\n};\n\n// src/textures/smaa/SMAASearchImageData.js\nvar edges = /* @__PURE__ */ new Map([\n [bilinear(0, 0, 0, 0), new Float32Array([0, 0, 0, 0])],\n [bilinear(0, 0, 0, 1), new Float32Array([0, 0, 0, 1])],\n [bilinear(0, 0, 1, 0), new Float32Array([0, 0, 1, 0])],\n [bilinear(0, 0, 1, 1), new Float32Array([0, 0, 1, 1])],\n [bilinear(0, 1, 0, 0), new Float32Array([0, 1, 0, 0])],\n [bilinear(0, 1, 0, 1), new Float32Array([0, 1, 0, 1])],\n [bilinear(0, 1, 1, 0), new Float32Array([0, 1, 1, 0])],\n [bilinear(0, 1, 1, 1), new Float32Array([0, 1, 1, 1])],\n [bilinear(1, 0, 0, 0), new Float32Array([1, 0, 0, 0])],\n [bilinear(1, 0, 0, 1), new Float32Array([1, 0, 0, 1])],\n [bilinear(1, 0, 1, 0), new Float32Array([1, 0, 1, 0])],\n [bilinear(1, 0, 1, 1), new Float32Array([1, 0, 1, 1])],\n [bilinear(1, 1, 0, 0), new Float32Array([1, 1, 0, 0])],\n [bilinear(1, 1, 0, 1), new Float32Array([1, 1, 0, 1])],\n [bilinear(1, 1, 1, 0), new Float32Array([1, 1, 1, 0])],\n [bilinear(1, 1, 1, 1), new Float32Array([1, 1, 1, 1])]\n]);\nfunction lerp2(a, b, p) {\n return a + (b - a) * p;\n}\nfunction bilinear(e0, e1, e2, e3) {\n const a = lerp2(e0, e1, 1 - 0.25);\n const b = lerp2(e2, e3, 1 - 0.25);\n return lerp2(a, b, 1 - 0.125);\n}\nfunction deltaLeft(left, top) {\n let d = 0;\n if (top[3] === 1) {\n d += 1;\n }\n if (d === 1 && top[2] === 1 && left[1] !== 1 && left[3] !== 1) {\n d += 1;\n }\n return d;\n}\nfunction deltaRight(left, top) {\n let d = 0;\n if (top[3] === 1 && left[1] !== 1 && left[3] !== 1) {\n d += 1;\n }\n if (d === 1 && top[2] === 1 && left[0] !== 1 && left[2] !== 1) {\n d += 1;\n }\n return d;\n}\nvar SMAASearchImageData = class {\n /**\n * Creates a new search image.\n *\n * @return {RawImageData} The generated image data.\n */\n static generate() {\n const width = 66;\n const height = 33;\n const halfWidth = width / 2;\n const croppedWidth = 64;\n const croppedHeight = 16;\n const data = new Uint8ClampedArray(width * height);\n const croppedData = new Uint8ClampedArray(croppedWidth * croppedHeight * 4);\n for (let y = 0; y < height; ++y) {\n for (let x = 0; x < width; ++x) {\n const s = 0.03125 * x;\n const t = 0.03125 * y;\n if (edges.has(s) && edges.has(t)) {\n const e1 = edges.get(s);\n const e2 = edges.get(t);\n const i = y * width + x;\n data[i] = 127 * deltaLeft(e1, e2);\n data[i + halfWidth] = 127 * deltaRight(e1, e2);\n }\n }\n }\n for (let i = 0, y = height - croppedHeight; y < height; ++y) {\n for (let x = 0; x < croppedWidth; ++x, i += 4) {\n croppedData[i] = data[y * width + x];\n croppedData[i + 3] = 255;\n }\n }\n return new RawImageData(croppedWidth, croppedHeight, croppedData);\n }\n};\n\n\n//# sourceURL=webpack://vrm/./node_modules/postprocessing/build/index.cjs?"); +eval("/**\n * postprocessing v6.36.0 build Thu Jul 25 2024\n * https://github.com/pmndrs/postprocessing\n * Copyright 2015-2024 Raoul van Rüschen\n * @license Zlib\n */\n\nvar __defProp = Object.defineProperty;\nvar __getOwnPropDesc = Object.getOwnPropertyDescriptor;\nvar __getOwnPropNames = Object.getOwnPropertyNames;\nvar __hasOwnProp = Object.prototype.hasOwnProperty;\nvar __export = (target, all) => {\n for (var name in all)\n __defProp(target, name, { get: all[name], enumerable: true });\n};\nvar __copyProps = (to, from, except, desc) => {\n if (from && typeof from === \"object\" || typeof from === \"function\") {\n for (let key of __getOwnPropNames(from))\n if (!__hasOwnProp.call(to, key) && key !== except)\n __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });\n }\n return to;\n};\nvar __toCommonJS = (mod) => __copyProps(__defProp({}, \"__esModule\", { value: true }), mod);\n\n// src/index.js\nvar src_exports = {};\n__export(src_exports, {\n AdaptiveLuminanceMaterial: () => AdaptiveLuminanceMaterial,\n AdaptiveLuminancePass: () => AdaptiveLuminancePass,\n BlendFunction: () => BlendFunction,\n BlendMode: () => BlendMode,\n BloomEffect: () => BloomEffect,\n BlurPass: () => KawaseBlurPass,\n BokehEffect: () => BokehEffect,\n BokehMaterial: () => BokehMaterial,\n BoxBlurMaterial: () => BoxBlurMaterial,\n BoxBlurPass: () => BoxBlurPass,\n BrightnessContrastEffect: () => BrightnessContrastEffect,\n ChromaticAberrationEffect: () => ChromaticAberrationEffect,\n CircleOfConfusionMaterial: () => CircleOfConfusionMaterial,\n ClearMaskPass: () => ClearMaskPass,\n ClearPass: () => ClearPass,\n ColorAverageEffect: () => ColorAverageEffect,\n ColorChannel: () => ColorChannel,\n ColorDepthEffect: () => ColorDepthEffect,\n ColorEdgesMaterial: () => EdgeDetectionMaterial,\n ConvolutionMaterial: () => KawaseBlurMaterial,\n CopyMaterial: () => CopyMaterial,\n CopyPass: () => CopyPass,\n DepthComparisonMaterial: () => DepthComparisonMaterial,\n DepthCopyMaterial: () => DepthCopyMaterial,\n DepthCopyMode: () => DepthCopyMode,\n DepthCopyPass: () => DepthCopyPass,\n DepthDownsamplingMaterial: () => DepthDownsamplingMaterial,\n DepthDownsamplingPass: () => DepthDownsamplingPass,\n DepthEffect: () => DepthEffect,\n DepthMaskMaterial: () => DepthMaskMaterial,\n DepthOfFieldEffect: () => DepthOfFieldEffect,\n DepthPass: () => DepthPass,\n DepthPickingPass: () => DepthPickingPass,\n DepthSavePass: () => DepthCopyPass,\n DepthTestStrategy: () => DepthTestStrategy,\n Disposable: () => Disposable,\n DotScreenEffect: () => DotScreenEffect,\n DownsamplingMaterial: () => DownsamplingMaterial,\n EdgeDetectionMaterial: () => EdgeDetectionMaterial,\n EdgeDetectionMode: () => EdgeDetectionMode,\n Effect: () => Effect,\n EffectAttribute: () => EffectAttribute,\n EffectComposer: () => EffectComposer,\n EffectMaterial: () => EffectMaterial,\n EffectPass: () => EffectPass,\n EffectShaderData: () => EffectShaderData,\n EffectShaderSection: () => EffectShaderSection,\n FXAAEffect: () => FXAAEffect,\n GammaCorrectionEffect: () => GammaCorrectionEffect,\n GaussKernel: () => GaussKernel,\n GaussianBlurMaterial: () => GaussianBlurMaterial,\n GaussianBlurPass: () => GaussianBlurPass,\n GlitchEffect: () => GlitchEffect,\n GlitchMode: () => GlitchMode,\n GodRaysEffect: () => GodRaysEffect,\n GodRaysMaterial: () => GodRaysMaterial,\n GridEffect: () => GridEffect,\n HueSaturationEffect: () => HueSaturationEffect,\n ImmutableTimer: () => ImmutableTimer,\n Initializable: () => Initializable,\n KawaseBlurMaterial: () => KawaseBlurMaterial,\n KawaseBlurPass: () => KawaseBlurPass,\n KernelSize: () => KernelSize,\n LUT1DEffect: () => LUT1DEffect,\n LUT3DEffect: () => LUT3DEffect,\n LUT3dlLoader: () => LUT3dlLoader,\n LUTCubeLoader: () => LUTCubeLoader,\n LUTEffect: () => LUT3DEffect,\n LUTOperation: () => LUTOperation,\n LambdaPass: () => LambdaPass,\n LensDistortionEffect: () => LensDistortionEffect,\n LookupTexture: () => LookupTexture,\n LookupTexture3D: () => LookupTexture,\n LuminanceMaterial: () => LuminanceMaterial,\n LuminancePass: () => LuminancePass,\n MaskFunction: () => MaskFunction,\n MaskMaterial: () => MaskMaterial,\n MaskPass: () => MaskPass,\n MipmapBlurPass: () => MipmapBlurPass,\n NoiseEffect: () => NoiseEffect,\n NoiseTexture: () => NoiseTexture,\n NormalPass: () => NormalPass,\n OutlineEdgesMaterial: () => OutlineMaterial,\n OutlineEffect: () => OutlineEffect,\n OutlineMaterial: () => OutlineMaterial,\n OverrideMaterialManager: () => OverrideMaterialManager,\n Pass: () => Pass,\n PixelationEffect: () => PixelationEffect,\n PredicationMode: () => PredicationMode,\n RawImageData: () => RawImageData,\n RealisticBokehEffect: () => RealisticBokehEffect,\n RenderPass: () => RenderPass,\n Resizable: () => Resizable,\n Resizer: () => Resolution,\n Resolution: () => Resolution,\n SMAAAreaImageData: () => SMAAAreaImageData,\n SMAAEffect: () => SMAAEffect,\n SMAAImageGenerator: () => SMAAImageGenerator,\n SMAAImageLoader: () => SMAAImageLoader,\n SMAAPreset: () => SMAAPreset,\n SMAASearchImageData: () => SMAASearchImageData,\n SMAAWeightsMaterial: () => SMAAWeightsMaterial,\n SSAOEffect: () => SSAOEffect,\n SSAOMaterial: () => SSAOMaterial,\n SavePass: () => CopyPass,\n ScanlineEffect: () => ScanlineEffect,\n Section: () => EffectShaderSection,\n Selection: () => Selection,\n SelectiveBloomEffect: () => SelectiveBloomEffect,\n SepiaEffect: () => SepiaEffect,\n ShaderPass: () => ShaderPass,\n ShockWaveEffect: () => ShockWaveEffect,\n TetrahedralUpscaler: () => TetrahedralUpscaler,\n TextureEffect: () => TextureEffect,\n TiltShiftBlurMaterial: () => TiltShiftBlurMaterial,\n TiltShiftBlurPass: () => TiltShiftBlurPass,\n TiltShiftEffect: () => TiltShiftEffect,\n Timer: () => Timer,\n ToneMappingEffect: () => ToneMappingEffect,\n ToneMappingMode: () => ToneMappingMode,\n UpsamplingMaterial: () => UpsamplingMaterial,\n VignetteEffect: () => VignetteEffect,\n VignetteTechnique: () => VignetteTechnique,\n WebGLExtension: () => WebGLExtension,\n version: () => version\n});\nmodule.exports = __toCommonJS(src_exports);\n\n// package.json\nvar version = \"6.36.0\";\n\n// src/core/Disposable.js\nvar Disposable = class {\n /**\n * Frees internal resources.\n */\n dispose() {\n }\n};\n\n// src/core/EffectComposer.js\nvar import_three5 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/core/Timer.js\nvar MILLISECONDS_TO_SECONDS = 1 / 1e3;\nvar SECONDS_TO_MILLISECONDS = 1e3;\nvar Timer = class {\n /**\n * Constructs a new timer.\n */\n constructor() {\n this.startTime = performance.now();\n this.previousTime = 0;\n this.currentTime = 0;\n this._delta = 0;\n this._elapsed = 0;\n this._fixedDelta = 1e3 / 60;\n this.timescale = 1;\n this.useFixedDelta = false;\n this._autoReset = false;\n }\n /**\n * Enables or disables auto reset based on page visibility.\n *\n * If enabled, the timer will be reset when the page becomes visible. This effectively pauses the timer when the page\n * is hidden. Has no effect if the API is not supported.\n *\n * @type {Boolean}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Page_Visibility_API\n */\n get autoReset() {\n return this._autoReset;\n }\n set autoReset(value) {\n if (typeof document !== \"undefined\" && document.hidden !== void 0) {\n if (value) {\n document.addEventListener(\"visibilitychange\", this);\n } else {\n document.removeEventListener(\"visibilitychange\", this);\n }\n this._autoReset = value;\n }\n }\n get delta() {\n return this._delta * MILLISECONDS_TO_SECONDS;\n }\n get fixedDelta() {\n return this._fixedDelta * MILLISECONDS_TO_SECONDS;\n }\n set fixedDelta(value) {\n this._fixedDelta = value * SECONDS_TO_MILLISECONDS;\n }\n get elapsed() {\n return this._elapsed * MILLISECONDS_TO_SECONDS;\n }\n /**\n * Updates this timer.\n *\n * @param {Boolean} [timestamp] - The current time in milliseconds.\n */\n update(timestamp) {\n if (this.useFixedDelta) {\n this._delta = this.fixedDelta;\n } else {\n this.previousTime = this.currentTime;\n this.currentTime = (timestamp !== void 0 ? timestamp : performance.now()) - this.startTime;\n this._delta = this.currentTime - this.previousTime;\n }\n this._delta *= this.timescale;\n this._elapsed += this._delta;\n }\n /**\n * Resets this timer.\n */\n reset() {\n this._delta = 0;\n this._elapsed = 0;\n this.currentTime = performance.now() - this.startTime;\n }\n getDelta() {\n return this.delta;\n }\n getElapsed() {\n return this.elapsed;\n }\n handleEvent(e) {\n if (!document.hidden) {\n this.currentTime = performance.now() - this.startTime;\n }\n }\n dispose() {\n this.autoReset = false;\n }\n};\n\n// src/passes/Pass.js\nvar import_three = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar dummyCamera = /* @__PURE__ */ new import_three.Camera();\nvar geometry = null;\nfunction getFullscreenTriangle() {\n if (geometry === null) {\n const vertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]);\n const uvs = new Float32Array([0, 0, 2, 0, 0, 2]);\n geometry = new import_three.BufferGeometry();\n if (geometry.setAttribute !== void 0) {\n geometry.setAttribute(\"position\", new import_three.BufferAttribute(vertices, 3));\n geometry.setAttribute(\"uv\", new import_three.BufferAttribute(uvs, 2));\n } else {\n geometry.addAttribute(\"position\", new import_three.BufferAttribute(vertices, 3));\n geometry.addAttribute(\"uv\", new import_three.BufferAttribute(uvs, 2));\n }\n }\n return geometry;\n}\nvar Pass = class _Pass {\n /**\n * Constructs a new pass.\n *\n * @param {String} [name] - The name of this pass. Does not have to be unique.\n * @param {Scene} [scene] - The scene to render. The default scene contains a single mesh that fills the screen.\n * @param {Camera} [camera] - A camera. Fullscreen effect passes don't require a camera.\n */\n constructor(name = \"Pass\", scene = new import_three.Scene(), camera = dummyCamera) {\n this.name = name;\n this.renderer = null;\n this.scene = scene;\n this.camera = camera;\n this.screen = null;\n this.rtt = true;\n this.needsSwap = true;\n this.needsDepthTexture = false;\n this.enabled = true;\n }\n /**\n * Sets the render to screen flag.\n *\n * If this flag is changed, the fullscreen material will be updated as well.\n *\n * @type {Boolean}\n */\n get renderToScreen() {\n return !this.rtt;\n }\n set renderToScreen(value) {\n if (this.rtt === value) {\n const material = this.fullscreenMaterial;\n if (material !== null) {\n material.needsUpdate = true;\n }\n this.rtt = !value;\n }\n }\n /**\n * Sets the main scene.\n *\n * @type {Scene}\n */\n set mainScene(value) {\n }\n /**\n * Sets the main camera.\n *\n * @type {Camera}\n */\n set mainCamera(value) {\n }\n /**\n * Sets the renderer\n *\n * @deprecated\n * @param {WebGLRenderer} renderer - The renderer.\n */\n setRenderer(renderer) {\n this.renderer = renderer;\n }\n /**\n * Indicates whether this pass is enabled.\n *\n * @deprecated Use enabled instead.\n * @return {Boolean} Whether this pass is enabled.\n */\n isEnabled() {\n return this.enabled;\n }\n /**\n * Enables or disables this pass.\n *\n * @deprecated Use enabled instead.\n * @param {Boolean} value - Whether the pass should be enabled.\n */\n setEnabled(value) {\n this.enabled = value;\n }\n /**\n * The fullscreen material.\n *\n * @type {Material}\n */\n get fullscreenMaterial() {\n return this.screen !== null ? this.screen.material : null;\n }\n set fullscreenMaterial(value) {\n let screen = this.screen;\n if (screen !== null) {\n screen.material = value;\n } else {\n screen = new import_three.Mesh(getFullscreenTriangle(), value);\n screen.frustumCulled = false;\n if (this.scene === null) {\n this.scene = new import_three.Scene();\n }\n this.scene.add(screen);\n this.screen = screen;\n }\n }\n /**\n * Returns the current fullscreen material.\n *\n * @deprecated Use fullscreenMaterial instead.\n * @return {Material} The current fullscreen material, or null if there is none.\n */\n getFullscreenMaterial() {\n return this.fullscreenMaterial;\n }\n /**\n * Sets the fullscreen material.\n *\n * @deprecated Use fullscreenMaterial instead.\n * @protected\n * @param {Material} value - A fullscreen material.\n */\n setFullscreenMaterial(value) {\n this.fullscreenMaterial = value;\n }\n /**\n * Returns the current depth texture.\n *\n * @return {Texture} The current depth texture, or null if there is none.\n */\n getDepthTexture() {\n return null;\n }\n /**\n * Sets the depth texture.\n *\n * This method will be called automatically by the {@link EffectComposer}.\n * You may override this method if your pass relies on the depth information of a preceding {@link RenderPass}.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategy} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three.BasicDepthPacking) {\n }\n /**\n * Renders this pass.\n *\n * This is an abstract method that must be overridden.\n *\n * @abstract\n * @throws {Error} An error is thrown if the method is not overridden.\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n throw new Error(\"Render method not implemented!\");\n }\n /**\n * Sets the size.\n *\n * You may override this method if you want to be informed about the size of the backbuffer/canvas.\n * This method is called before {@link initialize} and every time the size of the {@link EffectComposer} changes.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n }\n /**\n * Performs initialization tasks.\n *\n * This method is called when this pass is added to an {@link EffectComposer}.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n }\n /**\n * Performs a shallow search for disposable properties and deletes them.\n *\n * The {@link EffectComposer} calls this method when it is being destroyed. You can use it independently to free\n * memory when you're certain that you don't need this pass anymore.\n */\n dispose() {\n for (const key of Object.keys(this)) {\n const property = this[key];\n const isDisposable = property instanceof import_three.WebGLRenderTarget || property instanceof import_three.Material || property instanceof import_three.Texture || property instanceof _Pass;\n if (isDisposable) {\n this[key].dispose();\n }\n }\n }\n};\n\n// src/passes/ClearMaskPass.js\nvar ClearMaskPass = class extends Pass {\n /**\n * Constructs a new clear mask pass.\n */\n constructor() {\n super(\"ClearMaskPass\", null, null);\n this.needsSwap = false;\n }\n /**\n * Disables the global stencil test.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const stencil = renderer.state.buffers.stencil;\n stencil.setLocked(false);\n stencil.setTest(false);\n }\n};\n\n// src/passes/CopyPass.js\nvar import_three3 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/CopyMaterial.js\nvar import_three2 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/copy.frag\nvar copy_default = \"#include \\n#include \\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform float opacity;varying vec2 vUv;void main(){vec4 texel=texture2D(inputBuffer,vUv);gl_FragColor=opacity*texel;\\n#include \\n#include \\n}\";\n\n// src/materials/glsl/common.vert\nvar common_default = \"varying vec2 vUv;void main(){vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/CopyMaterial.js\nvar CopyMaterial = class extends import_three2.ShaderMaterial {\n /**\n * Constructs a new copy material.\n */\n constructor() {\n super({\n name: \"CopyMaterial\",\n uniforms: {\n inputBuffer: new import_three2.Uniform(null),\n opacity: new import_three2.Uniform(1)\n },\n blending: import_three2.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: copy_default,\n vertexShader: common_default\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Number} value - The buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Returns the opacity.\n *\n * @deprecated Use opacity instead.\n * @return {Number} The opacity.\n */\n getOpacity(value) {\n return this.uniforms.opacity.value;\n }\n /**\n * Sets the opacity.\n *\n * @deprecated Use opacity instead.\n * @param {Number} value - The opacity.\n */\n setOpacity(value) {\n this.uniforms.opacity.value = value;\n }\n};\n\n// src/passes/CopyPass.js\nvar CopyPass = class extends Pass {\n /**\n * Constructs a new save pass.\n *\n * @param {WebGLRenderTarget} [renderTarget] - A render target.\n * @param {Boolean} [autoResize=true] - Whether the render target size should be updated automatically.\n */\n constructor(renderTarget, autoResize = true) {\n super(\"CopyPass\");\n this.fullscreenMaterial = new CopyMaterial();\n this.needsSwap = false;\n this.renderTarget = renderTarget;\n if (renderTarget === void 0) {\n this.renderTarget = new import_three3.WebGLRenderTarget(1, 1, {\n minFilter: import_three3.LinearFilter,\n magFilter: import_three3.LinearFilter,\n stencilBuffer: false,\n depthBuffer: false\n });\n this.renderTarget.texture.name = \"CopyPass.Target\";\n }\n this.autoResize = autoResize;\n }\n /**\n * Enables or disables auto resizing of the render target.\n *\n * @deprecated Use autoResize instead.\n * @type {Boolean}\n */\n get resize() {\n return this.autoResize;\n }\n set resize(value) {\n this.autoResize = value;\n }\n /**\n * The output texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the output texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Enables or disables auto resizing of the render target.\n *\n * @deprecated Use autoResize instead.\n * @param {Boolean} value - Whether the render target size should be updated automatically.\n */\n setAutoResizeEnabled(value) {\n this.autoResize = value;\n }\n /**\n * Saves the input buffer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n this.fullscreenMaterial.inputBuffer = inputBuffer.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n if (this.autoResize) {\n this.renderTarget.setSize(width, height);\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n if (frameBufferType !== import_three3.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three3.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three3.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/passes/ClearPass.js\nvar import_three4 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar color = /* @__PURE__ */ new import_three4.Color();\nvar ClearPass = class extends Pass {\n /**\n * Constructs a new clear pass.\n *\n * @param {Boolean} [color=true] - Determines whether the color buffer should be cleared.\n * @param {Boolean} [depth=true] - Determines whether the depth buffer should be cleared.\n * @param {Boolean} [stencil=false] - Determines whether the stencil buffer should be cleared.\n */\n constructor(color2 = true, depth = true, stencil = false) {\n super(\"ClearPass\", null, null);\n this.needsSwap = false;\n this.color = color2;\n this.depth = depth;\n this.stencil = stencil;\n this.overrideClearColor = null;\n this.overrideClearAlpha = -1;\n }\n /**\n * Sets the clear flags.\n *\n * @param {Boolean} color - Whether the color buffer should be cleared.\n * @param {Boolean} depth - Whether the depth buffer should be cleared.\n * @param {Boolean} stencil - Whether the stencil buffer should be cleared.\n */\n setClearFlags(color2, depth, stencil) {\n this.color = color2;\n this.depth = depth;\n this.stencil = stencil;\n }\n /**\n * Returns the override clear color. Default is null.\n *\n * @deprecated Use overrideClearColor instead.\n * @return {Color} The clear color.\n */\n getOverrideClearColor() {\n return this.overrideClearColor;\n }\n /**\n * Sets the override clear color.\n *\n * @deprecated Use overrideClearColor instead.\n * @param {Color} value - The clear color.\n */\n setOverrideClearColor(value) {\n this.overrideClearColor = value;\n }\n /**\n * Returns the override clear alpha. Default is -1.\n *\n * @deprecated Use overrideClearAlpha instead.\n * @return {Number} The clear alpha.\n */\n getOverrideClearAlpha() {\n return this.overrideClearAlpha;\n }\n /**\n * Sets the override clear alpha.\n *\n * @deprecated Use overrideClearAlpha instead.\n * @param {Number} value - The clear alpha.\n */\n setOverrideClearAlpha(value) {\n this.overrideClearAlpha = value;\n }\n /**\n * Clears the input buffer or the screen.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const overrideClearColor = this.overrideClearColor;\n const overrideClearAlpha = this.overrideClearAlpha;\n const clearAlpha = renderer.getClearAlpha();\n const hasOverrideClearColor = overrideClearColor !== null;\n const hasOverrideClearAlpha = overrideClearAlpha >= 0;\n if (hasOverrideClearColor) {\n renderer.getClearColor(color);\n renderer.setClearColor(overrideClearColor, hasOverrideClearAlpha ? overrideClearAlpha : clearAlpha);\n } else if (hasOverrideClearAlpha) {\n renderer.setClearAlpha(overrideClearAlpha);\n }\n renderer.setRenderTarget(this.renderToScreen ? null : inputBuffer);\n renderer.clear(this.color, this.depth, this.stencil);\n if (hasOverrideClearColor) {\n renderer.setClearColor(color, clearAlpha);\n } else if (hasOverrideClearAlpha) {\n renderer.setClearAlpha(clearAlpha);\n }\n }\n};\n\n// src/passes/MaskPass.js\nvar MaskPass = class extends Pass {\n /**\n * Constructs a new mask pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use.\n */\n constructor(scene, camera) {\n super(\"MaskPass\", scene, camera);\n this.needsSwap = false;\n this.clearPass = new ClearPass(false, false, true);\n this.inverse = false;\n }\n set mainScene(value) {\n this.scene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n }\n /**\n * Indicates whether the mask should be inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this.inverse;\n }\n set inverted(value) {\n this.inverse = value;\n }\n /**\n * Indicates whether this pass should clear the stencil buffer.\n *\n * @type {Boolean}\n * @deprecated Use clearPass.enabled instead.\n */\n get clear() {\n return this.clearPass.enabled;\n }\n set clear(value) {\n this.clearPass.enabled = value;\n }\n /**\n * Returns the internal clear pass.\n *\n * @deprecated Use clearPass.enabled instead.\n * @return {ClearPass} The clear pass.\n */\n getClearPass() {\n return this.clearPass;\n }\n /**\n * Indicates whether the mask is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the mask is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Enables or disable mask inversion.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether the mask should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n /**\n * Renders the effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const context = renderer.getContext();\n const buffers = renderer.state.buffers;\n const scene = this.scene;\n const camera = this.camera;\n const clearPass = this.clearPass;\n const writeValue = this.inverted ? 0 : 1;\n const clearValue = 1 - writeValue;\n buffers.color.setMask(false);\n buffers.depth.setMask(false);\n buffers.color.setLocked(true);\n buffers.depth.setLocked(true);\n buffers.stencil.setTest(true);\n buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);\n buffers.stencil.setFunc(context.ALWAYS, writeValue, 4294967295);\n buffers.stencil.setClear(clearValue);\n buffers.stencil.setLocked(true);\n if (this.clearPass.enabled) {\n if (this.renderToScreen) {\n clearPass.render(renderer, null);\n } else {\n clearPass.render(renderer, inputBuffer);\n clearPass.render(renderer, outputBuffer);\n }\n }\n if (this.renderToScreen) {\n renderer.setRenderTarget(null);\n renderer.render(scene, camera);\n } else {\n renderer.setRenderTarget(inputBuffer);\n renderer.render(scene, camera);\n renderer.setRenderTarget(outputBuffer);\n renderer.render(scene, camera);\n }\n buffers.color.setLocked(false);\n buffers.depth.setLocked(false);\n buffers.stencil.setLocked(false);\n buffers.stencil.setFunc(context.EQUAL, 1, 4294967295);\n buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);\n buffers.stencil.setLocked(true);\n }\n};\n\n// src/core/EffectComposer.js\nvar EffectComposer = class {\n /**\n * Constructs a new effect composer.\n *\n * @param {WebGLRenderer} renderer - The renderer that should be used.\n * @param {Object} [options] - The options.\n * @param {Boolean} [options.depthBuffer=true] - Whether the main render targets should have a depth buffer.\n * @param {Boolean} [options.stencilBuffer=false] - Whether the main render targets should have a stencil buffer.\n * @param {Boolean} [options.alpha] - Deprecated. Buffers are always RGBA since three r137.\n * @param {Number} [options.multisampling=0] - The number of samples used for multisample antialiasing. Requires WebGL 2.\n * @param {Number} [options.frameBufferType] - The type of the internal frame buffers. It's recommended to use HalfFloatType if possible.\n */\n constructor(renderer = null, {\n depthBuffer = true,\n stencilBuffer = false,\n multisampling = 0,\n frameBufferType\n } = {}) {\n this.renderer = null;\n this.inputBuffer = this.createBuffer(depthBuffer, stencilBuffer, frameBufferType, multisampling);\n this.outputBuffer = this.inputBuffer.clone();\n this.copyPass = new CopyPass();\n this.depthTexture = null;\n this.passes = [];\n this.timer = new Timer();\n this.autoRenderToScreen = true;\n this.setRenderer(renderer);\n }\n /**\n * The current amount of samples used for multisample anti-aliasing.\n *\n * @type {Number}\n */\n get multisampling() {\n return this.inputBuffer.samples || 0;\n }\n /**\n * Sets the amount of MSAA samples.\n *\n * Requires WebGL 2. Set to zero to disable multisampling.\n *\n * @type {Number}\n */\n set multisampling(value) {\n const buffer = this.inputBuffer;\n const multisampling = this.multisampling;\n if (multisampling > 0 && value > 0) {\n this.inputBuffer.samples = value;\n this.outputBuffer.samples = value;\n this.inputBuffer.dispose();\n this.outputBuffer.dispose();\n } else if (multisampling !== value) {\n this.inputBuffer.dispose();\n this.outputBuffer.dispose();\n this.inputBuffer = this.createBuffer(\n buffer.depthBuffer,\n buffer.stencilBuffer,\n buffer.texture.type,\n value\n );\n this.inputBuffer.depthTexture = this.depthTexture;\n this.outputBuffer = this.inputBuffer.clone();\n }\n }\n /**\n * Returns the internal timer.\n *\n * @return {Timer} The timer.\n */\n getTimer() {\n return this.timer;\n }\n /**\n * Returns the renderer.\n *\n * @return {WebGLRenderer} The renderer.\n */\n getRenderer() {\n return this.renderer;\n }\n /**\n * Sets the renderer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n */\n setRenderer(renderer) {\n this.renderer = renderer;\n if (renderer !== null) {\n const size = renderer.getSize(new import_three5.Vector2());\n const alpha = renderer.getContext().getContextAttributes().alpha;\n const frameBufferType = this.inputBuffer.texture.type;\n if (frameBufferType === import_three5.UnsignedByteType && renderer.outputColorSpace === import_three5.SRGBColorSpace) {\n this.inputBuffer.texture.colorSpace = import_three5.SRGBColorSpace;\n this.outputBuffer.texture.colorSpace = import_three5.SRGBColorSpace;\n this.inputBuffer.dispose();\n this.outputBuffer.dispose();\n }\n renderer.autoClear = false;\n this.setSize(size.width, size.height);\n for (const pass of this.passes) {\n pass.initialize(renderer, alpha, frameBufferType);\n }\n }\n }\n /**\n * Replaces the current renderer with the given one.\n *\n * The auto clear mechanism of the provided renderer will be disabled. If the new render size differs from the\n * previous one, all passes will be updated.\n *\n * By default, the DOM element of the current renderer will automatically be removed from its parent node and the DOM\n * element of the new renderer will take its place.\n *\n * @deprecated Use setRenderer instead.\n * @param {WebGLRenderer} renderer - The new renderer.\n * @param {Boolean} updateDOM - Indicates whether the old canvas should be replaced by the new one in the DOM.\n * @return {WebGLRenderer} The old renderer.\n */\n replaceRenderer(renderer, updateDOM = true) {\n const oldRenderer = this.renderer;\n const parent = oldRenderer.domElement.parentNode;\n this.setRenderer(renderer);\n if (updateDOM && parent !== null) {\n parent.removeChild(oldRenderer.domElement);\n parent.appendChild(renderer.domElement);\n }\n return oldRenderer;\n }\n /**\n * Creates a depth texture attachment that will be provided to all passes.\n *\n * Note: When a shader reads from a depth texture and writes to a render target that uses the same depth texture\n * attachment, the depth information will be lost. This happens even if `depthWrite` is disabled.\n *\n * @private\n * @return {DepthTexture} The depth texture.\n */\n createDepthTexture() {\n const depthTexture = this.depthTexture = new import_three5.DepthTexture();\n this.inputBuffer.depthTexture = depthTexture;\n this.inputBuffer.dispose();\n if (this.inputBuffer.stencilBuffer) {\n depthTexture.format = import_three5.DepthStencilFormat;\n depthTexture.type = import_three5.UnsignedInt248Type;\n } else {\n depthTexture.type = import_three5.UnsignedIntType;\n }\n return depthTexture;\n }\n /**\n * Deletes the current depth texture.\n *\n * @private\n */\n deleteDepthTexture() {\n if (this.depthTexture !== null) {\n this.depthTexture.dispose();\n this.depthTexture = null;\n this.inputBuffer.depthTexture = null;\n this.inputBuffer.dispose();\n for (const pass of this.passes) {\n pass.setDepthTexture(null);\n }\n }\n }\n /**\n * Creates a new render target.\n *\n * @deprecated Create buffers manually via WebGLRenderTarget instead.\n * @param {Boolean} depthBuffer - Whether the render target should have a depth buffer.\n * @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.\n * @param {Number} type - The frame buffer type.\n * @param {Number} multisampling - The number of samples to use for antialiasing.\n * @return {WebGLRenderTarget} A new render target that equals the renderer's canvas.\n */\n createBuffer(depthBuffer, stencilBuffer, type, multisampling) {\n const renderer = this.renderer;\n const size = renderer === null ? new import_three5.Vector2() : renderer.getDrawingBufferSize(new import_three5.Vector2());\n const options = {\n minFilter: import_three5.LinearFilter,\n magFilter: import_three5.LinearFilter,\n stencilBuffer,\n depthBuffer,\n type\n };\n const renderTarget = new import_three5.WebGLRenderTarget(size.width, size.height, options);\n if (multisampling > 0) {\n renderTarget.ignoreDepthForMultisampleCopy = false;\n renderTarget.samples = multisampling;\n }\n if (type === import_three5.UnsignedByteType && renderer !== null && renderer.outputColorSpace === import_three5.SRGBColorSpace) {\n renderTarget.texture.colorSpace = import_three5.SRGBColorSpace;\n }\n renderTarget.texture.name = \"EffectComposer.Buffer\";\n renderTarget.texture.generateMipmaps = false;\n return renderTarget;\n }\n /**\n * Can be used to change the main scene for all registered passes and effects.\n *\n * @param {Scene} scene - The scene.\n */\n setMainScene(scene) {\n for (const pass of this.passes) {\n pass.mainScene = scene;\n }\n }\n /**\n * Can be used to change the main camera for all registered passes and effects.\n *\n * @param {Camera} camera - The camera.\n */\n setMainCamera(camera) {\n for (const pass of this.passes) {\n pass.mainCamera = camera;\n }\n }\n /**\n * Adds a pass, optionally at a specific index.\n *\n * @param {Pass} pass - A new pass.\n * @param {Number} [index] - An index at which the pass should be inserted.\n */\n addPass(pass, index) {\n const passes = this.passes;\n const renderer = this.renderer;\n const drawingBufferSize = renderer.getDrawingBufferSize(new import_three5.Vector2());\n const alpha = renderer.getContext().getContextAttributes().alpha;\n const frameBufferType = this.inputBuffer.texture.type;\n pass.setRenderer(renderer);\n pass.setSize(drawingBufferSize.width, drawingBufferSize.height);\n pass.initialize(renderer, alpha, frameBufferType);\n if (this.autoRenderToScreen) {\n if (passes.length > 0) {\n passes[passes.length - 1].renderToScreen = false;\n }\n if (pass.renderToScreen) {\n this.autoRenderToScreen = false;\n }\n }\n if (index !== void 0) {\n passes.splice(index, 0, pass);\n } else {\n passes.push(pass);\n }\n if (this.autoRenderToScreen) {\n passes[passes.length - 1].renderToScreen = true;\n }\n if (pass.needsDepthTexture || this.depthTexture !== null) {\n if (this.depthTexture === null) {\n const depthTexture = this.createDepthTexture();\n for (pass of passes) {\n pass.setDepthTexture(depthTexture);\n }\n } else {\n pass.setDepthTexture(this.depthTexture);\n }\n }\n }\n /**\n * Removes a pass.\n *\n * @param {Pass} pass - The pass.\n */\n removePass(pass) {\n const passes = this.passes;\n const index = passes.indexOf(pass);\n const exists = index !== -1;\n const removed = exists && passes.splice(index, 1).length > 0;\n if (removed) {\n if (this.depthTexture !== null) {\n const reducer = (a, b) => a || b.needsDepthTexture;\n const depthTextureRequired = passes.reduce(reducer, false);\n if (!depthTextureRequired) {\n if (pass.getDepthTexture() === this.depthTexture) {\n pass.setDepthTexture(null);\n }\n this.deleteDepthTexture();\n }\n }\n if (this.autoRenderToScreen) {\n if (index === passes.length) {\n pass.renderToScreen = false;\n if (passes.length > 0) {\n passes[passes.length - 1].renderToScreen = true;\n }\n }\n }\n }\n }\n /**\n * Removes all passes.\n */\n removeAllPasses() {\n const passes = this.passes;\n this.deleteDepthTexture();\n if (passes.length > 0) {\n if (this.autoRenderToScreen) {\n passes[passes.length - 1].renderToScreen = false;\n }\n this.passes = [];\n }\n }\n /**\n * Renders all enabled passes in the order in which they were added.\n *\n * @param {Number} [deltaTime] - The time since the last frame in seconds.\n */\n render(deltaTime) {\n const renderer = this.renderer;\n const copyPass = this.copyPass;\n let inputBuffer = this.inputBuffer;\n let outputBuffer = this.outputBuffer;\n let stencilTest = false;\n let context, stencil, buffer;\n if (deltaTime === void 0) {\n this.timer.update();\n deltaTime = this.timer.getDelta();\n }\n for (const pass of this.passes) {\n if (pass.enabled) {\n pass.render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest);\n if (pass.needsSwap) {\n if (stencilTest) {\n copyPass.renderToScreen = pass.renderToScreen;\n context = renderer.getContext();\n stencil = renderer.state.buffers.stencil;\n stencil.setFunc(context.NOTEQUAL, 1, 4294967295);\n copyPass.render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest);\n stencil.setFunc(context.EQUAL, 1, 4294967295);\n }\n buffer = inputBuffer;\n inputBuffer = outputBuffer;\n outputBuffer = buffer;\n }\n if (pass instanceof MaskPass) {\n stencilTest = true;\n } else if (pass instanceof ClearMaskPass) {\n stencilTest = false;\n }\n }\n }\n }\n /**\n * Sets the size of the buffers, passes and the renderer.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n * @param {Boolean} [updateStyle] - Determines whether the style of the canvas should be updated.\n */\n setSize(width, height, updateStyle) {\n const renderer = this.renderer;\n const currentSize = renderer.getSize(new import_three5.Vector2());\n if (width === void 0 || height === void 0) {\n width = currentSize.width;\n height = currentSize.height;\n }\n if (currentSize.width !== width || currentSize.height !== height) {\n renderer.setSize(width, height, updateStyle);\n }\n const drawingBufferSize = renderer.getDrawingBufferSize(new import_three5.Vector2());\n this.inputBuffer.setSize(drawingBufferSize.width, drawingBufferSize.height);\n this.outputBuffer.setSize(drawingBufferSize.width, drawingBufferSize.height);\n for (const pass of this.passes) {\n pass.setSize(drawingBufferSize.width, drawingBufferSize.height);\n }\n }\n /**\n * Resets this composer by deleting all passes and creating new buffers.\n */\n reset() {\n this.dispose();\n this.autoRenderToScreen = true;\n }\n /**\n * Disposes this composer and all passes.\n */\n dispose() {\n for (const pass of this.passes) {\n pass.dispose();\n }\n this.passes = [];\n if (this.inputBuffer !== null) {\n this.inputBuffer.dispose();\n }\n if (this.outputBuffer !== null) {\n this.outputBuffer.dispose();\n }\n this.deleteDepthTexture();\n this.copyPass.dispose();\n this.timer.dispose();\n }\n};\n\n// src/core/EffectShaderData.js\nvar import_three6 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/EffectAttribute.js\nvar EffectAttribute = {\n NONE: 0,\n DEPTH: 1,\n CONVOLUTION: 2\n};\n\n// src/enums/EffectShaderSection.js\nvar EffectShaderSection = {\n FRAGMENT_HEAD: \"FRAGMENT_HEAD\",\n FRAGMENT_MAIN_UV: \"FRAGMENT_MAIN_UV\",\n FRAGMENT_MAIN_IMAGE: \"FRAGMENT_MAIN_IMAGE\",\n VERTEX_HEAD: \"VERTEX_HEAD\",\n VERTEX_MAIN_SUPPORT: \"VERTEX_MAIN_SUPPORT\"\n};\n\n// src/core/EffectShaderData.js\nvar EffectShaderData = class {\n /**\n * Constructs new shader data.\n */\n constructor() {\n this.shaderParts = /* @__PURE__ */ new Map([\n [EffectShaderSection.FRAGMENT_HEAD, null],\n [EffectShaderSection.FRAGMENT_MAIN_UV, null],\n [EffectShaderSection.FRAGMENT_MAIN_IMAGE, null],\n [EffectShaderSection.VERTEX_HEAD, null],\n [EffectShaderSection.VERTEX_MAIN_SUPPORT, null]\n ]);\n this.defines = /* @__PURE__ */ new Map();\n this.uniforms = /* @__PURE__ */ new Map();\n this.blendModes = /* @__PURE__ */ new Map();\n this.extensions = /* @__PURE__ */ new Set();\n this.attributes = EffectAttribute.NONE;\n this.varyings = /* @__PURE__ */ new Set();\n this.uvTransformation = false;\n this.readDepth = false;\n this.colorSpace = import_three6.LinearSRGBColorSpace;\n }\n};\n\n// src/core/GaussKernel.js\nfunction getCoefficients(n) {\n let result;\n if (n === 0) {\n result = new Float64Array(0);\n } else if (n === 1) {\n result = new Float64Array([1]);\n } else if (n > 1) {\n let row0 = new Float64Array(n);\n let row1 = new Float64Array(n);\n for (let y = 1; y <= n; ++y) {\n for (let x = 0; x < y; ++x) {\n row1[x] = x === 0 || x === y - 1 ? 1 : row0[x - 1] + row0[x];\n }\n result = row1;\n row1 = row0;\n row0 = result;\n }\n }\n return result;\n}\nvar GaussKernel = class {\n /**\n * Constructs a new Gauss kernel.\n *\n * @param {Number} kernelSize - The kernel size. Should be an odd number in the range [3, 1020].\n * @param {Number} [edgeBias=2] - Determines how many edge coefficients should be cut off for increased accuracy.\n */\n constructor(kernelSize, edgeBias = 2) {\n this.weights = null;\n this.offsets = null;\n this.linearWeights = null;\n this.linearOffsets = null;\n this.generate(kernelSize, edgeBias);\n }\n /**\n * The number of steps for discrete sampling.\n *\n * @type {Number}\n */\n get steps() {\n return this.offsets === null ? 0 : this.offsets.length;\n }\n /**\n * The number of steps for linear sampling.\n *\n * @type {Number}\n */\n get linearSteps() {\n return this.linearOffsets === null ? 0 : this.linearOffsets.length;\n }\n /**\n * Generates the kernel.\n *\n * @private\n * @param {Number} kernelSize - The kernel size.\n * @param {Number} edgeBias - The amount of edge coefficients to ignore.\n */\n generate(kernelSize, edgeBias) {\n if (kernelSize < 3 || kernelSize > 1020) {\n throw new Error(\"The kernel size must be in the range [3, 1020]\");\n }\n const n = kernelSize + edgeBias * 2;\n const coefficients = edgeBias > 0 ? getCoefficients(n).slice(edgeBias, -edgeBias) : getCoefficients(n);\n const mid = Math.floor((coefficients.length - 1) / 2);\n const sum = coefficients.reduce((a, b) => a + b, 0);\n const weights = coefficients.slice(mid);\n const offsets = [...Array(mid + 1).keys()];\n const linearWeights = new Float64Array(Math.floor(offsets.length / 2));\n const linearOffsets = new Float64Array(linearWeights.length);\n linearWeights[0] = weights[0] / sum;\n for (let i = 1, j = 1, l = offsets.length - 1; i < l; i += 2, ++j) {\n const offset0 = offsets[i], offset1 = offsets[i + 1];\n const weight0 = weights[i], weight1 = weights[i + 1];\n const w = weight0 + weight1;\n const o = (offset0 * weight0 + offset1 * weight1) / w;\n linearWeights[j] = w / sum;\n linearOffsets[j] = o;\n }\n for (let i = 0, l = weights.length, s = 1 / sum; i < l; ++i) {\n weights[i] *= s;\n }\n const linearWeightSum = (linearWeights.reduce((a, b) => a + b, 0) - linearWeights[0] * 0.5) * 2;\n if (linearWeightSum !== 0) {\n for (let i = 0, l = linearWeights.length, s = 1 / linearWeightSum; i < l; ++i) {\n linearWeights[i] *= s;\n }\n }\n this.offsets = offsets;\n this.weights = weights;\n this.linearOffsets = linearOffsets;\n this.linearWeights = linearWeights;\n }\n};\n\n// src/core/ImmutableTimer.js\nvar ImmutableTimer = class {\n /**\n * The current delta time in seconds.\n *\n * @type {Number}\n */\n getDelta() {\n return NaN;\n }\n /**\n * The elapsed time in seconds.\n *\n * @type {Number}\n */\n getElapsed() {\n return NaN;\n }\n};\n\n// src/core/Initializable.js\nvar Initializable = class {\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n }\n};\n\n// src/core/OverrideMaterialManager.js\nvar import_three7 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar workaroundEnabled = false;\nvar OverrideMaterialManager = class {\n /**\n * Constructs a new override material manager.\n *\n * @param {Material} [material=null] - An override material.\n */\n constructor(material = null) {\n this.originalMaterials = /* @__PURE__ */ new Map();\n this.material = null;\n this.materials = null;\n this.materialsBackSide = null;\n this.materialsDoubleSide = null;\n this.materialsFlatShaded = null;\n this.materialsFlatShadedBackSide = null;\n this.materialsFlatShadedDoubleSide = null;\n this.setMaterial(material);\n this.meshCount = 0;\n this.replaceMaterial = (node) => {\n if (node.isMesh) {\n let materials;\n if (node.material.flatShading) {\n switch (node.material.side) {\n case import_three7.DoubleSide:\n materials = this.materialsFlatShadedDoubleSide;\n break;\n case import_three7.BackSide:\n materials = this.materialsFlatShadedBackSide;\n break;\n default:\n materials = this.materialsFlatShaded;\n break;\n }\n } else {\n switch (node.material.side) {\n case import_three7.DoubleSide:\n materials = this.materialsDoubleSide;\n break;\n case import_three7.BackSide:\n materials = this.materialsBackSide;\n break;\n default:\n materials = this.materials;\n break;\n }\n }\n this.originalMaterials.set(node, node.material);\n if (node.isSkinnedMesh) {\n node.material = materials[2];\n } else if (node.isInstancedMesh) {\n node.material = materials[1];\n } else {\n node.material = materials[0];\n }\n ++this.meshCount;\n }\n };\n }\n /**\n * Clones the given material.\n *\n * @private\n * @param {Material} material - The material.\n * @return {Material} The cloned material.\n */\n cloneMaterial(material) {\n if (!(material instanceof import_three7.ShaderMaterial)) {\n return material.clone();\n }\n const uniforms = material.uniforms;\n const textureUniforms = /* @__PURE__ */ new Map();\n for (const key in uniforms) {\n const value = uniforms[key].value;\n if (value.isRenderTargetTexture) {\n uniforms[key].value = null;\n textureUniforms.set(key, value);\n }\n }\n const clone = material.clone();\n for (const entry of textureUniforms) {\n uniforms[entry[0]].value = entry[1];\n clone.uniforms[entry[0]].value = entry[1];\n }\n return clone;\n }\n /**\n * Sets the override material.\n *\n * @param {Material} material - The material.\n */\n setMaterial(material) {\n this.disposeMaterials();\n this.material = material;\n if (material !== null) {\n const materials = this.materials = [\n this.cloneMaterial(material),\n this.cloneMaterial(material),\n this.cloneMaterial(material)\n ];\n for (const m2 of materials) {\n m2.uniforms = Object.assign({}, material.uniforms);\n m2.side = import_three7.FrontSide;\n }\n materials[2].skinning = true;\n this.materialsBackSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.side = import_three7.BackSide;\n return c2;\n });\n this.materialsDoubleSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.side = import_three7.DoubleSide;\n return c2;\n });\n this.materialsFlatShaded = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.flatShading = true;\n return c2;\n });\n this.materialsFlatShadedBackSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.flatShading = true;\n c2.side = import_three7.BackSide;\n return c2;\n });\n this.materialsFlatShadedDoubleSide = materials.map((m2) => {\n const c2 = this.cloneMaterial(m2);\n c2.uniforms = Object.assign({}, material.uniforms);\n c2.flatShading = true;\n c2.side = import_three7.DoubleSide;\n return c2;\n });\n }\n }\n /**\n * Renders the scene with the override material.\n *\n * @private\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Scene} scene - A scene.\n * @param {Camera} camera - A camera.\n */\n render(renderer, scene, camera) {\n const shadowMapEnabled = renderer.shadowMap.enabled;\n renderer.shadowMap.enabled = false;\n if (workaroundEnabled) {\n const originalMaterials = this.originalMaterials;\n this.meshCount = 0;\n scene.traverse(this.replaceMaterial);\n renderer.render(scene, camera);\n for (const entry of originalMaterials) {\n entry[0].material = entry[1];\n }\n if (this.meshCount !== originalMaterials.size) {\n originalMaterials.clear();\n }\n } else {\n const overrideMaterial = scene.overrideMaterial;\n scene.overrideMaterial = this.material;\n renderer.render(scene, camera);\n scene.overrideMaterial = overrideMaterial;\n }\n renderer.shadowMap.enabled = shadowMapEnabled;\n }\n /**\n * Deletes cloned override materials.\n *\n * @private\n */\n disposeMaterials() {\n if (this.material !== null) {\n const materials = this.materials.concat(this.materialsBackSide).concat(this.materialsDoubleSide).concat(this.materialsFlatShaded).concat(this.materialsFlatShadedBackSide).concat(this.materialsFlatShadedDoubleSide);\n for (const m2 of materials) {\n m2.dispose();\n }\n }\n }\n /**\n * Performs cleanup tasks.\n */\n dispose() {\n this.originalMaterials.clear();\n this.disposeMaterials();\n }\n /**\n * Indicates whether the override material workaround is enabled.\n *\n * @type {Boolean}\n */\n static get workaroundEnabled() {\n return workaroundEnabled;\n }\n /**\n * Enables or disables the override material workaround globally.\n *\n * This only affects post processing passes and effects.\n *\n * @type {Boolean}\n */\n static set workaroundEnabled(value) {\n workaroundEnabled = value;\n }\n};\n\n// src/core/Resizable.js\nvar Resizable = class {\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n }\n};\n\n// src/core/Resolution.js\nvar import_three8 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar AUTO_SIZE = -1;\nvar Resolution = class extends import_three8.EventDispatcher {\n /**\n * Constructs a new resolution.\n *\n * TODO Remove resizable param.\n * @param {Resizable} resizable - A resizable object.\n * @param {Number} [width=Resolution.AUTO_SIZE] - The preferred width.\n * @param {Number} [height=Resolution.AUTO_SIZE] - The preferred height.\n * @param {Number} [scale=1.0] - A resolution scale.\n */\n constructor(resizable, width = AUTO_SIZE, height = AUTO_SIZE, scale = 1) {\n super();\n this.resizable = resizable;\n this.baseSize = new import_three8.Vector2(1, 1);\n this.preferredSize = new import_three8.Vector2(width, height);\n this.target = this.preferredSize;\n this.s = scale;\n this.effectiveSize = new import_three8.Vector2();\n this.addEventListener(\"change\", () => this.updateEffectiveSize());\n this.updateEffectiveSize();\n }\n /**\n * Calculates the effective size.\n *\n * @private\n */\n updateEffectiveSize() {\n const base = this.baseSize;\n const preferred = this.preferredSize;\n const effective = this.effectiveSize;\n const scale = this.scale;\n if (preferred.width !== AUTO_SIZE) {\n effective.width = preferred.width;\n } else if (preferred.height !== AUTO_SIZE) {\n effective.width = Math.round(preferred.height * (base.width / Math.max(base.height, 1)));\n } else {\n effective.width = Math.round(base.width * scale);\n }\n if (preferred.height !== AUTO_SIZE) {\n effective.height = preferred.height;\n } else if (preferred.width !== AUTO_SIZE) {\n effective.height = Math.round(preferred.width / Math.max(base.width / Math.max(base.height, 1), 1));\n } else {\n effective.height = Math.round(base.height * scale);\n }\n }\n /**\n * The effective width.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base width will be returned.\n *\n * @type {Number}\n */\n get width() {\n return this.effectiveSize.width;\n }\n set width(value) {\n this.preferredWidth = value;\n }\n /**\n * The effective height.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base height will be returned.\n *\n * @type {Number}\n */\n get height() {\n return this.effectiveSize.height;\n }\n set height(value) {\n this.preferredHeight = value;\n }\n /**\n * Returns the effective width.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base width will be returned.\n *\n * @deprecated Use width instead.\n * @return {Number} The effective width.\n */\n getWidth() {\n return this.width;\n }\n /**\n * Returns the effective height.\n *\n * If the preferred width and height are set to {@link Resizer.AUTO_SIZE}, the base height will be returned.\n *\n * @deprecated Use height instead.\n * @return {Number} The effective height.\n */\n getHeight() {\n return this.height;\n }\n /**\n * The resolution scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.s;\n }\n set scale(value) {\n if (this.s !== value) {\n this.s = value;\n this.preferredSize.setScalar(AUTO_SIZE);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the current resolution scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The scale.\n */\n getScale() {\n return this.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * Also sets the preferred resolution to {@link Resizer.AUTO_SIZE}.\n *\n * @deprecated Use scale instead.\n * @param {Number} value - The scale.\n */\n setScale(value) {\n this.scale = value;\n }\n /**\n * The base width.\n *\n * @type {Number}\n */\n get baseWidth() {\n return this.baseSize.width;\n }\n set baseWidth(value) {\n if (this.baseSize.width !== value) {\n this.baseSize.width = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the base width.\n *\n * @deprecated Use baseWidth instead.\n * @return {Number} The base width.\n */\n getBaseWidth() {\n return this.baseWidth;\n }\n /**\n * Sets the base width.\n *\n * @deprecated Use baseWidth instead.\n * @param {Number} value - The width.\n */\n setBaseWidth(value) {\n this.baseWidth = value;\n }\n /**\n * The base height.\n *\n * @type {Number}\n */\n get baseHeight() {\n return this.baseSize.height;\n }\n set baseHeight(value) {\n if (this.baseSize.height !== value) {\n this.baseSize.height = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the base height.\n *\n * @deprecated Use baseHeight instead.\n * @return {Number} The base height.\n */\n getBaseHeight() {\n return this.baseHeight;\n }\n /**\n * Sets the base height.\n *\n * @deprecated Use baseHeight instead.\n * @param {Number} value - The height.\n */\n setBaseHeight(value) {\n this.baseHeight = value;\n }\n /**\n * Sets the base size.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setBaseSize(width, height) {\n if (this.baseSize.width !== width || this.baseSize.height !== height) {\n this.baseSize.set(width, height);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * The preferred width.\n *\n * @type {Number}\n */\n get preferredWidth() {\n return this.preferredSize.width;\n }\n set preferredWidth(value) {\n if (this.preferredSize.width !== value) {\n this.preferredSize.width = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the preferred width.\n *\n * @deprecated Use preferredWidth instead.\n * @return {Number} The preferred width.\n */\n getPreferredWidth() {\n return this.preferredWidth;\n }\n /**\n * Sets the preferred width.\n *\n * Use {@link Resizer.AUTO_SIZE} to automatically calculate the width based on the height and aspect ratio.\n *\n * @deprecated Use preferredWidth instead.\n * @param {Number} value - The width.\n */\n setPreferredWidth(value) {\n this.preferredWidth = value;\n }\n /**\n * The preferred height.\n *\n * @type {Number}\n */\n get preferredHeight() {\n return this.preferredSize.height;\n }\n set preferredHeight(value) {\n if (this.preferredSize.height !== value) {\n this.preferredSize.height = value;\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Returns the preferred height.\n *\n * @deprecated Use preferredHeight instead.\n * @return {Number} The preferred height.\n */\n getPreferredHeight() {\n return this.preferredHeight;\n }\n /**\n * Sets the preferred height.\n *\n * Use {@link Resizer.AUTO_SIZE} to automatically calculate the height based on the width and aspect ratio.\n *\n * @deprecated Use preferredHeight instead.\n * @param {Number} value - The height.\n */\n setPreferredHeight(value) {\n this.preferredHeight = value;\n }\n /**\n * Sets the preferred size.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setPreferredSize(width, height) {\n if (this.preferredSize.width !== width || this.preferredSize.height !== height) {\n this.preferredSize.set(width, height);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n }\n /**\n * Copies the given resolution.\n *\n * @param {Resolution} resolution - The resolution.\n */\n copy(resolution) {\n this.s = resolution.scale;\n this.baseSize.set(resolution.baseWidth, resolution.baseHeight);\n this.preferredSize.set(resolution.preferredWidth, resolution.preferredHeight);\n this.dispatchEvent({ type: \"change\" });\n this.resizable.setSize(this.baseSize.width, this.baseSize.height);\n }\n /**\n * An auto sizing constant.\n *\n * Can be used to automatically calculate the width or height based on the original aspect ratio.\n *\n * @type {Number}\n */\n static get AUTO_SIZE() {\n return AUTO_SIZE;\n }\n};\n\n// src/core/Selection.js\nvar Selection = class extends Set {\n /**\n * Constructs a new selection.\n *\n * @param {Iterable} [iterable] - A collection of objects that should be added to this selection.\n * @param {Number} [layer=10] - A dedicated render layer for selected objects.\n */\n constructor(iterable, layer = 10) {\n super();\n this.l = layer;\n this.exclusive = false;\n if (iterable !== void 0) {\n this.set(iterable);\n }\n }\n /**\n * The render layer for selected objects.\n *\n * @type {Number}\n */\n get layer() {\n return this.l;\n }\n set layer(value) {\n const currentLayer = this.l;\n for (const object of this) {\n object.layers.disable(currentLayer);\n object.layers.enable(value);\n }\n this.l = value;\n }\n /**\n * Returns the current render layer for selected objects.\n *\n * The default layer is 10. If this collides with your own custom layers, please change it before rendering!\n *\n * @deprecated Use layer instead.\n * @return {Number} The layer.\n */\n getLayer() {\n return this.layer;\n }\n /**\n * Sets the render layer for selected objects.\n *\n * The current selection will be updated accordingly.\n *\n * @deprecated Use layer instead.\n * @param {Number} value - The layer. Range is [0, 31].\n */\n setLayer(value) {\n this.layer = value;\n }\n /**\n * Indicates whether objects that are added to this selection will be removed from all other layers.\n *\n * @deprecated Use exclusive instead.\n * @return {Number} Whether this selection is exclusive. Default is false.\n */\n isExclusive() {\n return this.exclusive;\n }\n /**\n * Controls whether objects that are added to this selection should be removed from all other layers.\n *\n * @deprecated Use exclusive instead.\n * @param {Number} value - Whether this selection should be exclusive.\n */\n setExclusive(value) {\n this.exclusive = value;\n }\n /**\n * Clears this selection.\n *\n * @return {Selection} This selection.\n */\n clear() {\n const layer = this.layer;\n for (const object of this) {\n object.layers.disable(layer);\n }\n return super.clear();\n }\n /**\n * Clears this selection and adds the given objects.\n *\n * @param {Iterable} objects - The objects that should be selected.\n * @return {Selection} This selection.\n */\n set(objects) {\n this.clear();\n for (const object of objects) {\n this.add(object);\n }\n return this;\n }\n /**\n * An alias for {@link has}.\n *\n * @param {Object3D} object - An object.\n * @return {Number} Returns 0 if the given object is currently selected, or -1 otherwise.\n * @deprecated Added for backward-compatibility.\n */\n indexOf(object) {\n return this.has(object) ? 0 : -1;\n }\n /**\n * Adds an object to this selection.\n *\n * If {@link exclusive} is set to `true`, the object will also be removed from all other layers.\n *\n * @param {Object3D} object - The object that should be selected.\n * @return {Selection} This selection.\n */\n add(object) {\n if (this.exclusive) {\n object.layers.set(this.layer);\n } else {\n object.layers.enable(this.layer);\n }\n return super.add(object);\n }\n /**\n * Removes an object from this selection.\n *\n * @param {Object3D} object - The object that should be deselected.\n * @return {Boolean} Returns true if an object has successfully been removed from this selection; otherwise false.\n */\n delete(object) {\n if (this.has(object)) {\n object.layers.disable(this.layer);\n }\n return super.delete(object);\n }\n /**\n * Removes an existing object from the selection. If the object doesn't exist it's added instead.\n *\n * @param {Object3D} object - The object.\n * @return {Boolean} Returns true if the object is added, false otherwise.\n */\n toggle(object) {\n let result;\n if (this.has(object)) {\n this.delete(object);\n result = false;\n } else {\n this.add(object);\n result = true;\n }\n return result;\n }\n /**\n * Sets the visibility of all selected objects.\n *\n * This method enables or disables render layer 0 of all selected objects.\n *\n * @param {Boolean} visible - Whether the selected objects should be visible.\n * @return {Selection} This selection.\n */\n setVisible(visible) {\n for (const object of this) {\n if (visible) {\n object.layers.enable(0);\n } else {\n object.layers.disable(0);\n }\n }\n return this;\n }\n};\n\n// src/effects/blending/BlendMode.js\nvar import_three9 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/BlendFunction.js\nvar BlendFunction = {\n SKIP: 9,\n SET: 30,\n ADD: 0,\n ALPHA: 1,\n AVERAGE: 2,\n COLOR: 3,\n COLOR_BURN: 4,\n COLOR_DODGE: 5,\n DARKEN: 6,\n DIFFERENCE: 7,\n DIVIDE: 8,\n DST: 9,\n EXCLUSION: 10,\n HARD_LIGHT: 11,\n HARD_MIX: 12,\n HUE: 13,\n INVERT: 14,\n INVERT_RGB: 15,\n LIGHTEN: 16,\n LINEAR_BURN: 17,\n LINEAR_DODGE: 18,\n LINEAR_LIGHT: 19,\n LUMINOSITY: 20,\n MULTIPLY: 21,\n NEGATION: 22,\n NORMAL: 23,\n OVERLAY: 24,\n PIN_LIGHT: 25,\n REFLECT: 26,\n SATURATION: 27,\n SCREEN: 28,\n SOFT_LIGHT: 29,\n SRC: 30,\n SUBTRACT: 31,\n VIVID_LIGHT: 32\n};\n\n// src/effects/blending/glsl/add.frag\nvar add_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x+y,opacity);}\";\n\n// src/effects/blending/glsl/alpha.frag\nvar alpha_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y,min(y.a,opacity));}\";\n\n// src/effects/blending/glsl/average.frag\nvar average_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,(x+y)*0.5,opacity);}\";\n\n// src/effects/blending/glsl/color.frag\nvar color_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(yHSL.rg,xHSL.b));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/color-burn.frag\nvar color_burn_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(step(0.0,y)*(1.0-min(vec4(1.0),(1.0-x)/y)),vec4(1.0),step(1.0,x));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/color-dodge.frag\nvar color_dodge_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=step(0.0,x)*mix(min(vec4(1.0),x/max(1.0-y,1e-9)),vec4(1.0),step(1.0,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/darken.frag\nvar darken_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,min(x,y),opacity);}\";\n\n// src/effects/blending/glsl/difference.frag\nvar difference_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,abs(x-y),opacity);}\";\n\n// src/effects/blending/glsl/divide.frag\nvar divide_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x/max(y,1e-12),opacity);}\";\n\n// src/effects/blending/glsl/exclusion.frag\nvar exclusion_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,(x+y-2.0*x*y),opacity);}\";\n\n// src/effects/blending/glsl/hard-light.frag\nvar hard_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 a=min(x,1.0),b=min(y,1.0);vec4 z=mix(2.0*a*b,1.0-2.0*(1.0-a)*(1.0-b),step(0.5,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/hard-mix.frag\nvar hard_mix_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,step(1.0,x+y),opacity);}\";\n\n// src/effects/blending/glsl/hue.frag\nvar hue_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(yHSL.r,xHSL.gb));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/invert.frag\nvar invert_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,1.0-y,opacity);}\";\n\n// src/effects/blending/glsl/invert-rgb.frag\nvar invert_rgb_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y*(1.0-x),opacity);}\";\n\n// src/effects/blending/glsl/lighten.frag\nvar lighten_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,max(x,y),opacity);}\";\n\n// src/effects/blending/glsl/linear-burn.frag\nvar linear_burn_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,clamp(y+x-1.0,0.0,1.0),opacity);}\";\n\n// src/effects/blending/glsl/linear-dodge.frag\nvar linear_dodge_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,min(x+y,1.0),opacity);}\";\n\n// src/effects/blending/glsl/linear-light.frag\nvar linear_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,clamp(2.0*y+x-1.0,0.0,1.0),opacity);}\";\n\n// src/effects/blending/glsl/luminosity.frag\nvar luminosity_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(xHSL.rg,yHSL.b));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/multiply.frag\nvar multiply_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x*y,opacity);}\";\n\n// src/effects/blending/glsl/negation.frag\nvar negation_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,1.0-abs(1.0-x-y),opacity);}\";\n\n// src/effects/blending/glsl/normal.frag\nvar normal_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y,opacity);}\";\n\n// src/effects/blending/glsl/overlay.frag\nvar overlay_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(2.0*y*x,1.0-2.0*(1.0-y)*(1.0-x),step(0.5,x));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/pin-light.frag\nvar pin_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 y2=2.0*y;vec4 z=mix(mix(y2,x,step(0.5*x,y)),max(vec4(0.0),y2-1.0),step(x,(y2-1.0)));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/reflect.frag\nvar reflect_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(min(x*x/max(1.0-y,1e-12),1.0),y,step(1.0,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/saturation.frag\nvar saturation_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(xHSL.r,yHSL.g,xHSL.b));return vec4(mix(x.rgb,z,opacity),y.a);}\";\n\n// src/effects/blending/glsl/screen.frag\nvar screen_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,x+y-min(x*y,1.0),opacity);}\";\n\n// src/effects/blending/glsl/soft-light.frag\nvar soft_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 y2=2.0*y;vec4 w=step(0.5,y);vec4 z=mix(x-(1.0-y2)*x*(1.0-x),mix(x+(y2-1.0)*(sqrt(x)-x),x+(y2-1.0)*x*((16.0*x-12.0)*x+3.0),w*(1.0-step(0.25,x))),w);return mix(x,z,opacity);}\";\n\n// src/effects/blending/glsl/src.frag\nvar src_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return y;}\";\n\n// src/effects/blending/glsl/subtract.frag\nvar subtract_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,max(x+y-1.0,0.0),opacity);}\";\n\n// src/effects/blending/glsl/vivid-light.frag\nvar vivid_light_default = \"vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec4 z=mix(max(1.0-min((1.0-x)/(2.0*y),1.0),0.0),min(x/(2.0*(1.0-y)),1.0),step(0.5,y));return mix(x,z,opacity);}\";\n\n// src/effects/blending/BlendMode.js\nvar blendFunctions = /* @__PURE__ */ new Map([\n [BlendFunction.ADD, add_default],\n [BlendFunction.ALPHA, alpha_default],\n [BlendFunction.AVERAGE, average_default],\n [BlendFunction.COLOR, color_default],\n [BlendFunction.COLOR_BURN, color_burn_default],\n [BlendFunction.COLOR_DODGE, color_dodge_default],\n [BlendFunction.DARKEN, darken_default],\n [BlendFunction.DIFFERENCE, difference_default],\n [BlendFunction.DIVIDE, divide_default],\n [BlendFunction.DST, null],\n [BlendFunction.EXCLUSION, exclusion_default],\n [BlendFunction.HARD_LIGHT, hard_light_default],\n [BlendFunction.HARD_MIX, hard_mix_default],\n [BlendFunction.HUE, hue_default],\n [BlendFunction.INVERT, invert_default],\n [BlendFunction.INVERT_RGB, invert_rgb_default],\n [BlendFunction.LIGHTEN, lighten_default],\n [BlendFunction.LINEAR_BURN, linear_burn_default],\n [BlendFunction.LINEAR_DODGE, linear_dodge_default],\n [BlendFunction.LINEAR_LIGHT, linear_light_default],\n [BlendFunction.LUMINOSITY, luminosity_default],\n [BlendFunction.MULTIPLY, multiply_default],\n [BlendFunction.NEGATION, negation_default],\n [BlendFunction.NORMAL, normal_default],\n [BlendFunction.OVERLAY, overlay_default],\n [BlendFunction.PIN_LIGHT, pin_light_default],\n [BlendFunction.REFLECT, reflect_default],\n [BlendFunction.SATURATION, saturation_default],\n [BlendFunction.SCREEN, screen_default],\n [BlendFunction.SOFT_LIGHT, soft_light_default],\n [BlendFunction.SRC, src_default],\n [BlendFunction.SUBTRACT, subtract_default],\n [BlendFunction.VIVID_LIGHT, vivid_light_default]\n]);\nvar BlendMode = class extends import_three9.EventDispatcher {\n /**\n * Constructs a new blend mode.\n *\n * @param {BlendFunction} blendFunction - The blend function.\n * @param {Number} opacity - The opacity of the color that will be blended with the base color.\n */\n constructor(blendFunction, opacity = 1) {\n super();\n this._blendFunction = blendFunction;\n this.opacity = new import_three9.Uniform(opacity);\n }\n /**\n * Returns the opacity.\n *\n * @return {Number} The opacity.\n */\n getOpacity() {\n return this.opacity.value;\n }\n /**\n * Sets the opacity.\n *\n * @param {Number} value - The opacity.\n */\n setOpacity(value) {\n this.opacity.value = value;\n }\n /**\n * The blend function.\n *\n * @type {BlendFunction}\n */\n get blendFunction() {\n return this._blendFunction;\n }\n set blendFunction(value) {\n this._blendFunction = value;\n this.dispatchEvent({ type: \"change\" });\n }\n /**\n * Returns the blend function.\n *\n * @deprecated Use blendFunction instead.\n * @return {BlendFunction} The blend function.\n */\n getBlendFunction() {\n return this.blendFunction;\n }\n /**\n * Sets the blend function.\n *\n * @deprecated Use blendFunction instead.\n * @param {BlendFunction} value - The blend function.\n */\n setBlendFunction(value) {\n this.blendFunction = value;\n }\n /**\n * Returns the blend function shader code.\n *\n * @return {String} The blend function shader code.\n */\n getShaderCode() {\n return blendFunctions.get(this.blendFunction);\n }\n};\n\n// src/effects/BloomEffect.js\nvar import_three18 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/KernelSize.js\nvar KernelSize = {\n VERY_SMALL: 0,\n SMALL: 1,\n MEDIUM: 2,\n LARGE: 3,\n VERY_LARGE: 4,\n HUGE: 5\n};\n\n// src/passes/KawaseBlurPass.js\nvar import_three11 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/KawaseBlurMaterial.js\nvar import_three10 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.kawase.frag\nvar convolution_kawase_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nvarying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec4 sum=texture2D(inputBuffer,vUv0);sum+=texture2D(inputBuffer,vUv1);sum+=texture2D(inputBuffer,vUv2);sum+=texture2D(inputBuffer,vUv3);gl_FragColor=sum*0.25;\\n#include \\n}\";\n\n// src/materials/glsl/convolution.kawase.vert\nvar convolution_kawase_default2 = \"uniform vec4 texelSize;uniform float kernel;uniform float scale;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec2 uv=position.xy*0.5+0.5;vec2 dUv=(texelSize.xy*vec2(kernel)+texelSize.zw)*scale;vUv0=vec2(uv.x-dUv.x,uv.y+dUv.y);vUv1=vec2(uv.x+dUv.x,uv.y+dUv.y);vUv2=vec2(uv.x+dUv.x,uv.y-dUv.y);vUv3=vec2(uv.x-dUv.x,uv.y-dUv.y);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/KawaseBlurMaterial.js\nvar kernelPresets = [\n new Float32Array([0, 0]),\n new Float32Array([0, 1, 1]),\n new Float32Array([0, 1, 1, 2]),\n new Float32Array([0, 1, 2, 2, 3]),\n new Float32Array([0, 1, 2, 3, 4, 4, 5]),\n new Float32Array([0, 1, 2, 3, 4, 5, 7, 8, 9, 10])\n];\nvar KawaseBlurMaterial = class extends import_three10.ShaderMaterial {\n /**\n * Constructs a new convolution material.\n *\n * TODO Remove texelSize param.\n * @param {Vector4} [texelSize] - Deprecated.\n */\n constructor(texelSize = new import_three10.Vector4()) {\n super({\n name: \"KawaseBlurMaterial\",\n uniforms: {\n inputBuffer: new import_three10.Uniform(null),\n texelSize: new import_three10.Uniform(new import_three10.Vector4()),\n scale: new import_three10.Uniform(1),\n kernel: new import_three10.Uniform(0)\n },\n blending: import_three10.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_kawase_default,\n vertexShader: convolution_kawase_default2\n });\n this.setTexelSize(texelSize.x, texelSize.y);\n this.kernelSize = KernelSize.MEDIUM;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.inputBuffer = value;\n }\n /**\n * The kernel sequence for the current kernel size.\n *\n * @type {Float32Array}\n */\n get kernelSequence() {\n return kernelPresets[this.kernelSize];\n }\n /**\n * The blur scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Returns the blur scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The scale.\n */\n getScale() {\n return this.uniforms.scale.value;\n }\n /**\n * Sets the blur scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} value - The scale.\n */\n setScale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Returns the kernel.\n *\n * @return {Float32Array} The kernel.\n * @deprecated Implementation detail, removed with no replacement.\n */\n getKernel() {\n return null;\n }\n /**\n * The current kernel.\n *\n * @type {Number}\n */\n get kernel() {\n return this.uniforms.kernel.value;\n }\n set kernel(value) {\n this.uniforms.kernel.value = value;\n }\n /**\n * Sets the current kernel.\n *\n * @deprecated Use kernel instead.\n * @param {Number} value - The kernel.\n */\n setKernel(value) {\n this.kernel = value;\n }\n /**\n * Sets the texel size.\n *\n * @deprecated Use setSize() instead.\n * @param {Number} x - The texel width.\n * @param {Number} y - The texel height.\n */\n setTexelSize(x, y) {\n this.uniforms.texelSize.value.set(x, y, x * 0.5, y * 0.5);\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const x = 1 / width, y = 1 / height;\n this.uniforms.texelSize.value.set(x, y, x * 0.5, y * 0.5);\n }\n};\n\n// src/passes/KawaseBlurPass.js\nvar KawaseBlurPass = class extends Pass {\n /**\n * Constructs a new Kawase blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {KernelSize} [options.kernelSize=KernelSize.MEDIUM] - The blur kernel size.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor({\n kernelSize = KernelSize.MEDIUM,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"KawaseBlurPass\");\n this.renderTargetA = new import_three11.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"Blur.Target.A\";\n this.renderTargetB = this.renderTargetA.clone();\n this.renderTargetB.texture.name = \"Blur.Target.B\";\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this._blurMaterial = new KawaseBlurMaterial();\n this._blurMaterial.kernelSize = kernelSize;\n this.copyMaterial = new CopyMaterial();\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The blur material.\n *\n * @type {KawaseBlurMaterial}\n */\n get blurMaterial() {\n return this._blurMaterial;\n }\n /**\n * The blur material.\n *\n * @type {KawaseBlurMaterial}\n * @protected\n */\n set blurMaterial(value) {\n this._blurMaterial = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated Use copyMaterial.dithering instead.\n */\n get dithering() {\n return this.copyMaterial.dithering;\n }\n set dithering(value) {\n this.copyMaterial.dithering = value;\n }\n /**\n * The kernel size.\n *\n * @type {KernelSize}\n * @deprecated Use blurMaterial.kernelSize instead.\n */\n get kernelSize() {\n return this.blurMaterial.kernelSize;\n }\n set kernelSize(value) {\n this.blurMaterial.kernelSize = value;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.width instead.\n */\n get width() {\n return this.resolution.width;\n }\n /**\n * Sets the render width.\n *\n * @type {Number}\n * @deprecated Use resolution.preferredWidth instead.\n */\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.height instead.\n */\n get height() {\n return this.resolution.height;\n }\n /**\n * Sets the render height.\n *\n * @type {Number}\n * @deprecated Use resolution.preferredHeight instead.\n */\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * The current blur scale.\n *\n * @type {Number}\n * @deprecated Use blurMaterial.scale instead.\n */\n get scale() {\n return this.blurMaterial.scale;\n }\n set scale(value) {\n this.blurMaterial.scale = value;\n }\n /**\n * Returns the current blur scale.\n *\n * @deprecated Use blurMaterial.scale instead.\n * @return {Number} The scale.\n */\n getScale() {\n return this.blurMaterial.scale;\n }\n /**\n * Sets the blur scale.\n *\n * @deprecated Use blurMaterial.scale instead.\n * @param {Number} value - The scale.\n */\n setScale(value) {\n this.blurMaterial.scale = value;\n }\n /**\n * Returns the kernel size.\n *\n * @deprecated Use blurMaterial.kernelSize instead.\n * @return {KernelSize} The kernel size.\n */\n getKernelSize() {\n return this.kernelSize;\n }\n /**\n * Sets the kernel size.\n *\n * Larger kernels require more processing power but scale well with larger render resolutions.\n *\n * @deprecated Use blurMaterial.kernelSize instead.\n * @param {KernelSize} value - The kernel size.\n */\n setKernelSize(value) {\n this.kernelSize = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const material = this.blurMaterial;\n const kernelSequence = material.kernelSequence;\n let previousBuffer = inputBuffer;\n this.fullscreenMaterial = material;\n for (let i = 0, l = kernelSequence.length; i < l; ++i) {\n const buffer = (i & 1) === 0 ? renderTargetA : renderTargetB;\n material.kernel = kernelSequence[i];\n material.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(buffer);\n renderer.render(scene, camera);\n previousBuffer = buffer;\n }\n this.fullscreenMaterial = this.copyMaterial;\n this.copyMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.blurMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n if (frameBufferType !== import_three11.UnsignedByteType) {\n this.blurMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n this.copyMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three11.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three11.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three11.SRGBColorSpace;\n }\n }\n }\n /**\n * An auto sizing flag.\n *\n * @type {Number}\n * @deprecated Use {@link Resolution.AUTO_SIZE} instead.\n */\n static get AUTO_SIZE() {\n return Resolution.AUTO_SIZE;\n }\n};\n\n// src/passes/LuminancePass.js\nvar import_three13 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/LuminanceMaterial.js\nvar import_three12 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/luminance.frag\nvar luminance_default = \"#include \\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#ifdef RANGE\\nuniform vec2 range;\\n#elif defined(THRESHOLD)\\nuniform float threshold;uniform float smoothing;\\n#endif\\nvarying vec2 vUv;void main(){vec4 texel=texture2D(inputBuffer,vUv);float l=luminance(texel.rgb);\\n#ifdef RANGE\\nfloat low=step(range.x,l);float high=step(l,range.y);l*=low*high;\\n#elif defined(THRESHOLD)\\nl=smoothstep(threshold,threshold+smoothing,l)*l;\\n#endif\\n#ifdef COLOR\\ngl_FragColor=vec4(texel.rgb*clamp(l,0.0,1.0),l);\\n#else\\ngl_FragColor=vec4(l);\\n#endif\\n}\";\n\n// src/materials/LuminanceMaterial.js\nvar LuminanceMaterial = class extends import_three12.ShaderMaterial {\n /**\n * Constructs a new luminance material.\n *\n * @param {Boolean} [colorOutput=false] - Defines whether the shader should output colors scaled with their luminance value.\n * @param {Vector2} [luminanceRange] - If provided, the shader will mask out texels that aren't in the specified luminance range.\n */\n constructor(colorOutput = false, luminanceRange = null) {\n super({\n name: \"LuminanceMaterial\",\n defines: {\n THREE_REVISION: import_three12.REVISION.replace(/\\D+/g, \"\")\n },\n uniforms: {\n inputBuffer: new import_three12.Uniform(null),\n threshold: new import_three12.Uniform(0),\n smoothing: new import_three12.Uniform(1),\n range: new import_three12.Uniform(null)\n },\n blending: import_three12.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: luminance_default,\n vertexShader: common_default\n });\n this.colorOutput = colorOutput;\n this.luminanceRange = luminanceRange;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The luminance threshold.\n *\n * @type {Number}\n */\n get threshold() {\n return this.uniforms.threshold.value;\n }\n set threshold(value) {\n if (this.smoothing > 0 || value > 0) {\n this.defines.THRESHOLD = \"1\";\n } else {\n delete this.defines.THRESHOLD;\n }\n this.uniforms.threshold.value = value;\n }\n /**\n * Returns the luminance threshold.\n *\n * @deprecated Use threshold instead.\n * @return {Number} The threshold.\n */\n getThreshold() {\n return this.threshold;\n }\n /**\n * Sets the luminance threshold.\n *\n * @deprecated Use threshold instead.\n * @param {Number} value - The threshold.\n */\n setThreshold(value) {\n this.threshold = value;\n }\n /**\n * The luminance threshold smoothing.\n *\n * @type {Number}\n */\n get smoothing() {\n return this.uniforms.smoothing.value;\n }\n set smoothing(value) {\n if (this.threshold > 0 || value > 0) {\n this.defines.THRESHOLD = \"1\";\n } else {\n delete this.defines.THRESHOLD;\n }\n this.uniforms.smoothing.value = value;\n }\n /**\n * Returns the luminance threshold smoothing factor.\n *\n * @deprecated Use smoothing instead.\n * @return {Number} The smoothing factor.\n */\n getSmoothingFactor() {\n return this.smoothing;\n }\n /**\n * Sets the luminance threshold smoothing factor.\n *\n * @deprecated Use smoothing instead.\n * @param {Number} value - The smoothing factor.\n */\n setSmoothingFactor(value) {\n this.smoothing = value;\n }\n /**\n * Indicates whether the luminance threshold is enabled.\n *\n * @type {Boolean}\n * @deprecated Adjust the threshold or smoothing factor instead.\n */\n get useThreshold() {\n return this.threshold > 0 || this.smoothing > 0;\n }\n set useThreshold(value) {\n }\n /**\n * Indicates whether color output is enabled.\n *\n * @type {Boolean}\n */\n get colorOutput() {\n return this.defines.COLOR !== void 0;\n }\n set colorOutput(value) {\n if (value) {\n this.defines.COLOR = \"1\";\n } else {\n delete this.defines.COLOR;\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether color output is enabled.\n *\n * @deprecated Use colorOutput instead.\n * @return {Boolean} Whether color output is enabled.\n */\n isColorOutputEnabled(value) {\n return this.colorOutput;\n }\n /**\n * Enables or disables color output.\n *\n * @deprecated Use colorOutput instead.\n * @param {Boolean} value - Whether color output should be enabled.\n */\n setColorOutputEnabled(value) {\n this.colorOutput = value;\n }\n /**\n * Indicates whether luminance masking is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get useRange() {\n return this.luminanceRange !== null;\n }\n set useRange(value) {\n this.luminanceRange = null;\n }\n /**\n * The luminance range. Set to null to disable.\n *\n * @type {Boolean}\n */\n get luminanceRange() {\n return this.uniforms.range.value;\n }\n set luminanceRange(value) {\n if (value !== null) {\n this.defines.RANGE = \"1\";\n } else {\n delete this.defines.RANGE;\n }\n this.uniforms.range.value = value;\n this.needsUpdate = true;\n }\n /**\n * Returns the current luminance range.\n *\n * @deprecated Use luminanceRange instead.\n * @return {Vector2} The luminance range.\n */\n getLuminanceRange() {\n return this.luminanceRange;\n }\n /**\n * Sets a luminance range. Set to null to disable.\n *\n * @deprecated Use luminanceRange instead.\n * @param {Vector2} value - The luminance range.\n */\n setLuminanceRange(value) {\n this.luminanceRange = value;\n }\n};\n\n// src/passes/LuminancePass.js\nvar LuminancePass = class extends Pass {\n /**\n * Constructs a new luminance pass.\n *\n * @param {Object} [options] - The options. See {@link LuminanceMaterial} for additional options.\n * @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor({\n renderTarget,\n luminanceRange,\n colorOutput,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"LuminancePass\");\n this.fullscreenMaterial = new LuminanceMaterial(colorOutput, luminanceRange);\n this.needsSwap = false;\n this.renderTarget = renderTarget;\n if (this.renderTarget === void 0) {\n this.renderTarget = new import_three13.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"LuminancePass.Target\";\n }\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n /**\n * The luminance texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the luminance texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Renders the luminance.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const material = this.fullscreenMaterial;\n material.inputBuffer = inputBuffer.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0 && frameBufferType !== import_three13.UnsignedByteType) {\n this.renderTarget.texture.type = frameBufferType;\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n }\n }\n};\n\n// src/passes/MipmapBlurPass.js\nvar import_three16 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/DownsamplingMaterial.js\nvar import_three14 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.downsampling.frag\nvar convolution_downsampling_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#define WEIGHT_INNER 0.125\\n#define WEIGHT_OUTER 0.0555555\\nvarying vec2 vUv;varying vec2 vUv00;varying vec2 vUv01;varying vec2 vUv02;varying vec2 vUv03;varying vec2 vUv04;varying vec2 vUv05;varying vec2 vUv06;varying vec2 vUv07;varying vec2 vUv08;varying vec2 vUv09;varying vec2 vUv10;varying vec2 vUv11;float clampToBorder(const in vec2 uv){return float(uv.s>=0.0&&uv.s<=1.0&&uv.t>=0.0&&uv.t<=1.0);}void main(){vec4 c=vec4(0.0);vec4 w=WEIGHT_INNER*vec4(clampToBorder(vUv00),clampToBorder(vUv01),clampToBorder(vUv02),clampToBorder(vUv03));c+=w.x*texture2D(inputBuffer,vUv00);c+=w.y*texture2D(inputBuffer,vUv01);c+=w.z*texture2D(inputBuffer,vUv02);c+=w.w*texture2D(inputBuffer,vUv03);w=WEIGHT_OUTER*vec4(clampToBorder(vUv04),clampToBorder(vUv05),clampToBorder(vUv06),clampToBorder(vUv07));c+=w.x*texture2D(inputBuffer,vUv04);c+=w.y*texture2D(inputBuffer,vUv05);c+=w.z*texture2D(inputBuffer,vUv06);c+=w.w*texture2D(inputBuffer,vUv07);w=WEIGHT_OUTER*vec4(clampToBorder(vUv08),clampToBorder(vUv09),clampToBorder(vUv10),clampToBorder(vUv11));c+=w.x*texture2D(inputBuffer,vUv08);c+=w.y*texture2D(inputBuffer,vUv09);c+=w.z*texture2D(inputBuffer,vUv10);c+=w.w*texture2D(inputBuffer,vUv11);c+=WEIGHT_OUTER*texture2D(inputBuffer,vUv);gl_FragColor=c;\\n#include \\n}\";\n\n// src/materials/glsl/convolution.downsampling.vert\nvar convolution_downsampling_default2 = \"uniform vec2 texelSize;varying vec2 vUv;varying vec2 vUv00;varying vec2 vUv01;varying vec2 vUv02;varying vec2 vUv03;varying vec2 vUv04;varying vec2 vUv05;varying vec2 vUv06;varying vec2 vUv07;varying vec2 vUv08;varying vec2 vUv09;varying vec2 vUv10;varying vec2 vUv11;void main(){vUv=position.xy*0.5+0.5;vUv00=vUv+texelSize*vec2(-1.0,1.0);vUv01=vUv+texelSize*vec2(1.0,1.0);vUv02=vUv+texelSize*vec2(-1.0,-1.0);vUv03=vUv+texelSize*vec2(1.0,-1.0);vUv04=vUv+texelSize*vec2(-2.0,2.0);vUv05=vUv+texelSize*vec2(0.0,2.0);vUv06=vUv+texelSize*vec2(2.0,2.0);vUv07=vUv+texelSize*vec2(-2.0,0.0);vUv08=vUv+texelSize*vec2(2.0,0.0);vUv09=vUv+texelSize*vec2(-2.0,-2.0);vUv10=vUv+texelSize*vec2(0.0,-2.0);vUv11=vUv+texelSize*vec2(2.0,-2.0);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/DownsamplingMaterial.js\nvar DownsamplingMaterial = class extends import_three14.ShaderMaterial {\n /**\n * Constructs a new downsampling material.\n */\n constructor() {\n super({\n name: \"DownsamplingMaterial\",\n uniforms: {\n inputBuffer: new import_three14.Uniform(null),\n texelSize: new import_three14.Uniform(new import_three14.Vector2())\n },\n blending: import_three14.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_downsampling_default,\n vertexShader: convolution_downsampling_default2\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/UpsamplingMaterial.js\nvar import_three15 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.upsampling.frag\nvar convolution_upsampling_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;uniform mediump sampler2D supportBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;uniform lowp sampler2D supportBuffer;\\n#endif\\nuniform float radius;varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;varying vec2 vUv6;varying vec2 vUv7;void main(){vec4 c=vec4(0.0);c+=texture2D(inputBuffer,vUv0)*0.0625;c+=texture2D(inputBuffer,vUv1)*0.125;c+=texture2D(inputBuffer,vUv2)*0.0625;c+=texture2D(inputBuffer,vUv3)*0.125;c+=texture2D(inputBuffer,vUv)*0.25;c+=texture2D(inputBuffer,vUv4)*0.125;c+=texture2D(inputBuffer,vUv5)*0.0625;c+=texture2D(inputBuffer,vUv6)*0.125;c+=texture2D(inputBuffer,vUv7)*0.0625;vec4 baseColor=texture2D(supportBuffer,vUv);gl_FragColor=mix(baseColor,c,radius);\\n#include \\n}\";\n\n// src/materials/glsl/convolution.upsampling.vert\nvar convolution_upsampling_default2 = \"uniform vec2 texelSize;varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;varying vec2 vUv6;varying vec2 vUv7;void main(){vUv=position.xy*0.5+0.5;vUv0=vUv+texelSize*vec2(-1.0,1.0);vUv1=vUv+texelSize*vec2(0.0,1.0);vUv2=vUv+texelSize*vec2(1.0,1.0);vUv3=vUv+texelSize*vec2(-1.0,0.0);vUv4=vUv+texelSize*vec2(1.0,0.0);vUv5=vUv+texelSize*vec2(-1.0,-1.0);vUv6=vUv+texelSize*vec2(0.0,-1.0);vUv7=vUv+texelSize*vec2(1.0,-1.0);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/UpsamplingMaterial.js\nvar UpsamplingMaterial = class extends import_three15.ShaderMaterial {\n /**\n * Constructs a new upsampling material.\n */\n constructor() {\n super({\n name: \"UpsamplingMaterial\",\n uniforms: {\n inputBuffer: new import_three15.Uniform(null),\n supportBuffer: new import_three15.Uniform(null),\n texelSize: new import_three15.Uniform(new import_three15.Vector2()),\n radius: new import_three15.Uniform(0.85)\n },\n blending: import_three15.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_upsampling_default,\n vertexShader: convolution_upsampling_default2\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * A support buffer.\n *\n * @type {Texture}\n */\n set supportBuffer(value) {\n this.uniforms.supportBuffer.value = value;\n }\n /**\n * The blur radius.\n *\n * @type {Number}\n */\n get radius() {\n return this.uniforms.radius.value;\n }\n set radius(value) {\n this.uniforms.radius.value = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/passes/MipmapBlurPass.js\nvar MipmapBlurPass = class extends Pass {\n /**\n * Constructs a new mipmap blur pass.\n *\n * @param {Object} [options] - The options.\n */\n constructor() {\n super(\"MipmapBlurPass\");\n this.needsSwap = false;\n this.renderTarget = new import_three16.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"Upsampling.Mipmap0\";\n this.downsamplingMipmaps = [];\n this.upsamplingMipmaps = [];\n this.downsamplingMaterial = new DownsamplingMaterial();\n this.upsamplingMaterial = new UpsamplingMaterial();\n this.resolution = new import_three16.Vector2();\n }\n /**\n * A texture that contains the blurred result.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * The MIP levels. Default is 8.\n *\n * @type {Number}\n */\n get levels() {\n return this.downsamplingMipmaps.length;\n }\n set levels(value) {\n if (this.levels !== value) {\n const renderTarget = this.renderTarget;\n this.dispose();\n this.downsamplingMipmaps = [];\n this.upsamplingMipmaps = [];\n for (let i = 0; i < value; ++i) {\n const mipmap = renderTarget.clone();\n mipmap.texture.name = \"Downsampling.Mipmap\" + i;\n this.downsamplingMipmaps.push(mipmap);\n }\n this.upsamplingMipmaps.push(renderTarget);\n for (let i = 1, l = value - 1; i < l; ++i) {\n const mipmap = renderTarget.clone();\n mipmap.texture.name = \"Upsampling.Mipmap\" + i;\n this.upsamplingMipmaps.push(mipmap);\n }\n this.setSize(this.resolution.x, this.resolution.y);\n }\n }\n /**\n * The blur radius.\n *\n * @type {Number}\n */\n get radius() {\n return this.upsamplingMaterial.radius;\n }\n set radius(value) {\n this.upsamplingMaterial.radius = value;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const { scene, camera } = this;\n const { downsamplingMaterial, upsamplingMaterial } = this;\n const { downsamplingMipmaps, upsamplingMipmaps } = this;\n let previousBuffer = inputBuffer;\n this.fullscreenMaterial = downsamplingMaterial;\n for (let i = 0, l = downsamplingMipmaps.length; i < l; ++i) {\n const mipmap = downsamplingMipmaps[i];\n downsamplingMaterial.setSize(previousBuffer.width, previousBuffer.height);\n downsamplingMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(mipmap);\n renderer.render(scene, camera);\n previousBuffer = mipmap;\n }\n this.fullscreenMaterial = upsamplingMaterial;\n for (let i = upsamplingMipmaps.length - 1; i >= 0; --i) {\n const mipmap = upsamplingMipmaps[i];\n upsamplingMaterial.setSize(previousBuffer.width, previousBuffer.height);\n upsamplingMaterial.inputBuffer = previousBuffer.texture;\n upsamplingMaterial.supportBuffer = downsamplingMipmaps[i].texture;\n renderer.setRenderTarget(mipmap);\n renderer.render(scene, camera);\n previousBuffer = mipmap;\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.set(width, height);\n let w = resolution.width, h = resolution.height;\n for (let i = 0, l = this.downsamplingMipmaps.length; i < l; ++i) {\n w = Math.round(w * 0.5);\n h = Math.round(h * 0.5);\n this.downsamplingMipmaps[i].setSize(w, h);\n if (i < this.upsamplingMipmaps.length) {\n this.upsamplingMipmaps[i].setSize(w, h);\n }\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n const mipmaps = this.downsamplingMipmaps.concat(this.upsamplingMipmaps);\n for (const mipmap of mipmaps) {\n mipmap.texture.type = frameBufferType;\n }\n if (frameBufferType !== import_three16.UnsignedByteType) {\n this.downsamplingMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n this.upsamplingMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three16.SRGBColorSpace) {\n for (const mipmap of mipmaps) {\n mipmap.texture.colorSpace = import_three16.SRGBColorSpace;\n }\n }\n }\n }\n /**\n * Deletes internal render targets and textures.\n */\n dispose() {\n super.dispose();\n for (const mipmap of this.downsamplingMipmaps.concat(this.upsamplingMipmaps)) {\n mipmap.dispose();\n }\n }\n};\n\n// src/effects/Effect.js\nvar import_three17 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar Effect = class extends import_three17.EventDispatcher {\n /**\n * Constructs a new effect.\n *\n * @param {String} name - The name of this effect. Doesn't have to be unique.\n * @param {String} fragmentShader - The fragment shader. This shader is required.\n * @param {Object} [options] - Additional options.\n * @param {EffectAttribute} [options.attributes=EffectAttribute.NONE] - The effect attributes that determine the execution priority and resource requirements.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.NORMAL] - The blend function of this effect.\n * @param {Map} [options.defines] - Custom preprocessor macro definitions. Keys are names and values are code.\n * @param {Map} [options.uniforms] - Custom shader uniforms. Keys are names and values are uniforms.\n * @param {Set} [options.extensions] - WebGL extensions.\n * @param {String} [options.vertexShader=null] - The vertex shader. Most effects don't need one.\n */\n constructor(name, fragmentShader, {\n attributes = EffectAttribute.NONE,\n blendFunction = BlendFunction.NORMAL,\n defines = /* @__PURE__ */ new Map(),\n uniforms = /* @__PURE__ */ new Map(),\n extensions = null,\n vertexShader = null\n } = {}) {\n super();\n this.name = name;\n this.renderer = null;\n this.attributes = attributes;\n this.fragmentShader = fragmentShader;\n this.vertexShader = vertexShader;\n this.defines = defines;\n this.uniforms = uniforms;\n this.extensions = extensions;\n this.blendMode = new BlendMode(blendFunction);\n this.blendMode.addEventListener(\"change\", (event) => this.setChanged());\n this._inputColorSpace = import_three17.LinearSRGBColorSpace;\n this._outputColorSpace = import_three17.NoColorSpace;\n }\n /**\n * The input color space.\n *\n * @type {ColorSpace}\n * @experimental\n */\n get inputColorSpace() {\n return this._inputColorSpace;\n }\n /**\n * @type {ColorSpace}\n * @protected\n * @experimental\n */\n set inputColorSpace(value) {\n this._inputColorSpace = value;\n this.setChanged();\n }\n /**\n * The output color space.\n *\n * Should only be changed if this effect converts the input colors to a different color space.\n *\n * @type {ColorSpace}\n * @experimental\n */\n get outputColorSpace() {\n return this._outputColorSpace;\n }\n /**\n * @type {ColorSpace}\n * @protected\n * @experimental\n */\n set outputColorSpace(value) {\n this._outputColorSpace = value;\n this.setChanged();\n }\n /**\n * Sets the main scene.\n *\n * @type {Scene}\n */\n set mainScene(value) {\n }\n /**\n * Sets the main camera.\n *\n * @type {Camera}\n */\n set mainCamera(value) {\n }\n /**\n * Returns the name of this effect.\n *\n * @deprecated Use name instead.\n * @return {String} The name.\n */\n getName() {\n return this.name;\n }\n /**\n * Sets the renderer.\n *\n * @deprecated\n * @param {WebGLRenderer} renderer - The renderer.\n */\n setRenderer(renderer) {\n this.renderer = renderer;\n }\n /**\n * Returns the preprocessor macro definitions.\n *\n * @deprecated Use defines instead.\n * @return {Map} The extensions.\n */\n getDefines() {\n return this.defines;\n }\n /**\n * Returns the uniforms of this effect.\n *\n * @deprecated Use uniforms instead.\n * @return {Map} The extensions.\n */\n getUniforms() {\n return this.uniforms;\n }\n /**\n * Returns the WebGL extensions that are required by this effect.\n *\n * @deprecated Use extensions instead.\n * @return {Set} The extensions.\n */\n getExtensions() {\n return this.extensions;\n }\n /**\n * Returns the blend mode.\n *\n * The result of this effect will be blended with the result of the previous effect using this blend mode.\n *\n * @deprecated Use blendMode instead.\n * @return {BlendMode} The blend mode.\n */\n getBlendMode() {\n return this.blendMode;\n }\n /**\n * Returns the effect attributes.\n *\n * @return {EffectAttribute} The attributes.\n */\n getAttributes() {\n return this.attributes;\n }\n /**\n * Sets the effect attributes.\n *\n * Effects that have the same attributes will be executed in the order in which they were registered. Some attributes\n * imply a higher priority.\n *\n * @protected\n * @param {EffectAttribute} attributes - The attributes.\n */\n setAttributes(attributes) {\n this.attributes = attributes;\n this.setChanged();\n }\n /**\n * Returns the fragment shader.\n *\n * @return {String} The fragment shader.\n */\n getFragmentShader() {\n return this.fragmentShader;\n }\n /**\n * Sets the fragment shader.\n *\n * @protected\n * @param {String} fragmentShader - The fragment shader.\n */\n setFragmentShader(fragmentShader) {\n this.fragmentShader = fragmentShader;\n this.setChanged();\n }\n /**\n * Returns the vertex shader.\n *\n * @return {String} The vertex shader.\n */\n getVertexShader() {\n return this.vertexShader;\n }\n /**\n * Sets the vertex shader.\n *\n * @protected\n * @param {String} vertexShader - The vertex shader.\n */\n setVertexShader(vertexShader) {\n this.vertexShader = vertexShader;\n this.setChanged();\n }\n /**\n * Informs the associated {@link EffectPass} that this effect requires a shader recompilation.\n *\n * Should be called after changing macros or extensions and after adding/removing uniforms.\n *\n * @protected\n */\n setChanged() {\n this.dispatchEvent({ type: \"change\" });\n }\n /**\n * Sets the depth texture.\n *\n * You may override this method if your effect requires direct access to the depth texture that is bound to the\n * associated {@link EffectPass}.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three17.BasicDepthPacking) {\n }\n /**\n * Updates this effect by performing supporting operations.\n *\n * This method is called by the {@link EffectPass} right before the main fullscreen render operation, even if the\n * blend function is set to `SKIP`.\n *\n * You may override this method if you need to update custom uniforms or render additional off-screen textures.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n }\n /**\n * Updates the size of this effect.\n *\n * You may override this method if you want to be informed about the size of the backbuffer/canvas.\n * This method is called before {@link initialize} and every time the size of the {@link EffectComposer} changes.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n }\n /**\n * Performs initialization tasks.\n *\n * This method is called when the associated {@link EffectPass} is added to an {@link EffectComposer}.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n * @example if(!alpha && frameBufferType === UnsignedByteType) { this.myRenderTarget.texture.format = RGBFormat; }\n */\n initialize(renderer, alpha, frameBufferType) {\n }\n /**\n * Performs a shallow search for properties that define a dispose method and deletes them.\n *\n * The {@link EffectComposer} calls this method when it is being destroyed.\n */\n dispose() {\n for (const key of Object.keys(this)) {\n const property = this[key];\n const isDisposable = property instanceof import_three17.WebGLRenderTarget || property instanceof import_three17.Material || property instanceof import_three17.Texture || property instanceof Pass;\n if (isDisposable) {\n this[key].dispose();\n }\n }\n }\n};\n\n// src/effects/glsl/bloom.frag\nvar bloom_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nuniform float intensity;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec4 texel=texture2D(map,uv);outputColor=vec4(texel.rgb*intensity,texel.a);}\";\n\n// src/effects/BloomEffect.js\nvar BloomEffect = class extends Effect {\n /**\n * Constructs a new bloom effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.\n * @param {Number} [options.luminanceThreshold=0.9] - The luminance threshold. Raise this value to mask out darker elements in the scene.\n * @param {Number} [options.luminanceSmoothing=0.025] - Controls the smoothness of the luminance threshold.\n * @param {Boolean} [options.mipmapBlur=false] - Enables or disables mipmap blur.\n * @param {Number} [options.intensity=1.0] - The bloom intensity.\n * @param {Number} [options.radius=0.85] - The blur radius. Only applies to mipmap blur.\n * @param {Number} [options.levels=8] - The amount of MIP levels. Only applies to mipmap blur.\n * @param {KernelSize} [options.kernelSize=KernelSize.LARGE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.resolutionScale=0.5] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use mipmapBlur instead.\n */\n constructor({\n blendFunction = BlendFunction.SCREEN,\n luminanceThreshold = 0.9,\n luminanceSmoothing = 0.025,\n mipmapBlur = false,\n intensity = 1,\n radius = 0.85,\n levels = 8,\n kernelSize = KernelSize.LARGE,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"BloomEffect\", bloom_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"map\", new import_three18.Uniform(null)],\n [\"intensity\", new import_three18.Uniform(intensity)]\n ])\n });\n this.renderTarget = new import_three18.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"Bloom.Target\";\n this.blurPass = new KawaseBlurPass({ kernelSize });\n this.luminancePass = new LuminancePass({ colorOutput: true });\n this.luminanceMaterial.threshold = luminanceThreshold;\n this.luminanceMaterial.smoothing = luminanceSmoothing;\n this.mipmapBlurPass = new MipmapBlurPass();\n this.mipmapBlurPass.enabled = mipmapBlur;\n this.mipmapBlurPass.radius = radius;\n this.mipmapBlurPass.levels = levels;\n this.uniforms.get(\"map\").value = mipmapBlur ? this.mipmapBlurPass.texture : this.renderTarget.texture;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n /**\n * A texture that contains the intermediate result of this effect.\n *\n * @type {Texture}\n */\n get texture() {\n return this.mipmapBlurPass.enabled ? this.mipmapBlurPass.texture : this.renderTarget.texture;\n }\n /**\n * Returns the generated bloom texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Returns the blur pass.\n *\n * @deprecated\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * Returns the luminance pass.\n *\n * @deprecated Use luminancePass instead.\n * @return {LuminancePass} The luminance pass.\n */\n getLuminancePass() {\n return this.luminancePass;\n }\n /**\n * The luminance material.\n *\n * @type {LuminanceMaterial}\n */\n get luminanceMaterial() {\n return this.luminancePass.fullscreenMaterial;\n }\n /**\n * Returns the luminance material.\n *\n * @deprecated Use luminanceMaterial instead.\n * @return {LuminanceMaterial} The material.\n */\n getLuminanceMaterial() {\n return this.luminancePass.fullscreenMaterial;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated\n */\n get width() {\n return this.resolution.width;\n }\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated\n */\n get height() {\n return this.resolution.height;\n }\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated Use EffectPass.dithering instead.\n */\n get dithering() {\n return this.blurPass.dithering;\n }\n set dithering(value) {\n this.blurPass.dithering = value;\n }\n /**\n * The blur kernel size.\n *\n * @type {KernelSize}\n * @deprecated\n */\n get kernelSize() {\n return this.blurPass.kernelSize;\n }\n set kernelSize(value) {\n this.blurPass.kernelSize = value;\n }\n /**\n * @type {Number}\n * @deprecated\n */\n get distinction() {\n console.warn(this.name, \"distinction was removed\");\n return 1;\n }\n set distinction(value) {\n console.warn(this.name, \"distinction was removed\");\n }\n /**\n * The bloom intensity.\n *\n * @type {Number}\n */\n get intensity() {\n return this.uniforms.get(\"intensity\").value;\n }\n set intensity(value) {\n this.uniforms.get(\"intensity\").value = value;\n }\n /**\n * The bloom intensity.\n *\n * @deprecated Use intensity instead.\n * @return {Number} The intensity.\n */\n getIntensity() {\n return this.intensity;\n }\n /**\n * Sets the bloom intensity.\n *\n * @deprecated Use intensity instead.\n * @param {Number} value - The intensity.\n */\n setIntensity(value) {\n this.intensity = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const renderTarget = this.renderTarget;\n const luminancePass = this.luminancePass;\n if (luminancePass.enabled) {\n luminancePass.render(renderer, inputBuffer);\n if (this.mipmapBlurPass.enabled) {\n this.mipmapBlurPass.render(renderer, luminancePass.renderTarget);\n } else {\n this.blurPass.render(renderer, luminancePass.renderTarget, renderTarget);\n }\n } else {\n if (this.mipmapBlurPass.enabled) {\n this.mipmapBlurPass.render(renderer, inputBuffer);\n } else {\n this.blurPass.render(renderer, inputBuffer, renderTarget);\n }\n }\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n this.blurPass.resolution.copy(resolution);\n this.luminancePass.setSize(width, height);\n this.mipmapBlurPass.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, frameBufferType);\n this.luminancePass.initialize(renderer, alpha, frameBufferType);\n this.mipmapBlurPass.initialize(renderer, alpha, frameBufferType);\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three18.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three18.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/BokehEffect.js\nvar import_three19 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/bokeh.frag\nvar bokeh_default = \"uniform float focus;uniform float dof;uniform float aperture;uniform float maxBlur;void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){vec2 aspectCorrection=vec2(1.0,aspect);\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(depth,cameraNear,cameraFar);float linearDepth=viewZToOrthographicDepth(viewZ,cameraNear,cameraFar);\\n#else\\nfloat linearDepth=depth;\\n#endif\\nfloat focusNear=clamp(focus-dof,0.0,1.0);float focusFar=clamp(focus+dof,0.0,1.0);float low=step(linearDepth,focusNear);float high=step(focusFar,linearDepth);float factor=(linearDepth-focusNear)*low+(linearDepth-focusFar)*high;vec2 dofBlur=vec2(clamp(factor*aperture,-maxBlur,maxBlur));vec2 dofblur9=dofBlur*0.9;vec2 dofblur7=dofBlur*0.7;vec2 dofblur4=dofBlur*0.4;vec4 color=inputColor;color+=texture2D(inputBuffer,uv+(vec2(0.0,0.4)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.15,0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.29,0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.37,0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.40,0.0)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.37,-0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.29,-0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.15,-0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.0,-0.4)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.15,0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.29,0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.37,0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.4,0.0)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.37,-0.15)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(-0.29,-0.29)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.15,-0.37)*aspectCorrection)*dofBlur);color+=texture2D(inputBuffer,uv+(vec2(0.15,0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.37,0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.37,-0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.15,-0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.15,0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.37,0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(-0.37,-0.15)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.15,-0.37)*aspectCorrection)*dofblur9);color+=texture2D(inputBuffer,uv+(vec2(0.29,0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.40,0.0)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.29,-0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.0,-0.4)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(-0.29,0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(-0.4,0.0)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(-0.29,-0.29)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.0,0.4)*aspectCorrection)*dofblur7);color+=texture2D(inputBuffer,uv+(vec2(0.29,0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.4,0.0)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.29,-0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.0,-0.4)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(-0.29,0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(-0.4,0.0)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(-0.29,-0.29)*aspectCorrection)*dofblur4);color+=texture2D(inputBuffer,uv+(vec2(0.0,0.4)*aspectCorrection)*dofblur4);outputColor=color/41.0;}\";\n\n// src/effects/BokehEffect.js\nvar BokehEffect = class extends Effect {\n /**\n * Constructs a new bokeh effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.focus=0.5] - The focus distance ratio, ranging from 0.0 to 1.0.\n * @param {Number} [options.dof=0.02] - Depth of field. An area in front of and behind the focal point that still appears sharp.\n * @param {Number} [options.aperture=0.015] - Camera aperture scale. Bigger values for stronger blur and shallower depth of field.\n * @param {Number} [options.maxBlur=1.0] - The maximum blur strength.\n */\n constructor({\n blendFunction,\n focus = 0.5,\n dof = 0.02,\n aperture = 0.015,\n maxBlur = 1\n } = {}) {\n super(\"BokehEffect\", bokeh_default, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"focus\", new import_three19.Uniform(focus)],\n [\"dof\", new import_three19.Uniform(dof)],\n [\"aperture\", new import_three19.Uniform(aperture)],\n [\"maxBlur\", new import_three19.Uniform(maxBlur)]\n ])\n });\n }\n};\n\n// src/effects/BrightnessContrastEffect.js\nvar import_three20 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/brightness-contrast.frag\nvar brightness_contrast_default = \"uniform float brightness;uniform float contrast;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=inputColor.rgb+vec3(brightness-0.5);if(contrast>0.0){color/=vec3(1.0-contrast);}else{color*=vec3(1.0+contrast);}outputColor=vec4(color+vec3(0.5),inputColor.a);}\";\n\n// src/effects/BrightnessContrastEffect.js\nvar BrightnessContrastEffect = class extends Effect {\n /**\n * Constructs a new brightness/contrast effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Number} [options.brightness=0.0] - The brightness factor, ranging from -1 to 1, where 0 means no change.\n * @param {Number} [options.contrast=0.0] - The contrast factor, ranging from -1 to 1, where 0 means no change.\n */\n constructor({ blendFunction = BlendFunction.SRC, brightness = 0, contrast = 0 } = {}) {\n super(\"BrightnessContrastEffect\", brightness_contrast_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"brightness\", new import_three20.Uniform(brightness)],\n [\"contrast\", new import_three20.Uniform(contrast)]\n ])\n });\n this.inputColorSpace = import_three20.SRGBColorSpace;\n }\n /**\n * The brightness.\n *\n * @type {Number}\n */\n get brightness() {\n return this.uniforms.get(\"brightness\").value;\n }\n set brightness(value) {\n this.uniforms.get(\"brightness\").value = value;\n }\n /**\n * Returns the brightness.\n *\n * @deprecated Use brightness instead.\n * @return {Number} The brightness.\n */\n getBrightness() {\n return this.brightness;\n }\n /**\n * Sets the brightness.\n *\n * @deprecated Use brightness instead.\n * @param {Number} value - The brightness.\n */\n setBrightness(value) {\n this.brightness = value;\n }\n /**\n * The contrast.\n *\n * @type {Number}\n */\n get contrast() {\n return this.uniforms.get(\"contrast\").value;\n }\n set contrast(value) {\n this.uniforms.get(\"contrast\").value = value;\n }\n /**\n * Returns the contrast.\n *\n * @deprecated Use contrast instead.\n * @return {Number} The contrast.\n */\n getContrast() {\n return this.contrast;\n }\n /**\n * Sets the contrast.\n *\n * @deprecated Use contrast instead.\n * @param {Number} value - The contrast.\n */\n setContrast(value) {\n this.contrast = value;\n }\n};\n\n// src/effects/glsl/color-average.frag\nvar color_average_default = \"void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=vec4(vec3(average(inputColor.rgb)),inputColor.a);}\";\n\n// src/effects/ColorAverageEffect.js\nvar ColorAverageEffect = class extends Effect {\n /**\n * Constructs a new color average effect.\n *\n * @param {BlendFunction} [blendFunction] - The blend function of this effect.\n */\n constructor(blendFunction) {\n super(\"ColorAverageEffect\", color_average_default, { blendFunction });\n }\n};\n\n// src/effects/ColorDepthEffect.js\nvar import_three21 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/color-depth.frag\nvar color_depth_default = \"uniform float factor;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=vec4(floor(inputColor.rgb*factor+0.5)/factor,inputColor.a);}\";\n\n// src/effects/ColorDepthEffect.js\nvar ColorDepthEffect = class extends Effect {\n /**\n * Constructs a new color depth effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.bits=16] - The color bit depth.\n */\n constructor({ blendFunction, bits = 16 } = {}) {\n super(\"ColorDepthEffect\", color_depth_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"factor\", new import_three21.Uniform(1)]\n ])\n });\n this.bits = 0;\n this.bitDepth = bits;\n }\n /**\n * The virtual amount of color bits.\n *\n * Each color channel effectively uses a fourth of the total amount of bits. Alpha remains unaffected.\n *\n * @type {Number}\n */\n get bitDepth() {\n return this.bits;\n }\n set bitDepth(value) {\n this.bits = value;\n this.uniforms.get(\"factor\").value = Math.pow(2, value / 3);\n }\n /**\n * Returns the current color bit depth.\n *\n * @return {Number} The bit depth.\n */\n getBitDepth() {\n return this.bitDepth;\n }\n /**\n * Sets the virtual amount of color bits.\n *\n * @param {Number} value - The bit depth.\n */\n setBitDepth(value) {\n this.bitDepth = value;\n }\n};\n\n// src/effects/ChromaticAberrationEffect.js\nvar import_three22 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/chromatic-aberration.frag\nvar chromatic_aberration_default = \"#ifdef RADIAL_MODULATION\\nuniform float modulationOffset;\\n#endif\\nvarying float vActive;varying vec2 vUvR;varying vec2 vUvB;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec2 ra=inputColor.ra;vec2 ba=inputColor.ba;\\n#ifdef RADIAL_MODULATION\\nconst vec2 center=vec2(0.5);float d=distance(uv,center)*2.0;d=max(d-modulationOffset,0.0);if(vActive>0.0&&d>0.0){ra=texture2D(inputBuffer,mix(uv,vUvR,d)).ra;ba=texture2D(inputBuffer,mix(uv,vUvB,d)).ba;}\\n#else\\nif(vActive>0.0){ra=texture2D(inputBuffer,vUvR).ra;ba=texture2D(inputBuffer,vUvB).ba;}\\n#endif\\noutputColor=vec4(ra.x,inputColor.g,ba.x,max(max(ra.y,ba.y),inputColor.a));}\";\n\n// src/effects/glsl/chromatic-aberration.vert\nvar chromatic_aberration_default2 = \"uniform vec2 offset;varying float vActive;varying vec2 vUvR;varying vec2 vUvB;void mainSupport(const in vec2 uv){vec2 shift=offset*vec2(1.0,aspect);vActive=(shift.x!=0.0||shift.y!=0.0)?1.0:0.0;vUvR=uv+shift;vUvB=uv-shift;}\";\n\n// src/effects/ChromaticAberrationEffect.js\nvar ChromaticAberrationEffect = class extends Effect {\n /**\n * Constructs a new chromatic aberration effect.\n *\n * @param {Object} [options] - The options.\n * @param {Vector2} [options.offset] - The color offset.\n * @param {Boolean} [options.radialModulation=false] - Whether the effect should be modulated with a radial gradient.\n * @param {Number} [options.modulationOffset=0.15] - The modulation offset. Only applies if `radialModulation` is enabled.\n */\n constructor({\n offset = new import_three22.Vector2(1e-3, 5e-4),\n radialModulation = false,\n modulationOffset = 0.15\n } = {}) {\n super(\"ChromaticAberrationEffect\", chromatic_aberration_default, {\n vertexShader: chromatic_aberration_default2,\n attributes: EffectAttribute.CONVOLUTION,\n uniforms: /* @__PURE__ */ new Map([\n [\"offset\", new import_three22.Uniform(offset)],\n [\"modulationOffset\", new import_three22.Uniform(modulationOffset)]\n ])\n });\n this.radialModulation = radialModulation;\n }\n /**\n * The color offset.\n *\n * @type {Vector2}\n */\n get offset() {\n return this.uniforms.get(\"offset\").value;\n }\n set offset(value) {\n this.uniforms.get(\"offset\").value = value;\n }\n /**\n * Indicates whether radial modulation is enabled.\n *\n * When enabled, the effect will be weaker in the middle and stronger towards the screen edges.\n *\n * @type {Boolean}\n */\n get radialModulation() {\n return this.defines.has(\"RADIAL_MODULATION\");\n }\n set radialModulation(value) {\n if (value) {\n this.defines.set(\"RADIAL_MODULATION\", \"1\");\n } else {\n this.defines.delete(\"RADIAL_MODULATION\");\n }\n this.setChanged();\n }\n /**\n * The modulation offset.\n *\n * @type {Number}\n */\n get modulationOffset() {\n return this.uniforms.get(\"modulationOffset\").value;\n }\n set modulationOffset(value) {\n this.uniforms.get(\"modulationOffset\").value = value;\n }\n /**\n * Returns the color offset vector.\n *\n * @deprecated Use offset instead.\n * @return {Vector2} The offset.\n */\n getOffset() {\n return this.offset;\n }\n /**\n * Sets the color offset vector.\n *\n * @deprecated Use offset instead.\n * @param {Vector2} value - The offset.\n */\n setOffset(value) {\n this.offset = value;\n }\n};\n\n// src/effects/glsl/depth.frag\nvar depth_default = \"void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){\\n#ifdef INVERTED\\nvec3 color=vec3(1.0-depth);\\n#else\\nvec3 color=vec3(depth);\\n#endif\\noutputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/DepthEffect.js\nvar DepthEffect = class extends Effect {\n /**\n * Constructs a new depth effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Boolean} [options.inverted=false] - Whether the depth should be inverted.\n */\n constructor({ blendFunction = BlendFunction.SRC, inverted = false } = {}) {\n super(\"DepthEffect\", depth_default, {\n blendFunction,\n attributes: EffectAttribute.DEPTH\n });\n this.inverted = inverted;\n }\n /**\n * Indicates whether depth should be inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this.defines.has(\"INVERTED\");\n }\n set inverted(value) {\n if (this.inverted !== value) {\n if (value) {\n this.defines.set(\"INVERTED\", \"1\");\n } else {\n this.defines.delete(\"INVERTED\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the rendered depth is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the rendered depth is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Enables or disables depth inversion.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether depth should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n};\n\n// src/effects/DepthOfFieldEffect.js\nvar import_three27 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/ColorChannel.js\nvar ColorChannel = {\n RED: 0,\n GREEN: 1,\n BLUE: 2,\n ALPHA: 3\n};\n\n// src/enums/MaskFunction.js\nvar MaskFunction = {\n DISCARD: 0,\n MULTIPLY: 1,\n MULTIPLY_RGB_SET_ALPHA: 2,\n MULTIPLY_RGB: 3\n};\n\n// src/materials/BokehMaterial.js\nvar import_three23 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.bokeh.frag\nvar convolution_bokeh_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#if PASS == 1\\nuniform vec4 kernel64[32];\\n#else\\nuniform vec4 kernel16[8];\\n#endif\\nuniform lowp sampler2D cocBuffer;uniform vec2 texelSize;uniform float scale;varying vec2 vUv;void main(){\\n#ifdef FOREGROUND\\nvec2 cocNearFar=texture2D(cocBuffer,vUv).rg*scale;float coc=cocNearFar.x;\\n#else\\nfloat coc=texture2D(cocBuffer,vUv).g*scale;\\n#endif\\nif(coc==0.0){gl_FragColor=texture2D(inputBuffer,vUv);}else{\\n#ifdef FOREGROUND\\nvec2 step=texelSize*max(cocNearFar.x,cocNearFar.y);\\n#else\\nvec2 step=texelSize*coc;\\n#endif\\n#if PASS == 1\\nvec4 acc=vec4(0.0);for(int i=0;i<32;++i){vec4 kernel=kernel64[i];vec2 uv=step*kernel.xy+vUv;acc+=texture2D(inputBuffer,uv);uv=step*kernel.zw+vUv;acc+=texture2D(inputBuffer,uv);}gl_FragColor=acc/64.0;\\n#else\\nvec4 maxValue=texture2D(inputBuffer,vUv);for(int i=0;i<8;++i){vec4 kernel=kernel16[i];vec2 uv=step*kernel.xy+vUv;maxValue=max(texture2D(inputBuffer,uv),maxValue);uv=step*kernel.zw+vUv;maxValue=max(texture2D(inputBuffer,uv),maxValue);}gl_FragColor=maxValue;\\n#endif\\n}}\";\n\n// src/materials/BokehMaterial.js\nvar BokehMaterial = class extends import_three23.ShaderMaterial {\n /**\n * Constructs a new bokeh material.\n *\n * @param {Boolean} [fill=false] - Enables or disables the bokeh highlight fill mode.\n * @param {Boolean} [foreground=false] - Determines whether this material will be applied to foreground colors.\n */\n constructor(fill = false, foreground = false) {\n super({\n name: \"BokehMaterial\",\n defines: {\n PASS: fill ? \"2\" : \"1\"\n },\n uniforms: {\n inputBuffer: new import_three23.Uniform(null),\n cocBuffer: new import_three23.Uniform(null),\n texelSize: new import_three23.Uniform(new import_three23.Vector2()),\n kernel64: new import_three23.Uniform(null),\n kernel16: new import_three23.Uniform(null),\n scale: new import_three23.Uniform(1)\n },\n blending: import_three23.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_bokeh_default,\n vertexShader: common_default\n });\n if (foreground) {\n this.defines.FOREGROUND = \"1\";\n }\n this.generateKernel();\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The circle of confusion buffer.\n *\n * @type {Texture}\n */\n set cocBuffer(value) {\n this.uniforms.cocBuffer.value = value;\n }\n /**\n * Sets the circle of confusion buffer.\n *\n * @deprecated Use cocBuffer instead.\n * @param {Texture} value - The buffer.\n */\n setCoCBuffer(value) {\n this.uniforms.cocBuffer.value = value;\n }\n /**\n * The blur scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Returns the blur scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The scale.\n */\n getScale(value) {\n return this.scale;\n }\n /**\n * Sets the blur scale.\n *\n * @deprecated Use scale instead.\n * @param {Number} value - The scale.\n */\n setScale(value) {\n this.scale = value;\n }\n /**\n * Generates the blur kernel.\n *\n * @private\n */\n generateKernel() {\n const GOLDEN_ANGLE = 2.39996323;\n const points64 = new Float64Array(128);\n const points16 = new Float64Array(32);\n let i64 = 0, i16 = 0;\n for (let i = 0, sqrt80 = Math.sqrt(80); i < 80; ++i) {\n const theta = i * GOLDEN_ANGLE;\n const r = Math.sqrt(i) / sqrt80;\n const u = r * Math.cos(theta), v3 = r * Math.sin(theta);\n if (i % 5 === 0) {\n points16[i16++] = u;\n points16[i16++] = v3;\n } else {\n points64[i64++] = u;\n points64[i64++] = v3;\n }\n }\n this.uniforms.kernel64.value = points64;\n this.uniforms.kernel16.value = points16;\n }\n /**\n * Sets the texel size.\n *\n * @deprecated Use setSize() instead.\n * @param {Number} x - The texel width.\n * @param {Number} y - The texel height.\n */\n setTexelSize(x, y) {\n this.uniforms.texelSize.value.set(x, y);\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/CircleOfConfusionMaterial.js\nvar import_three24 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/utils/orthographicDepthToViewZ.js\nfunction orthographicDepthToViewZ(depth, near, far) {\n return depth * (near - far) - near;\n}\n\n// src/utils/viewZToOrthographicDepth.js\nfunction viewZToOrthographicDepth(viewZ, near, far) {\n return Math.min(Math.max((viewZ + near) / (near - far), 0), 1);\n}\n\n// src/materials/glsl/circle-of-confusion.frag\nvar circle_of_confusion_default = \"#include \\n#include \\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nuniform float focusDistance;uniform float focusRange;uniform float cameraNear;uniform float cameraFar;varying vec2 vUv;float readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nfloat depth=unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nfloat depth=texture2D(depthBuffer,uv).r;\\n#endif\\n#ifdef LOG_DEPTH\\nfloat d=pow(2.0,depth*log2(cameraFar+1.0))-1.0;float a=cameraFar/(cameraFar-cameraNear);float b=cameraFar*cameraNear/(cameraNear-cameraFar);depth=a+b/d;\\n#endif\\nreturn depth;}void main(){float depth=readDepth(vUv);\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(depth,cameraNear,cameraFar);float linearDepth=viewZToOrthographicDepth(viewZ,cameraNear,cameraFar);\\n#else\\nfloat linearDepth=depth;\\n#endif\\nfloat signedDistance=linearDepth-focusDistance;float magnitude=smoothstep(0.0,focusRange,abs(signedDistance));gl_FragColor.rg=magnitude*vec2(step(signedDistance,0.0),step(0.0,signedDistance));}\";\n\n// src/materials/CircleOfConfusionMaterial.js\nvar CircleOfConfusionMaterial = class extends import_three24.ShaderMaterial {\n /**\n * Constructs a new CoC material.\n *\n * @param {Camera} camera - A camera.\n */\n constructor(camera) {\n super({\n name: \"CircleOfConfusionMaterial\",\n defines: {\n DEPTH_PACKING: \"0\"\n },\n uniforms: {\n depthBuffer: new import_three24.Uniform(null),\n focusDistance: new import_three24.Uniform(0),\n focusRange: new import_three24.Uniform(0),\n cameraNear: new import_three24.Uniform(0.3),\n cameraFar: new import_three24.Uniform(1e3)\n },\n blending: import_three24.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: circle_of_confusion_default,\n vertexShader: common_default\n });\n this.uniforms.focalLength = this.uniforms.focusRange;\n this.copyCameraSettings(camera);\n }\n /**\n * The current near plane setting.\n *\n * @type {Number}\n * @private\n */\n get near() {\n return this.uniforms.cameraNear.value;\n }\n /**\n * The current far plane setting.\n *\n * @type {Number}\n * @private\n */\n get far() {\n return this.uniforms.cameraFar.value;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three24.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * The focus distance. Range: [0.0, 1.0].\n *\n * @type {Number}\n */\n get focusDistance() {\n return this.uniforms.focusDistance.value;\n }\n set focusDistance(value) {\n this.uniforms.focusDistance.value = value;\n }\n /**\n * The focus distance in world units.\n *\n * @type {Number}\n */\n get worldFocusDistance() {\n return -orthographicDepthToViewZ(this.focusDistance, this.near, this.far);\n }\n set worldFocusDistance(value) {\n this.focusDistance = viewZToOrthographicDepth(-value, this.near, this.far);\n }\n /**\n * Returns the focus distance.\n *\n * @deprecated Use focusDistance instead.\n * @return {Number} The focus distance.\n */\n getFocusDistance(value) {\n this.uniforms.focusDistance.value = value;\n }\n /**\n * Sets the focus distance.\n *\n * @deprecated Use focusDistance instead.\n * @param {Number} value - The focus distance.\n */\n setFocusDistance(value) {\n this.uniforms.focusDistance.value = value;\n }\n /**\n * The focal length.\n *\n * @deprecated Renamed to focusRange.\n * @type {Number}\n */\n get focalLength() {\n return this.focusRange;\n }\n set focalLength(value) {\n this.focusRange = value;\n }\n /**\n * The focus range. Range: [0.0, 1.0].\n *\n * @type {Number}\n */\n get focusRange() {\n return this.uniforms.focusRange.value;\n }\n set focusRange(value) {\n this.uniforms.focusRange.value = value;\n }\n /**\n * The focus range in world units.\n *\n * @type {Number}\n */\n get worldFocusRange() {\n return -orthographicDepthToViewZ(this.focusRange, this.near, this.far);\n }\n set worldFocusRange(value) {\n this.focusRange = viewZToOrthographicDepth(-value, this.near, this.far);\n }\n /**\n * Returns the focal length.\n *\n * @deprecated Use focusRange instead.\n * @return {Number} The focal length.\n */\n getFocalLength(value) {\n return this.focusRange;\n }\n /**\n * Sets the focal length.\n *\n * @deprecated Use focusRange instead.\n * @param {Number} value - The focal length.\n */\n setFocalLength(value) {\n this.focusRange = value;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNear.value = camera.near;\n this.uniforms.cameraFar.value = camera.far;\n if (camera instanceof import_three24.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n};\n\n// src/materials/MaskMaterial.js\nvar import_three25 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/mask.frag\nvar mask_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#ifdef MASK_PRECISION_HIGH\\nuniform mediump sampler2D maskTexture;\\n#else\\nuniform lowp sampler2D maskTexture;\\n#endif\\n#if MASK_FUNCTION != 0\\nuniform float strength;\\n#endif\\nvarying vec2 vUv;void main(){\\n#if COLOR_CHANNEL == 0\\nfloat mask=texture2D(maskTexture,vUv).r;\\n#elif COLOR_CHANNEL == 1\\nfloat mask=texture2D(maskTexture,vUv).g;\\n#elif COLOR_CHANNEL == 2\\nfloat mask=texture2D(maskTexture,vUv).b;\\n#else\\nfloat mask=texture2D(maskTexture,vUv).a;\\n#endif\\n#if MASK_FUNCTION == 0\\n#ifdef INVERTED\\nmask=step(mask,0.0);\\n#else\\nmask=1.0-step(mask,0.0);\\n#endif\\n#else\\nmask=clamp(mask*strength,0.0,1.0);\\n#ifdef INVERTED\\nmask=1.0-mask;\\n#endif\\n#endif\\n#if MASK_FUNCTION == 3\\nvec4 texel=texture2D(inputBuffer,vUv);gl_FragColor=vec4(mask*texel.rgb,texel.a);\\n#elif MASK_FUNCTION == 2\\ngl_FragColor=vec4(mask*texture2D(inputBuffer,vUv).rgb,mask);\\n#else\\ngl_FragColor=mask*texture2D(inputBuffer,vUv);\\n#endif\\n}\";\n\n// src/materials/MaskMaterial.js\nvar MaskMaterial = class extends import_three25.ShaderMaterial {\n /**\n * Constructs a new mask material.\n *\n * @param {Texture} [maskTexture] - The mask texture.\n */\n constructor(maskTexture = null) {\n super({\n name: \"MaskMaterial\",\n uniforms: {\n maskTexture: new import_three25.Uniform(maskTexture),\n inputBuffer: new import_three25.Uniform(null),\n strength: new import_three25.Uniform(1)\n },\n blending: import_three25.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: mask_default,\n vertexShader: common_default\n });\n this.colorChannel = ColorChannel.RED;\n this.maskFunction = MaskFunction.DISCARD;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The mask texture.\n *\n * @type {Texture}\n */\n set maskTexture(value) {\n this.uniforms.maskTexture.value = value;\n delete this.defines.MASK_PRECISION_HIGH;\n if (value.type !== import_three25.UnsignedByteType) {\n this.defines.MASK_PRECISION_HIGH = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Sets the mask texture.\n *\n * @deprecated Use maskTexture instead.\n * @param {Texture} value - The texture.\n */\n setMaskTexture(value) {\n this.maskTexture = value;\n }\n /**\n * Sets the color channel to use for masking. Default is `ColorChannel.RED`.\n *\n * @type {ColorChannel}\n */\n set colorChannel(value) {\n this.defines.COLOR_CHANNEL = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the color channel to use for masking. Default is `ColorChannel.RED`.\n *\n * @deprecated Use colorChannel instead.\n * @param {ColorChannel} value - The channel.\n */\n setColorChannel(value) {\n this.colorChannel = value;\n }\n /**\n * The masking technique. Default is `MaskFunction.DISCARD`.\n *\n * @type {MaskFunction}\n */\n set maskFunction(value) {\n this.defines.MASK_FUNCTION = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the masking technique. Default is `MaskFunction.DISCARD`.\n *\n * @deprecated Use maskFunction instead.\n * @param {MaskFunction} value - The function.\n */\n setMaskFunction(value) {\n this.maskFunction = value;\n }\n /**\n * Indicates whether the masking is inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this.defines.INVERTED !== void 0;\n }\n set inverted(value) {\n if (this.inverted && !value) {\n delete this.defines.INVERTED;\n } else if (value) {\n this.defines.INVERTED = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether the masking is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the masking is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Determines whether the masking should be inverted.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether the masking should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n /**\n * The current mask strength.\n *\n * Individual mask values will be clamped to [0.0, 1.0]. Has no effect when the mask function is set to `DISCARD`.\n *\n * @type {Number}\n */\n get strength() {\n return this.uniforms.strength.value;\n }\n set strength(value) {\n this.uniforms.strength.value = value;\n }\n /**\n * Returns the current mask strength.\n *\n * @deprecated Use strength instead.\n * @return {Number} The mask strength.\n */\n getStrength() {\n return this.strength;\n }\n /**\n * Sets the mask strength.\n *\n * Has no effect when the mask function is set to `DISCARD`.\n *\n * @deprecated Use strength instead.\n * @param {Number} value - The mask strength.\n */\n setStrength(value) {\n this.strength = value;\n }\n};\n\n// src/passes/ShaderPass.js\nvar import_three26 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar ShaderPass = class extends Pass {\n /**\n * Constructs a new shader pass.\n *\n * @param {ShaderMaterial} material - A shader material.\n * @param {String} [input=\"inputBuffer\"] - The name of the input buffer uniform.\n */\n constructor(material, input = \"inputBuffer\") {\n super(\"ShaderPass\");\n this.fullscreenMaterial = material;\n this.input = input;\n }\n /**\n * Sets the name of the input buffer uniform.\n *\n * @param {String} input - The name of the input buffer uniform.\n * @deprecated Use input instead.\n */\n setInput(input) {\n this.input = input;\n }\n /**\n * Renders the effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const uniforms = this.fullscreenMaterial.uniforms;\n if (inputBuffer !== null && uniforms !== void 0 && uniforms[this.input] !== void 0) {\n uniforms[this.input].value = inputBuffer.texture;\n }\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - A renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0 && frameBufferType !== import_three26.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n }\n }\n};\n\n// src/effects/glsl/depth-of-field.frag\nvar depth_of_field_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D nearColorBuffer;uniform mediump sampler2D farColorBuffer;\\n#else\\nuniform lowp sampler2D nearColorBuffer;uniform lowp sampler2D farColorBuffer;\\n#endif\\nuniform lowp sampler2D nearCoCBuffer;uniform lowp sampler2D farCoCBuffer;uniform float scale;void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){vec4 colorNear=texture2D(nearColorBuffer,uv);vec4 colorFar=texture2D(farColorBuffer,uv);\\n#if MASK_FUNCTION == 1\\nvec2 cocNearFar=vec2(texture2D(nearCoCBuffer,uv).r,colorFar.a);cocNearFar.x=min(cocNearFar.x*scale,1.0);\\n#else\\nvec2 cocNearFar=vec2(texture2D(nearCoCBuffer,uv).r,texture2D(farCoCBuffer,uv).g);cocNearFar=min(cocNearFar*scale,1.0);\\n#endif\\nvec4 result=inputColor*(1.0-cocNearFar.y)+colorFar;result=mix(result,colorNear,cocNearFar.x);outputColor=result;}\";\n\n// src/effects/DepthOfFieldEffect.js\nvar DepthOfFieldEffect = class extends Effect {\n /**\n * Constructs a new depth of field effect.\n *\n * @param {Camera} camera - The main camera.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.worldFocusDistance] - The focus distance in world units.\n * @param {Number} [options.worldFocusRange] - The focus distance in world units.\n * @param {Number} [options.focusDistance=0.0] - The normalized focus distance. Range is [0.0, 1.0].\n * @param {Number} [options.focusRange=0.1] - The focus range. Range is [0.0, 1.0].\n * @param {Number} [options.focalLength=0.1] - Deprecated.\n * @param {Number} [options.bokehScale=1.0] - The scale of the bokeh blur.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(camera, {\n blendFunction,\n worldFocusDistance,\n worldFocusRange,\n focusDistance = 0,\n focalLength = 0.1,\n focusRange = focalLength,\n bokehScale = 1,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"DepthOfFieldEffect\", depth_of_field_default, {\n blendFunction,\n attributes: EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"nearColorBuffer\", new import_three27.Uniform(null)],\n [\"farColorBuffer\", new import_three27.Uniform(null)],\n [\"nearCoCBuffer\", new import_three27.Uniform(null)],\n [\"farCoCBuffer\", new import_three27.Uniform(null)],\n [\"scale\", new import_three27.Uniform(1)]\n ])\n });\n this.camera = camera;\n this.renderTarget = new import_three27.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"DoF.Intermediate\";\n this.renderTargetMasked = this.renderTarget.clone();\n this.renderTargetMasked.texture.name = \"DoF.Masked.Far\";\n this.renderTargetNear = this.renderTarget.clone();\n this.renderTargetNear.texture.name = \"DoF.Bokeh.Near\";\n this.uniforms.get(\"nearColorBuffer\").value = this.renderTargetNear.texture;\n this.renderTargetFar = this.renderTarget.clone();\n this.renderTargetFar.texture.name = \"DoF.Bokeh.Far\";\n this.uniforms.get(\"farColorBuffer\").value = this.renderTargetFar.texture;\n this.renderTargetCoC = this.renderTarget.clone();\n this.renderTargetCoC.texture.name = \"DoF.CoC\";\n this.uniforms.get(\"farCoCBuffer\").value = this.renderTargetCoC.texture;\n this.renderTargetCoCBlurred = this.renderTargetCoC.clone();\n this.renderTargetCoCBlurred.texture.name = \"DoF.CoC.Blurred\";\n this.uniforms.get(\"nearCoCBuffer\").value = this.renderTargetCoCBlurred.texture;\n this.cocPass = new ShaderPass(new CircleOfConfusionMaterial(camera));\n const cocMaterial = this.cocMaterial;\n cocMaterial.focusDistance = focusDistance;\n cocMaterial.focusRange = focusRange;\n if (worldFocusDistance !== void 0) {\n cocMaterial.worldFocusDistance = worldFocusDistance;\n }\n if (worldFocusRange !== void 0) {\n cocMaterial.worldFocusRange = worldFocusRange;\n }\n this.blurPass = new KawaseBlurPass({ resolutionScale, resolutionX, resolutionY, kernelSize: KernelSize.MEDIUM });\n this.maskPass = new ShaderPass(new MaskMaterial(this.renderTargetCoC.texture));\n const maskMaterial = this.maskPass.fullscreenMaterial;\n maskMaterial.colorChannel = ColorChannel.GREEN;\n this.maskFunction = MaskFunction.MULTIPLY_RGB;\n this.bokehNearBasePass = new ShaderPass(new BokehMaterial(false, true));\n this.bokehNearBasePass.fullscreenMaterial.cocBuffer = this.renderTargetCoCBlurred.texture;\n this.bokehNearFillPass = new ShaderPass(new BokehMaterial(true, true));\n this.bokehNearFillPass.fullscreenMaterial.cocBuffer = this.renderTargetCoCBlurred.texture;\n this.bokehFarBasePass = new ShaderPass(new BokehMaterial(false, false));\n this.bokehFarBasePass.fullscreenMaterial.cocBuffer = this.renderTargetCoC.texture;\n this.bokehFarFillPass = new ShaderPass(new BokehMaterial(true, false));\n this.bokehFarFillPass.fullscreenMaterial.cocBuffer = this.renderTargetCoC.texture;\n this.target = null;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.bokehScale = bokehScale;\n }\n set mainCamera(value) {\n this.camera = value;\n this.cocMaterial.copyCameraSettings(value);\n }\n /**\n * The circle of confusion texture.\n *\n * @type {Texture}\n */\n get cocTexture() {\n return this.renderTargetCoC.texture;\n }\n /**\n * The mask function. Default is `MULTIPLY_RGB`.\n *\n * @type {MaskFunction}\n */\n get maskFunction() {\n return this.maskPass.fullscreenMaterial.maskFunction;\n }\n set maskFunction(value) {\n if (this.maskFunction !== value) {\n this.defines.set(\"MASK_FUNCTION\", value.toFixed(0));\n this.maskPass.fullscreenMaterial.maskFunction = value;\n this.setChanged();\n }\n }\n /**\n * The circle of confusion material.\n *\n * @type {CircleOfConfusionMaterial}\n */\n get cocMaterial() {\n return this.cocPass.fullscreenMaterial;\n }\n /**\n * The circle of confusion material.\n *\n * @deprecated Use cocMaterial instead.\n * @type {CircleOfConfusionMaterial}\n */\n get circleOfConfusionMaterial() {\n return this.cocMaterial;\n }\n /**\n * Returns the circle of confusion material.\n *\n * @deprecated Use cocMaterial instead.\n * @return {CircleOfConfusionMaterial} The material.\n */\n getCircleOfConfusionMaterial() {\n return this.cocMaterial;\n }\n /**\n * Returns the pass that blurs the foreground CoC buffer to soften edges.\n *\n * @deprecated Use blurPass instead.\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The current bokeh scale.\n *\n * @type {Number}\n */\n get bokehScale() {\n return this.uniforms.get(\"scale\").value;\n }\n set bokehScale(value) {\n this.bokehNearBasePass.fullscreenMaterial.scale = value;\n this.bokehNearFillPass.fullscreenMaterial.scale = value;\n this.bokehFarBasePass.fullscreenMaterial.scale = value;\n this.bokehFarFillPass.fullscreenMaterial.scale = value;\n this.maskPass.fullscreenMaterial.strength = value;\n this.uniforms.get(\"scale\").value = value;\n }\n /**\n * Returns the current bokeh scale.\n *\n * @deprecated Use bokehScale instead.\n * @return {Number} The scale.\n */\n getBokehScale() {\n return this.bokehScale;\n }\n /**\n * Sets the bokeh scale.\n *\n * @deprecated Use bokehScale instead.\n * @param {Number} value - The scale.\n */\n setBokehScale(value) {\n this.bokehScale = value;\n }\n /**\n * Returns the current auto focus target.\n *\n * @deprecated Use target instead.\n * @return {Vector3} The target.\n */\n getTarget() {\n return this.target;\n }\n /**\n * Sets the auto focus target.\n *\n * @deprecated Use target instead.\n * @param {Vector3} value - The target.\n */\n setTarget(value) {\n this.target = value;\n }\n /**\n * Calculates the focus distance from the camera to the given position.\n *\n * @param {Vector3} target - The target.\n * @return {Number} The normalized focus distance.\n */\n calculateFocusDistance(target) {\n const camera = this.camera;\n const distance = camera.position.distanceTo(target);\n return viewZToOrthographicDepth(-distance, camera.near, camera.far);\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three27.BasicDepthPacking) {\n this.cocMaterial.depthBuffer = depthTexture;\n this.cocMaterial.depthPacking = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const renderTarget = this.renderTarget;\n const renderTargetCoC = this.renderTargetCoC;\n const renderTargetCoCBlurred = this.renderTargetCoCBlurred;\n const renderTargetMasked = this.renderTargetMasked;\n if (this.target !== null) {\n const distance = this.calculateFocusDistance(this.target);\n this.cocMaterial.focusDistance = distance;\n }\n this.cocPass.render(renderer, null, renderTargetCoC);\n this.blurPass.render(renderer, renderTargetCoC, renderTargetCoCBlurred);\n this.maskPass.render(renderer, inputBuffer, renderTargetMasked);\n this.bokehFarBasePass.render(renderer, renderTargetMasked, renderTarget);\n this.bokehFarFillPass.render(renderer, renderTarget, this.renderTargetFar);\n this.bokehNearBasePass.render(renderer, inputBuffer, renderTarget);\n this.bokehNearFillPass.render(renderer, renderTarget, this.renderTargetNear);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.cocPass.setSize(width, height);\n this.blurPass.setSize(width, height);\n this.maskPass.setSize(width, height);\n this.renderTargetFar.setSize(width, height);\n this.renderTargetCoC.setSize(width, height);\n this.renderTargetMasked.setSize(width, height);\n this.renderTarget.setSize(w, h);\n this.renderTargetNear.setSize(w, h);\n this.renderTargetCoCBlurred.setSize(w, h);\n this.bokehNearBasePass.fullscreenMaterial.setSize(width, height);\n this.bokehNearFillPass.fullscreenMaterial.setSize(width, height);\n this.bokehFarBasePass.fullscreenMaterial.setSize(width, height);\n this.bokehFarFillPass.fullscreenMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.cocPass.initialize(renderer, alpha, frameBufferType);\n this.maskPass.initialize(renderer, alpha, frameBufferType);\n this.bokehNearBasePass.initialize(renderer, alpha, frameBufferType);\n this.bokehNearFillPass.initialize(renderer, alpha, frameBufferType);\n this.bokehFarBasePass.initialize(renderer, alpha, frameBufferType);\n this.bokehFarFillPass.initialize(renderer, alpha, frameBufferType);\n this.blurPass.initialize(renderer, alpha, import_three27.UnsignedByteType);\n if (renderer.capabilities.logarithmicDepthBuffer) {\n this.cocPass.fullscreenMaterial.defines.LOG_DEPTH = \"1\";\n }\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n this.renderTargetNear.texture.type = frameBufferType;\n this.renderTargetFar.texture.type = frameBufferType;\n this.renderTargetMasked.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three27.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three27.SRGBColorSpace;\n this.renderTargetNear.texture.colorSpace = import_three27.SRGBColorSpace;\n this.renderTargetFar.texture.colorSpace = import_three27.SRGBColorSpace;\n this.renderTargetMasked.texture.colorSpace = import_three27.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/DotScreenEffect.js\nvar import_three28 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/dot-screen.frag\nvar dot_screen_default = \"uniform vec2 angle;uniform float scale;float pattern(const in vec2 uv){vec2 point=scale*vec2(dot(angle.yx,vec2(uv.x,-uv.y)),dot(angle,uv));return(sin(point.x)*sin(point.y))*4.0;}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=vec3(inputColor.rgb*10.0-5.0+pattern(uv*resolution));outputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/DotScreenEffect.js\nvar DotScreenEffect = class extends Effect {\n /**\n * Constructs a new dot screen effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.angle=1.57] - The angle of the dot pattern.\n * @param {Number} [options.scale=1.0] - The scale of the dot pattern.\n */\n constructor({ blendFunction, angle = Math.PI * 0.5, scale = 1 } = {}) {\n super(\"DotScreenEffect\", dot_screen_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"angle\", new import_three28.Uniform(new import_three28.Vector2())],\n [\"scale\", new import_three28.Uniform(scale)]\n ])\n });\n this.angle = angle;\n }\n /**\n * The angle.\n *\n * @type {Number}\n */\n get angle() {\n return Math.acos(this.uniforms.get(\"angle\").value.y);\n }\n set angle(value) {\n this.uniforms.get(\"angle\").value.set(Math.sin(value), Math.cos(value));\n }\n /**\n * Returns the pattern angle.\n *\n * @deprecated Use angle instead.\n * @return {Number} The angle in radians.\n */\n getAngle() {\n return this.angle;\n }\n /**\n * Sets the pattern angle.\n *\n * @deprecated Use angle instead.\n * @param {Number} value - The angle in radians.\n */\n setAngle(value) {\n this.angle = value;\n }\n /**\n * The scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.get(\"scale\").value;\n }\n set scale(value) {\n this.uniforms.get(\"scale\").value = value;\n }\n};\n\n// src/effects/glsl/fxaa.frag\nvar fxaa_default = \"#define QUALITY(q) ((q) < 5 ? 1.0 : ((q) > 5 ? ((q) < 10 ? 2.0 : ((q) < 11 ? 4.0 : 8.0)) : 1.5))\\n#define ONE_OVER_TWELVE 0.08333333333333333\\nvarying vec2 vUvDown;varying vec2 vUvUp;varying vec2 vUvLeft;varying vec2 vUvRight;varying vec2 vUvDownLeft;varying vec2 vUvUpRight;varying vec2 vUvUpLeft;varying vec2 vUvDownRight;vec4 fxaa(const in vec4 inputColor,const in vec2 uv){float lumaCenter=luminance(inputColor.rgb);float lumaDown=luminance(texture2D(inputBuffer,vUvDown).rgb);float lumaUp=luminance(texture2D(inputBuffer,vUvUp).rgb);float lumaLeft=luminance(texture2D(inputBuffer,vUvLeft).rgb);float lumaRight=luminance(texture2D(inputBuffer,vUvRight).rgb);float lumaMin=min(lumaCenter,min(min(lumaDown,lumaUp),min(lumaLeft,lumaRight)));float lumaMax=max(lumaCenter,max(max(lumaDown,lumaUp),max(lumaLeft,lumaRight)));float lumaRange=lumaMax-lumaMin;if(lumaRange=edgeVertical);float stepLength=isHorizontal?texelSize.y:texelSize.x;float luma1=isHorizontal?lumaDown:lumaLeft;float luma2=isHorizontal?lumaUp:lumaRight;float gradient1=abs(luma1-lumaCenter);float gradient2=abs(luma2-lumaCenter);bool is1Steepest=gradient1>=gradient2;float gradientScaled=0.25*max(gradient1,gradient2);float lumaLocalAverage=0.0;if(is1Steepest){stepLength=-stepLength;lumaLocalAverage=0.5*(luma1+lumaCenter);}else{lumaLocalAverage=0.5*(luma2+lumaCenter);}vec2 currentUv=uv;if(isHorizontal){currentUv.y+=stepLength*0.5;}else{currentUv.x+=stepLength*0.5;}vec2 offset=isHorizontal?vec2(texelSize.x,0.0):vec2(0.0,texelSize.y);vec2 uv1=currentUv-offset*QUALITY(0);vec2 uv2=currentUv+offset*QUALITY(0);float lumaEnd1=luminance(texture2D(inputBuffer,uv1).rgb);float lumaEnd2=luminance(texture2D(inputBuffer,uv2).rgb);lumaEnd1-=lumaLocalAverage;lumaEnd2-=lumaLocalAverage;bool reached1=abs(lumaEnd1)>=gradientScaled;bool reached2=abs(lumaEnd2)>=gradientScaled;bool reachedBoth=reached1&&reached2;if(!reached1){uv1-=offset*QUALITY(1);}if(!reached2){uv2+=offset*QUALITY(1);}if(!reachedBoth){for(int i=2;i=gradientScaled;reached2=abs(lumaEnd2)>=gradientScaled;reachedBoth=reached1&&reached2;if(!reached1){uv1-=offset*QUALITY(i);}if(!reached2){uv2+=offset*QUALITY(i);}if(reachedBoth){break;}}}float distance1=isHorizontal?(uv.x-uv1.x):(uv.y-uv1.y);float distance2=isHorizontal?(uv2.x-uv.x):(uv2.y-uv.y);bool isDirection1=distance1distortion.x-columns*random){float sx=clamp(ceil(seeds.x),0.0,1.0);uv.y=sx*(1.0-(uv.y+distortion.y))+(1.0-sx)*distortion.y;}if(uv.xdistortion.y-columns*random){float sy=clamp(ceil(seeds.y),0.0,1.0);uv.x=sy*distortion.x+(1.0-sy)*(1.0-(uv.x+distortion.x));}vec2 normal=texture2D(perturbationMap,uv*random*random).rg;uv+=normal*seeds*(random*0.2);}}\";\n\n// src/effects/GlitchEffect.js\nvar textureTag = \"Glitch.Generated\";\nfunction randomFloat(low, high) {\n return low + Math.random() * (high - low);\n}\nvar GlitchEffect = class extends Effect {\n /**\n * Constructs a new glitch effect.\n *\n * TODO Change ratio to 0.15.\n * @param {Object} [options] - The options.\n * @param {Vector2} [options.chromaticAberrationOffset] - A chromatic aberration offset. If provided, the glitch effect will influence this offset.\n * @param {Vector2} [options.delay] - The minimum and maximum delay between glitch activations in seconds.\n * @param {Vector2} [options.duration] - The minimum and maximum duration of a glitch in seconds.\n * @param {Vector2} [options.strength] - The strength of weak and strong glitches.\n * @param {Texture} [options.perturbationMap] - A perturbation map. If none is provided, a noise texture will be created.\n * @param {Number} [options.dtSize=64] - The size of the generated noise map. Will be ignored if a perturbation map is provided.\n * @param {Number} [options.columns=0.05] - The scale of the blocky glitch columns.\n * @param {Number} [options.ratio=0.85] - The threshold for strong glitches.\n */\n constructor({\n chromaticAberrationOffset = null,\n delay = new import_three31.Vector2(1.5, 3.5),\n duration = new import_three31.Vector2(0.6, 1),\n strength = new import_three31.Vector2(0.3, 1),\n columns = 0.05,\n ratio = 0.85,\n perturbationMap = null,\n dtSize = 64\n } = {}) {\n super(\"GlitchEffect\", glitch_default, {\n uniforms: /* @__PURE__ */ new Map([\n [\"perturbationMap\", new import_three31.Uniform(null)],\n [\"columns\", new import_three31.Uniform(columns)],\n [\"active\", new import_three31.Uniform(false)],\n [\"random\", new import_three31.Uniform(1)],\n [\"seeds\", new import_three31.Uniform(new import_three31.Vector2())],\n [\"distortion\", new import_three31.Uniform(new import_three31.Vector2())]\n ])\n });\n if (perturbationMap === null) {\n const map = new NoiseTexture(dtSize, dtSize, import_three31.RGBAFormat);\n map.name = textureTag;\n this.perturbationMap = map;\n } else {\n this.perturbationMap = perturbationMap;\n }\n this.time = 0;\n this.distortion = this.uniforms.get(\"distortion\").value;\n this.delay = delay;\n this.duration = duration;\n this.breakPoint = new import_three31.Vector2(\n randomFloat(this.delay.x, this.delay.y),\n randomFloat(this.duration.x, this.duration.y)\n );\n this.strength = strength;\n this.mode = GlitchMode.SPORADIC;\n this.ratio = ratio;\n this.chromaticAberrationOffset = chromaticAberrationOffset;\n }\n /**\n * Random number seeds.\n *\n * @type {Vector2}\n * @private\n */\n get seeds() {\n return this.uniforms.get(\"seeds\").value;\n }\n /**\n * Indicates whether the glitch effect is currently active.\n *\n * @type {Boolean}\n */\n get active() {\n return this.uniforms.get(\"active\").value;\n }\n /**\n * Indicates whether the glitch effect is currently active.\n *\n * @deprecated Use active instead.\n * @return {Boolean} Whether the glitch effect is active.\n */\n isActive() {\n return this.active;\n }\n /**\n * The minimum delay between glitch activations.\n *\n * @type {Number}\n */\n get minDelay() {\n return this.delay.x;\n }\n set minDelay(value) {\n this.delay.x = value;\n }\n /**\n * Returns the minimum delay between glitch activations.\n *\n * @deprecated Use minDelay instead.\n * @return {Number} The minimum delay in seconds.\n */\n getMinDelay() {\n return this.delay.x;\n }\n /**\n * Sets the minimum delay between glitch activations.\n *\n * @deprecated Use minDelay instead.\n * @param {Number} value - The minimum delay in seconds.\n */\n setMinDelay(value) {\n this.delay.x = value;\n }\n /**\n * The maximum delay between glitch activations.\n *\n * @type {Number}\n */\n get maxDelay() {\n return this.delay.y;\n }\n set maxDelay(value) {\n this.delay.y = value;\n }\n /**\n * Returns the maximum delay between glitch activations.\n *\n * @deprecated Use maxDelay instead.\n * @return {Number} The maximum delay in seconds.\n */\n getMaxDelay() {\n return this.delay.y;\n }\n /**\n * Sets the maximum delay between glitch activations.\n *\n * @deprecated Use maxDelay instead.\n * @param {Number} value - The maximum delay in seconds.\n */\n setMaxDelay(value) {\n this.delay.y = value;\n }\n /**\n * The minimum duration of sporadic glitches.\n *\n * @type {Number}\n */\n get minDuration() {\n return this.duration.x;\n }\n set minDuration(value) {\n this.duration.x = value;\n }\n /**\n * Returns the minimum duration of sporadic glitches.\n *\n * @deprecated Use minDuration instead.\n * @return {Number} The minimum duration in seconds.\n */\n getMinDuration() {\n return this.duration.x;\n }\n /**\n * Sets the minimum duration of sporadic glitches.\n *\n * @deprecated Use minDuration instead.\n * @param {Number} value - The minimum duration in seconds.\n */\n setMinDuration(value) {\n this.duration.x = value;\n }\n /**\n * The maximum duration of sporadic glitches.\n *\n * @type {Number}\n */\n get maxDuration() {\n return this.duration.y;\n }\n set maxDuration(value) {\n this.duration.y = value;\n }\n /**\n * Returns the maximum duration of sporadic glitches.\n *\n * @deprecated Use maxDuration instead.\n * @return {Number} The maximum duration in seconds.\n */\n getMaxDuration() {\n return this.duration.y;\n }\n /**\n * Sets the maximum duration of sporadic glitches.\n *\n * @deprecated Use maxDuration instead.\n * @param {Number} value - The maximum duration in seconds.\n */\n setMaxDuration(value) {\n this.duration.y = value;\n }\n /**\n * The strength of weak glitches.\n *\n * @type {Number}\n */\n get minStrength() {\n return this.strength.x;\n }\n set minStrength(value) {\n this.strength.x = value;\n }\n /**\n * Returns the strength of weak glitches.\n *\n * @deprecated Use minStrength instead.\n * @return {Number} The strength.\n */\n getMinStrength() {\n return this.strength.x;\n }\n /**\n * Sets the strength of weak glitches.\n *\n * @deprecated Use minStrength instead.\n * @param {Number} value - The strength.\n */\n setMinStrength(value) {\n this.strength.x = value;\n }\n /**\n * The strength of strong glitches.\n *\n * @type {Number}\n */\n get maxStrength() {\n return this.strength.y;\n }\n set maxStrength(value) {\n this.strength.y = value;\n }\n /**\n * Returns the strength of strong glitches.\n *\n * @deprecated Use maxStrength instead.\n * @return {Number} The strength.\n */\n getMaxStrength() {\n return this.strength.y;\n }\n /**\n * Sets the strength of strong glitches.\n *\n * @deprecated Use maxStrength instead.\n * @param {Number} value - The strength.\n */\n setMaxStrength(value) {\n this.strength.y = value;\n }\n /**\n * Returns the current glitch mode.\n *\n * @deprecated Use mode instead.\n * @return {GlitchMode} The mode.\n */\n getMode() {\n return this.mode;\n }\n /**\n * Sets the current glitch mode.\n *\n * @deprecated Use mode instead.\n * @param {GlitchMode} value - The mode.\n */\n setMode(value) {\n this.mode = value;\n }\n /**\n * Returns the glitch ratio.\n *\n * @deprecated Use ratio instead.\n * @return {Number} The ratio.\n */\n getGlitchRatio() {\n return 1 - this.ratio;\n }\n /**\n * Sets the ratio of weak (0.0) and strong (1.0) glitches.\n *\n * @deprecated Use ratio instead.\n * @param {Number} value - The ratio. Range is [0.0, 1.0].\n */\n setGlitchRatio(value) {\n this.ratio = Math.min(Math.max(1 - value, 0), 1);\n }\n /**\n * The glitch column size.\n *\n * @type {Number}\n */\n get columns() {\n return this.uniforms.get(\"columns\").value;\n }\n set columns(value) {\n this.uniforms.get(\"columns\").value = value;\n }\n /**\n * Returns the glitch column size.\n *\n * @deprecated Use columns instead.\n * @return {Number} The glitch column size.\n */\n getGlitchColumns() {\n return this.columns;\n }\n /**\n * Sets the glitch column size.\n *\n * @deprecated Use columns instead.\n * @param {Number} value - The glitch column size.\n */\n setGlitchColumns(value) {\n this.columns = value;\n }\n /**\n * Returns the chromatic aberration offset.\n *\n * @deprecated Use chromaticAberrationOffset instead.\n * @return {Vector2} The offset.\n */\n getChromaticAberrationOffset() {\n return this.chromaticAberrationOffset;\n }\n /**\n * Sets the chromatic aberration offset.\n *\n * @deprecated Use chromaticAberrationOffset instead.\n * @param {Vector2} value - The offset.\n */\n setChromaticAberrationOffset(value) {\n this.chromaticAberrationOffset = value;\n }\n /**\n * The perturbation map.\n *\n * @type {Texture}\n */\n get perturbationMap() {\n return this.uniforms.get(\"perturbationMap\").value;\n }\n set perturbationMap(value) {\n const currentMap = this.perturbationMap;\n if (currentMap !== null && currentMap.name === textureTag) {\n currentMap.dispose();\n }\n value.minFilter = value.magFilter = import_three31.NearestFilter;\n value.wrapS = value.wrapT = import_three31.RepeatWrapping;\n value.generateMipmaps = false;\n this.uniforms.get(\"perturbationMap\").value = value;\n }\n /**\n * Returns the current perturbation map.\n *\n * @deprecated Use perturbationMap instead.\n * @return {Texture} The current perturbation map.\n */\n getPerturbationMap() {\n return this.perturbationMap;\n }\n /**\n * Replaces the current perturbation map with the given one.\n *\n * The current map will be disposed if it was generated by this effect.\n *\n * @deprecated Use perturbationMap instead.\n * @param {Texture} value - The new perturbation map.\n */\n setPerturbationMap(value) {\n this.perturbationMap = value;\n }\n /**\n * Generates a perturbation map.\n *\n * @deprecated Use NoiseTexture instead.\n * @param {Number} [value=64] - The texture size.\n * @return {DataTexture} The perturbation map.\n */\n generatePerturbationMap(value = 64) {\n const map = new NoiseTexture(value, value, import_three31.RGBAFormat);\n map.name = textureTag;\n return map;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const mode = this.mode;\n const breakPoint = this.breakPoint;\n const offset = this.chromaticAberrationOffset;\n const s = this.strength;\n let time = this.time;\n let active = false;\n let r = 0, a = 0;\n let trigger;\n if (mode !== GlitchMode.DISABLED) {\n if (mode === GlitchMode.SPORADIC) {\n time += deltaTime;\n trigger = time > breakPoint.x;\n if (time >= breakPoint.x + breakPoint.y) {\n breakPoint.set(\n randomFloat(this.delay.x, this.delay.y),\n randomFloat(this.duration.x, this.duration.y)\n );\n time = 0;\n }\n }\n r = Math.random();\n this.uniforms.get(\"random\").value = r;\n if (trigger && r > this.ratio || mode === GlitchMode.CONSTANT_WILD) {\n active = true;\n r *= s.y * 0.03;\n a = randomFloat(-Math.PI, Math.PI);\n this.seeds.set(randomFloat(-s.y, s.y), randomFloat(-s.y, s.y));\n this.distortion.set(randomFloat(0, 1), randomFloat(0, 1));\n } else if (trigger || mode === GlitchMode.CONSTANT_MILD) {\n active = true;\n r *= s.x * 0.03;\n a = randomFloat(-Math.PI, Math.PI);\n this.seeds.set(randomFloat(-s.x, s.x), randomFloat(-s.x, s.x));\n this.distortion.set(randomFloat(0, 1), randomFloat(0, 1));\n }\n this.time = time;\n }\n if (offset !== null) {\n if (active) {\n offset.set(Math.cos(a), Math.sin(a)).multiplyScalar(r);\n } else {\n offset.set(0, 0);\n }\n }\n this.uniforms.get(\"active\").value = active;\n }\n /**\n * Deletes generated resources.\n */\n dispose() {\n const map = this.perturbationMap;\n if (map !== null && map.name === textureTag) {\n map.dispose();\n }\n }\n};\n\n// src/effects/GodRaysEffect.js\nvar import_three34 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/DepthMaskMaterial.js\nvar import_three32 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/DepthTestStrategy.js\nvar DepthTestStrategy = {\n DEFAULT: 0,\n KEEP_MAX_DEPTH: 1,\n DISCARD_MAX_DEPTH: 2\n};\n\n// src/materials/glsl/depth-mask.frag\nvar depth_mask_default = \"#include \\n#include \\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer0;uniform highp sampler2D depthBuffer1;\\n#else\\nuniform mediump sampler2D depthBuffer0;uniform mediump sampler2D depthBuffer1;\\n#endif\\nuniform sampler2D inputBuffer;uniform vec2 cameraNearFar;float getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#endif\\n}varying vec2 vUv;void main(){vec2 depth;\\n#if DEPTH_PACKING_0 == 3201\\ndepth.x=unpackRGBAToDepth(texture2D(depthBuffer0,vUv));\\n#else\\ndepth.x=texture2D(depthBuffer0,vUv).r;\\n#ifdef LOG_DEPTH\\nfloat d=pow(2.0,depth.x*log2(cameraNearFar.y+1.0))-1.0;float a=cameraNearFar.y/(cameraNearFar.y-cameraNearFar.x);float b=cameraNearFar.y*cameraNearFar.x/(cameraNearFar.x-cameraNearFar.y);depth.x=a+b/d;\\n#endif\\n#endif\\n#if DEPTH_PACKING_1 == 3201\\ndepth.y=unpackRGBAToDepth(texture2D(depthBuffer1,vUv));\\n#else\\ndepth.y=texture2D(depthBuffer1,vUv).r;\\n#ifdef LOG_DEPTH\\nfloat d=pow(2.0,depth.y*log2(cameraNearFar.y+1.0))-1.0;float a=cameraNearFar.y/(cameraNearFar.y-cameraNearFar.x);float b=cameraNearFar.y*cameraNearFar.x/(cameraNearFar.x-cameraNearFar.y);depth.y=a+b/d;\\n#endif\\n#endif\\nbool isMaxDepth=(depth.x==1.0);\\n#ifdef PERSPECTIVE_CAMERA\\ndepth.x=viewZToOrthographicDepth(getViewZ(depth.x),cameraNearFar.x,cameraNearFar.y);depth.y=viewZToOrthographicDepth(getViewZ(depth.y),cameraNearFar.x,cameraNearFar.y);\\n#endif\\n#if DEPTH_TEST_STRATEGY == 0\\nbool keep=depthTest(depth.x,depth.y);\\n#elif DEPTH_TEST_STRATEGY == 1\\nbool keep=isMaxDepth||depthTest(depth.x,depth.y);\\n#else\\nbool keep=!isMaxDepth&&depthTest(depth.x,depth.y);\\n#endif\\nif(keep){gl_FragColor=texture2D(inputBuffer,vUv);}else{discard;}}\";\n\n// src/materials/DepthMaskMaterial.js\nvar DepthMaskMaterial = class extends import_three32.ShaderMaterial {\n /**\n * Constructs a new depth mask material.\n */\n constructor() {\n super({\n name: \"DepthMaskMaterial\",\n defines: {\n DEPTH_EPSILON: \"0.0001\",\n DEPTH_PACKING_0: \"0\",\n DEPTH_PACKING_1: \"0\",\n DEPTH_TEST_STRATEGY: DepthTestStrategy.KEEP_MAX_DEPTH\n },\n uniforms: {\n inputBuffer: new import_three32.Uniform(null),\n depthBuffer0: new import_three32.Uniform(null),\n depthBuffer1: new import_three32.Uniform(null),\n cameraNearFar: new import_three32.Uniform(new import_three32.Vector2(1, 1))\n },\n blending: import_three32.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: depth_mask_default,\n vertexShader: common_default\n });\n this.depthMode = import_three32.LessDepth;\n }\n /**\n * The primary depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer0(value) {\n this.uniforms.depthBuffer0.value = value;\n }\n /**\n * The primary depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking0(value) {\n this.defines.DEPTH_PACKING_0 = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the base depth buffer.\n *\n * @deprecated Use depthBuffer0 and depthPacking0 instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer0(buffer, depthPacking = import_three32.BasicDepthPacking) {\n this.depthBuffer0 = buffer;\n this.depthPacking0 = depthPacking;\n }\n /**\n * The secondary depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer1(value) {\n this.uniforms.depthBuffer1.value = value;\n }\n /**\n * The secondary depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking1(value) {\n this.defines.DEPTH_PACKING_1 = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer that will be compared with the base depth buffer.\n *\n * @deprecated Use depthBuffer1 and depthPacking1 instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer1(buffer, depthPacking = import_three32.BasicDepthPacking) {\n this.depthBuffer1 = buffer;\n this.depthPacking1 = depthPacking;\n }\n /**\n * The strategy for handling maximum depth.\n *\n * @type {DepthTestStrategy}\n */\n get maxDepthStrategy() {\n return Number(this.defines.DEPTH_TEST_STRATEGY);\n }\n set maxDepthStrategy(value) {\n this.defines.DEPTH_TEST_STRATEGY = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Indicates whether maximum depth values should be preserved.\n *\n * @type {Boolean}\n * @deprecated Use maxDepthStrategy instead.\n */\n get keepFar() {\n return this.maxDepthStrategy;\n }\n set keepFar(value) {\n this.maxDepthStrategy = value ? DepthTestStrategy.KEEP_MAX_DEPTH : DepthTestStrategy.DISCARD_MAX_DEPTH;\n }\n /**\n * Returns the strategy for dealing with maximum depth values.\n *\n * @deprecated Use maxDepthStrategy instead.\n * @return {DepthTestStrategy} The strategy.\n */\n getMaxDepthStrategy() {\n return this.maxDepthStrategy;\n }\n /**\n * Sets the strategy for dealing with maximum depth values.\n *\n * @deprecated Use maxDepthStrategy instead.\n * @param {DepthTestStrategy} value - The strategy.\n */\n setMaxDepthStrategy(value) {\n this.maxDepthStrategy = value;\n }\n /**\n * A small error threshold that is used for `EqualDepth` and `NotEqualDepth` tests. Default is `1e-4`.\n *\n * @type {Number}\n */\n get epsilon() {\n return Number(this.defines.DEPTH_EPSILON);\n }\n set epsilon(value) {\n this.defines.DEPTH_EPSILON = value.toFixed(16);\n this.needsUpdate = true;\n }\n /**\n * Returns the current error threshold for depth comparisons.\n *\n * @deprecated Use epsilon instead.\n * @return {Number} The error threshold.\n */\n getEpsilon() {\n return this.epsilon;\n }\n /**\n * Sets the depth comparison error threshold.\n *\n * @deprecated Use epsilon instead.\n * @param {Number} value - The new error threshold.\n */\n setEpsilon(value) {\n this.epsilon = value;\n }\n /**\n * The depth mode.\n *\n * @see https://threejs.org/docs/#api/en/constants/Materials\n * @type {DepthModes}\n */\n get depthMode() {\n return Number(this.defines.DEPTH_MODE);\n }\n set depthMode(value) {\n let depthTest;\n switch (value) {\n case import_three32.NeverDepth:\n depthTest = \"false\";\n break;\n case import_three32.AlwaysDepth:\n depthTest = \"true\";\n break;\n case import_three32.EqualDepth:\n depthTest = \"abs(d1 - d0) <= DEPTH_EPSILON\";\n break;\n case import_three32.NotEqualDepth:\n depthTest = \"abs(d1 - d0) > DEPTH_EPSILON\";\n break;\n case import_three32.LessDepth:\n depthTest = \"d0 > d1\";\n break;\n case import_three32.LessEqualDepth:\n depthTest = \"d0 >= d1\";\n break;\n case import_three32.GreaterEqualDepth:\n depthTest = \"d0 <= d1\";\n break;\n case import_three32.GreaterDepth:\n default:\n depthTest = \"d0 < d1\";\n break;\n }\n this.defines.DEPTH_MODE = value.toFixed(0);\n this.defines[\"depthTest(d0, d1)\"] = depthTest;\n this.needsUpdate = true;\n }\n /**\n * Returns the current depth mode.\n *\n * @deprecated Use depthMode instead.\n * @return {DepthModes} The depth mode. Default is `LessDepth`.\n */\n getDepthMode() {\n return this.depthMode;\n }\n /**\n * Sets the depth mode.\n *\n * @deprecated Use depthMode instead.\n * @param {DepthModes} mode - The depth mode.\n */\n setDepthMode(mode) {\n this.depthMode = mode;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNearFar.value.set(camera.near, camera.far);\n if (camera instanceof import_three32.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n};\n\n// src/materials/GodRaysMaterial.js\nvar import_three33 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.god-rays.frag\nvar convolution_god_rays_default = \"#include \\n#include \\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform vec2 lightPosition;uniform float exposure;uniform float decay;uniform float density;uniform float weight;uniform float clampMax;varying vec2 vUv;void main(){vec2 coord=vUv;vec2 delta=lightPosition-coord;delta*=1.0/SAMPLES_FLOAT*density;float illuminationDecay=1.0;vec4 color=vec4(0.0);for(int i=0;i\\n}\";\n\n// src/materials/GodRaysMaterial.js\nvar GodRaysMaterial = class extends import_three33.ShaderMaterial {\n /**\n * Constructs a new god rays material.\n *\n * TODO Remove lightPosition param.\n * @param {Vector2} lightPosition - Deprecated.\n */\n constructor(lightPosition) {\n super({\n name: \"GodRaysMaterial\",\n defines: {\n SAMPLES_INT: \"60\",\n SAMPLES_FLOAT: \"60.0\"\n },\n uniforms: {\n inputBuffer: new import_three33.Uniform(null),\n lightPosition: new import_three33.Uniform(lightPosition),\n density: new import_three33.Uniform(1),\n decay: new import_three33.Uniform(1),\n weight: new import_three33.Uniform(1),\n exposure: new import_three33.Uniform(1),\n clampMax: new import_three33.Uniform(1)\n },\n blending: import_three33.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_god_rays_default,\n vertexShader: common_default\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The screen space position of the light source.\n *\n * @type {Vector2}\n */\n get lightPosition() {\n return this.uniforms.lightPosition.value;\n }\n /**\n * Returns the screen space position of the light source.\n *\n * @deprecated Use lightPosition instead.\n * @return {Vector2} The position.\n */\n getLightPosition() {\n return this.uniforms.lightPosition.value;\n }\n /**\n * Sets the screen space position of the light source.\n *\n * @deprecated Use lightPosition instead.\n * @param {Vector2} value - The position.\n */\n setLightPosition(value) {\n this.uniforms.lightPosition.value = value;\n }\n /**\n * The density.\n *\n * @type {Number}\n */\n get density() {\n return this.uniforms.density.value;\n }\n set density(value) {\n this.uniforms.density.value = value;\n }\n /**\n * Returns the density.\n *\n * @deprecated Use density instead.\n * @return {Number} The density.\n */\n getDensity() {\n return this.uniforms.density.value;\n }\n /**\n * Sets the density.\n *\n * @deprecated Use density instead.\n * @param {Number} value - The density.\n */\n setDensity(value) {\n this.uniforms.density.value = value;\n }\n /**\n * The decay.\n *\n * @type {Number}\n */\n get decay() {\n return this.uniforms.decay.value;\n }\n set decay(value) {\n this.uniforms.decay.value = value;\n }\n /**\n * Returns the decay.\n *\n * @deprecated Use decay instead.\n * @return {Number} The decay.\n */\n getDecay() {\n return this.uniforms.decay.value;\n }\n /**\n * Sets the decay.\n *\n * @deprecated Use decay instead.\n * @param {Number} value - The decay.\n */\n setDecay(value) {\n this.uniforms.decay.value = value;\n }\n /**\n * The weight.\n *\n * @type {Number}\n */\n get weight() {\n return this.uniforms.weight.value;\n }\n set weight(value) {\n this.uniforms.weight.value = value;\n }\n /**\n * Returns the weight.\n *\n * @deprecated Use weight instead.\n * @return {Number} The weight.\n */\n getWeight() {\n return this.uniforms.weight.value;\n }\n /**\n * Sets the weight.\n *\n * @deprecated Use weight instead.\n * @param {Number} value - The weight.\n */\n setWeight(value) {\n this.uniforms.weight.value = value;\n }\n /**\n * The exposure.\n *\n * @type {Number}\n */\n get exposure() {\n return this.uniforms.exposure.value;\n }\n set exposure(value) {\n this.uniforms.exposure.value = value;\n }\n /**\n * Returns the exposure.\n *\n * @deprecated Use exposure instead.\n * @return {Number} The exposure.\n */\n getExposure() {\n return this.uniforms.exposure.value;\n }\n /**\n * Sets the exposure.\n *\n * @deprecated Use exposure instead.\n * @param {Number} value - The exposure.\n */\n setExposure(value) {\n this.uniforms.exposure.value = value;\n }\n /**\n * The maximum light intensity.\n *\n * @type {Number}\n */\n get maxIntensity() {\n return this.uniforms.clampMax.value;\n }\n set maxIntensity(value) {\n this.uniforms.clampMax.value = value;\n }\n /**\n * Returns the maximum light intensity.\n *\n * @deprecated Use maxIntensity instead.\n * @return {Number} The maximum light intensity.\n */\n getMaxIntensity() {\n return this.uniforms.clampMax.value;\n }\n /**\n * Sets the maximum light intensity.\n *\n * @deprecated Use maxIntensity instead.\n * @param {Number} value - The maximum light intensity.\n */\n setMaxIntensity(value) {\n this.uniforms.clampMax.value = value;\n }\n /**\n * The amount of samples per pixel.\n *\n * @type {Number}\n */\n get samples() {\n return Number(this.defines.SAMPLES_INT);\n }\n set samples(value) {\n const s = Math.floor(value);\n this.defines.SAMPLES_INT = s.toFixed(0);\n this.defines.SAMPLES_FLOAT = s.toFixed(1);\n this.needsUpdate = true;\n }\n /**\n * Returns the amount of samples per pixel.\n *\n * @deprecated Use samples instead.\n * @return {Number} The sample count.\n */\n getSamples() {\n return this.samples;\n }\n /**\n * Sets the amount of samples per pixel.\n *\n * @deprecated Use samples instead.\n * @param {Number} value - The sample count.\n */\n setSamples(value) {\n this.samples = value;\n }\n};\n\n// src/passes/RenderPass.js\nvar RenderPass = class extends Pass {\n /**\n * Constructs a new render pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use to render the scene.\n * @param {Material} [overrideMaterial=null] - An override material.\n */\n constructor(scene, camera, overrideMaterial = null) {\n super(\"RenderPass\", scene, camera);\n this.needsSwap = false;\n this.clearPass = new ClearPass();\n this.overrideMaterialManager = overrideMaterial === null ? null : new OverrideMaterialManager(overrideMaterial);\n this.ignoreBackground = false;\n this.skipShadowMapUpdate = false;\n this.selection = null;\n }\n set mainScene(value) {\n this.scene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n }\n get renderToScreen() {\n return super.renderToScreen;\n }\n set renderToScreen(value) {\n super.renderToScreen = value;\n this.clearPass.renderToScreen = value;\n }\n /**\n * The current override material.\n *\n * @type {Material}\n */\n get overrideMaterial() {\n const manager = this.overrideMaterialManager;\n return manager !== null ? manager.material : null;\n }\n set overrideMaterial(value) {\n const manager = this.overrideMaterialManager;\n if (value !== null) {\n if (manager !== null) {\n manager.setMaterial(value);\n } else {\n this.overrideMaterialManager = new OverrideMaterialManager(value);\n }\n } else if (manager !== null) {\n manager.dispose();\n this.overrideMaterialManager = null;\n }\n }\n /**\n * Returns the current override material.\n *\n * @deprecated Use overrideMaterial instead.\n * @return {Material} The material.\n */\n getOverrideMaterial() {\n return this.overrideMaterial;\n }\n /**\n * Sets the override material.\n *\n * @deprecated Use overrideMaterial instead.\n * @return {Material} value - The material.\n */\n setOverrideMaterial(value) {\n this.overrideMaterial = value;\n }\n /**\n * Indicates whether the target buffer should be cleared before rendering.\n *\n * @type {Boolean}\n * @deprecated Use clearPass.enabled instead.\n */\n get clear() {\n return this.clearPass.enabled;\n }\n set clear(value) {\n this.clearPass.enabled = value;\n }\n /**\n * Returns the selection. Default is `null` (no restriction).\n *\n * @deprecated Use selection instead.\n * @return {Selection} The selection.\n */\n getSelection() {\n return this.selection;\n }\n /**\n * Sets the selection. Set to `null` to disable.\n *\n * @deprecated Use selection instead.\n * @param {Selection} value - The selection.\n */\n setSelection(value) {\n this.selection = value;\n }\n /**\n * Indicates whether the scene background is disabled.\n *\n * @deprecated Use ignoreBackground instead.\n * @return {Boolean} Whether the scene background is disabled.\n */\n isBackgroundDisabled() {\n return this.ignoreBackground;\n }\n /**\n * Enables or disables the scene background.\n *\n * @deprecated Use ignoreBackground instead.\n * @param {Boolean} value - Whether the scene background should be disabled.\n */\n setBackgroundDisabled(value) {\n this.ignoreBackground = value;\n }\n /**\n * Indicates whether the shadow map auto update is disabled.\n *\n * @deprecated Use skipShadowMapUpdate instead.\n * @return {Boolean} Whether the shadow map update is disabled.\n */\n isShadowMapDisabled() {\n return this.skipShadowMapUpdate;\n }\n /**\n * Enables or disables the shadow map auto update.\n *\n * @deprecated Use skipShadowMapUpdate instead.\n * @param {Boolean} value - Whether the shadow map auto update should be disabled.\n */\n setShadowMapDisabled(value) {\n this.skipShadowMapUpdate = value;\n }\n /**\n * Returns the clear pass.\n *\n * @deprecated Use clearPass.enabled instead.\n * @return {ClearPass} The clear pass.\n */\n getClearPass() {\n return this.clearPass;\n }\n /**\n * Renders the scene.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const selection = this.selection;\n const mask = camera.layers.mask;\n const background = scene.background;\n const shadowMapAutoUpdate = renderer.shadowMap.autoUpdate;\n const renderTarget = this.renderToScreen ? null : inputBuffer;\n if (selection !== null) {\n camera.layers.set(selection.getLayer());\n }\n if (this.skipShadowMapUpdate) {\n renderer.shadowMap.autoUpdate = false;\n }\n if (this.ignoreBackground || this.clearPass.overrideClearColor !== null) {\n scene.background = null;\n }\n if (this.clearPass.enabled) {\n this.clearPass.render(renderer, inputBuffer);\n }\n renderer.setRenderTarget(renderTarget);\n if (this.overrideMaterialManager !== null) {\n this.overrideMaterialManager.render(renderer, scene, camera);\n } else {\n renderer.render(scene, camera);\n }\n camera.layers.mask = mask;\n scene.background = background;\n renderer.shadowMap.autoUpdate = shadowMapAutoUpdate;\n }\n};\n\n// src/effects/glsl/god-rays.frag\nvar god_rays_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=texture2D(map,uv);}\";\n\n// src/effects/GodRaysEffect.js\nvar v = /* @__PURE__ */ new import_three34.Vector3();\nvar m = /* @__PURE__ */ new import_three34.Matrix4();\nvar GodRaysEffect = class extends Effect {\n /**\n * Constructs a new god rays effect.\n *\n * @param {Camera} [camera] - The main camera.\n * @param {Mesh|Points} [lightSource] - The light source. Must not write depth and has to be flagged as transparent.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.\n * @param {Number} [options.samples=60.0] - The number of samples per pixel.\n * @param {Number} [options.density=0.96] - The density of the light rays.\n * @param {Number} [options.decay=0.9] - An illumination decay factor.\n * @param {Number} [options.weight=0.4] - A light ray weight factor.\n * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient.\n * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n * @param {KernelSize} [options.kernelSize=KernelSize.SMALL] - The blur kernel size. Has no effect if blur is disabled.\n * @param {Boolean} [options.blur=true] - Whether the god rays should be blurred to reduce artifacts.\n */\n constructor(camera, lightSource, {\n blendFunction = BlendFunction.SCREEN,\n samples = 60,\n density = 0.96,\n decay = 0.9,\n weight = 0.4,\n exposure = 0.6,\n clampMax = 1,\n blur = true,\n kernelSize = KernelSize.SMALL,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"GodRaysEffect\", god_rays_default, {\n blendFunction,\n attributes: EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"map\", new import_three34.Uniform(null)]\n ])\n });\n this.camera = camera;\n this._lightSource = lightSource;\n this.lightSource = lightSource;\n this.lightScene = new import_three34.Scene();\n this.screenPosition = new import_three34.Vector2();\n this.renderTargetA = new import_three34.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"GodRays.Target.A\";\n this.renderTargetB = this.renderTargetA.clone();\n this.renderTargetB.texture.name = \"GodRays.Target.B\";\n this.uniforms.get(\"map\").value = this.renderTargetB.texture;\n this.renderTargetLight = new import_three34.WebGLRenderTarget(1, 1);\n this.renderTargetLight.texture.name = \"GodRays.Light\";\n this.renderTargetLight.depthTexture = new import_three34.DepthTexture();\n this.renderPassLight = new RenderPass(this.lightScene, camera);\n this.renderPassLight.clearPass.overrideClearColor = new import_three34.Color(0);\n this.clearPass = new ClearPass(true, false, false);\n this.clearPass.overrideClearColor = new import_three34.Color(0);\n this.blurPass = new KawaseBlurPass({ kernelSize });\n this.blurPass.enabled = blur;\n this.depthMaskPass = new ShaderPass(new DepthMaskMaterial());\n const depthMaskMaterial = this.depthMaskMaterial;\n depthMaskMaterial.depthBuffer1 = this.renderTargetLight.depthTexture;\n depthMaskMaterial.copyCameraSettings(camera);\n this.godRaysPass = new ShaderPass(new GodRaysMaterial(this.screenPosition));\n const godRaysMaterial = this.godRaysMaterial;\n godRaysMaterial.density = density;\n godRaysMaterial.decay = decay;\n godRaysMaterial.weight = weight;\n godRaysMaterial.exposure = exposure;\n godRaysMaterial.maxIntensity = clampMax;\n godRaysMaterial.samples = samples;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n set mainCamera(value) {\n this.camera = value;\n this.renderPassLight.mainCamera = value;\n this.depthMaskMaterial.copyCameraSettings(value);\n }\n /**\n * Sets the light source.\n *\n * @type {Mesh|Points}\n */\n get lightSource() {\n return this._lightSource;\n }\n set lightSource(value) {\n this._lightSource = value;\n if (value !== null) {\n value.material.depthWrite = false;\n value.material.transparent = true;\n }\n }\n /**\n * Returns the blur pass that reduces aliasing artifacts and makes the light softer.\n *\n * @deprecated Use blurPass instead.\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * A texture that contains the intermediate result of this effect.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTargetB.texture;\n }\n /**\n * Returns the god rays texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.texture;\n }\n /**\n * The depth mask material.\n *\n * @type {DepthMaskMaterial}\n * @private\n */\n get depthMaskMaterial() {\n return this.depthMaskPass.fullscreenMaterial;\n }\n /**\n * The internal god rays material.\n *\n * @type {GodRaysMaterial}\n */\n get godRaysMaterial() {\n return this.godRaysPass.fullscreenMaterial;\n }\n /**\n * Returns the god rays material.\n *\n * @deprecated Use godRaysMaterial instead.\n * @return {GodRaysMaterial} The material.\n */\n getGodRaysMaterial() {\n return this.godRaysMaterial;\n }\n /**\n * Returns the resolution of this effect.\n *\n * @deprecated Use resolution instead.\n * @return {GodRaysMaterial} The material.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.width instead.\n */\n get width() {\n return this.resolution.width;\n }\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.height instead.\n */\n get height() {\n return this.resolution.height;\n }\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get dithering() {\n return this.godRaysMaterial.dithering;\n }\n set dithering(value) {\n const material = this.godRaysMaterial;\n material.dithering = value;\n material.needsUpdate = true;\n }\n /**\n * Indicates whether the god rays should be blurred to reduce artifacts.\n *\n * @type {Boolean}\n * @deprecated Use blurPass.enabled instead.\n */\n get blur() {\n return this.blurPass.enabled;\n }\n set blur(value) {\n this.blurPass.enabled = value;\n }\n /**\n * The blur kernel size.\n *\n * @type {KernelSize}\n * @deprecated Use blurPass.kernelSize instead.\n */\n get kernelSize() {\n return this.blurPass.kernelSize;\n }\n set kernelSize(value) {\n this.blurPass.kernelSize = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * The number of samples per pixel.\n *\n * @type {Number}\n * @deprecated Use godRaysMaterial.samples instead.\n */\n get samples() {\n return this.godRaysMaterial.samples;\n }\n /**\n * A higher sample count improves quality at the cost of performance.\n *\n * @type {Number}\n * @deprecated Use godRaysMaterial.samples instead.\n */\n set samples(value) {\n this.godRaysMaterial.samples = value;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {Number} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three34.BasicDepthPacking) {\n this.depthMaskPass.fullscreenMaterial.depthBuffer0 = depthTexture;\n this.depthMaskPass.fullscreenMaterial.depthPacking0 = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const lightSource = this.lightSource;\n const parent = lightSource.parent;\n const matrixAutoUpdate = lightSource.matrixAutoUpdate;\n const renderTargetA = this.renderTargetA;\n const renderTargetLight = this.renderTargetLight;\n lightSource.material.depthWrite = true;\n lightSource.matrixAutoUpdate = false;\n lightSource.updateWorldMatrix(true, false);\n if (parent !== null) {\n if (!matrixAutoUpdate) {\n m.copy(lightSource.matrix);\n }\n lightSource.matrix.copy(lightSource.matrixWorld);\n }\n this.lightScene.add(lightSource);\n this.renderPassLight.render(renderer, renderTargetLight);\n this.clearPass.render(renderer, renderTargetA);\n this.depthMaskPass.render(renderer, renderTargetLight, renderTargetA);\n lightSource.material.depthWrite = false;\n lightSource.matrixAutoUpdate = matrixAutoUpdate;\n if (parent !== null) {\n if (!matrixAutoUpdate) {\n lightSource.matrix.copy(m);\n }\n parent.add(lightSource);\n }\n v.setFromMatrixPosition(lightSource.matrixWorld).project(this.camera);\n this.screenPosition.set(\n Math.min(Math.max((v.x + 1) * 0.5, -1), 2),\n Math.min(Math.max((v.y + 1) * 0.5, -1), 2)\n );\n if (this.blurPass.enabled) {\n this.blurPass.render(renderer, renderTargetA, renderTargetA);\n }\n this.godRaysPass.render(renderer, renderTargetA, this.renderTargetB);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.renderTargetLight.setSize(w, h);\n this.blurPass.resolution.copy(resolution);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, frameBufferType);\n this.renderPassLight.initialize(renderer, alpha, frameBufferType);\n this.depthMaskPass.initialize(renderer, alpha, frameBufferType);\n this.godRaysPass.initialize(renderer, alpha, frameBufferType);\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n this.renderTargetLight.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three34.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three34.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three34.SRGBColorSpace;\n this.renderTargetLight.texture.colorSpace = import_three34.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/GridEffect.js\nvar import_three35 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/grid.frag\nvar grid_default = \"uniform vec2 scale;uniform float lineWidth;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){float grid=0.5-max(abs(mod(uv.x*scale.x,1.0)-0.5),abs(mod(uv.y*scale.y,1.0)-0.5));outputColor=vec4(vec3(smoothstep(0.0,lineWidth,grid)),inputColor.a);}\";\n\n// src/effects/GridEffect.js\nvar GridEffect = class extends Effect {\n /**\n * Constructs a new grid effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.OVERLAY] - The blend function of this effect.\n * @param {Number} [options.scale=1.0] - The scale of the grid pattern.\n * @param {Number} [options.lineWidth=0.0] - The line width of the grid pattern.\n */\n constructor({ blendFunction = BlendFunction.OVERLAY, scale = 1, lineWidth = 0 } = {}) {\n super(\"GridEffect\", grid_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"scale\", new import_three35.Uniform(new import_three35.Vector2())],\n [\"lineWidth\", new import_three35.Uniform(lineWidth)]\n ])\n });\n this.resolution = new import_three35.Vector2();\n this.s = 0;\n this.scale = scale;\n this.l = 0;\n this.lineWidth = lineWidth;\n }\n /**\n * The scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.s;\n }\n set scale(value) {\n this.s = Math.max(value, 1e-6);\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the current grid scale.\n *\n * @deprecated Use scale instead.\n * @return {Number} The grid scale.\n */\n getScale() {\n return this.scale;\n }\n /**\n * Sets the grid scale.\n *\n * @deprecated Use scale instead.\n * @param {Number} value - The new grid scale.\n */\n setScale(value) {\n this.scale = value;\n }\n /**\n * The line width.\n *\n * @type {Number}\n */\n get lineWidth() {\n return this.l;\n }\n set lineWidth(value) {\n this.l = value;\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the current grid line width.\n *\n * @deprecated Use lineWidth instead.\n * @return {Number} The grid line width.\n */\n getLineWidth() {\n return this.lineWidth;\n }\n /**\n * Sets the grid line width.\n *\n * @deprecated Use lineWidth instead.\n * @param {Number} value - The new grid line width.\n */\n setLineWidth(value) {\n this.lineWidth = value;\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.resolution.set(width, height);\n const aspect = width / height;\n const scale = this.scale * (height * 0.125);\n this.uniforms.get(\"scale\").value.set(aspect * scale, scale);\n this.uniforms.get(\"lineWidth\").value = scale / height + this.lineWidth;\n }\n};\n\n// src/effects/HueSaturationEffect.js\nvar import_three36 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/hue-saturation.frag\nvar hue_saturation_default = \"uniform vec3 hue;uniform float saturation;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=vec3(dot(inputColor.rgb,hue.xyz),dot(inputColor.rgb,hue.zxy),dot(inputColor.rgb,hue.yzx));float average=(color.r+color.g+color.b)/3.0;vec3 diff=average-color;if(saturation>0.0){color+=diff*(1.0-1.0/(1.001-saturation));}else{color+=diff*-saturation;}outputColor=vec4(min(color,1.0),inputColor.a);}\";\n\n// src/effects/HueSaturationEffect.js\nvar HueSaturationEffect = class extends Effect {\n /**\n * Constructs a new hue/saturation effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Number} [options.hue=0.0] - The hue in radians.\n * @param {Number} [options.saturation=0.0] - The saturation factor, ranging from -1 to 1, where 0 means no change.\n */\n constructor({ blendFunction = BlendFunction.SRC, hue = 0, saturation = 0 } = {}) {\n super(\"HueSaturationEffect\", hue_saturation_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"hue\", new import_three36.Uniform(new import_three36.Vector3())],\n [\"saturation\", new import_three36.Uniform(saturation)]\n ])\n });\n this.hue = hue;\n }\n /**\n * The saturation.\n *\n * @type {Number}\n */\n get saturation() {\n return this.uniforms.get(\"saturation\").value;\n }\n set saturation(value) {\n this.uniforms.get(\"saturation\").value = value;\n }\n /**\n * Returns the saturation.\n *\n * @deprecated Use saturation instead.\n * @return {Number} The saturation.\n */\n getSaturation() {\n return this.saturation;\n }\n /**\n * Sets the saturation.\n *\n * @deprecated Use saturation instead.\n * @param {Number} value - The saturation.\n */\n setSaturation(value) {\n this.saturation = value;\n }\n /**\n * The hue.\n *\n * @type {Number}\n */\n get hue() {\n const hue = this.uniforms.get(\"hue\").value;\n return Math.acos((hue.x * 3 - 1) / 2);\n }\n set hue(value) {\n const s = Math.sin(value), c2 = Math.cos(value);\n this.uniforms.get(\"hue\").value.set(\n (2 * c2 + 1) / 3,\n (-Math.sqrt(3) * s - c2 + 1) / 3,\n (Math.sqrt(3) * s - c2 + 1) / 3\n );\n }\n /**\n * Returns the hue.\n *\n * @deprecated Use hue instead.\n * @return {Number} The hue in radians.\n */\n getHue() {\n return this.hue;\n }\n /**\n * Sets the hue.\n *\n * @deprecated Use hue instead.\n * @param {Number} value - The hue in radians.\n */\n setHue(value) {\n this.hue = value;\n }\n};\n\n// src/effects/LensDistortionEffect.js\nvar import_three37 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/lens-distortion.frag\nvar lens_distortion_default = \"uniform vec2 distortion;uniform vec2 principalPoint;uniform vec2 focalLength;uniform float skew;float mask(const in vec2 uv){return float(uv.s>=0.0&&uv.s<=1.0&&uv.t>=0.0&&uv.t<=1.0);}void mainUv(inout vec2 uv){vec2 xn=2.0*(uv.st-0.5);vec3 xDistorted=vec3((1.0+distortion*dot(xn,xn))*xn,1.0);mat3 kk=mat3(vec3(focalLength.x,0.0,0.0),vec3(skew*focalLength.x,focalLength.y,0.0),vec3(principalPoint.x,principalPoint.y,1.0));uv=(kk*xDistorted).xy*0.5+0.5;}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=mask(uv)*inputColor;}\";\n\n// src/effects/LensDistortionEffect.js\nvar LensDistortionEffect = class extends Effect {\n /**\n * Constructs a new lens distortion effect.\n *\n * @param {Object} [options] - The options.\n * @param {Vector2} [options.distortion] - The distortion value.\n * @param {Vector2} [options.principalPoint] - The center point.\n * @param {Vector2} [options.focalLength] - The focal length.\n * @param {Number} [options.skew=0] - The skew value.\n */\n constructor({\n distortion = new import_three37.Vector2(0, 0),\n principalPoint = new import_three37.Vector2(0, 0),\n focalLength = new import_three37.Vector2(1, 1),\n skew = 0\n } = {}) {\n super(\"LensDistortionEffect\", lens_distortion_default, {\n uniforms: /* @__PURE__ */ new Map([\n [\"distortion\", new import_three37.Uniform(distortion)],\n [\"principalPoint\", new import_three37.Uniform(principalPoint)],\n [\"focalLength\", new import_three37.Uniform(focalLength)],\n [\"skew\", new import_three37.Uniform(skew)]\n ])\n });\n }\n /**\n * The radial distortion coefficients. Default is (0, 0).\n *\n * @type {Vector2}\n */\n get distortion() {\n return this.uniforms.get(\"distortion\").value;\n }\n set distortion(value) {\n this.uniforms.get(\"distortion\").value = value;\n }\n /**\n * The principal point. Default is (0, 0).\n *\n * @type {Vector2}\n */\n get principalPoint() {\n return this.uniforms.get(\"principalPoint\").value;\n }\n set principalPoint(value) {\n this.uniforms.get(\"principalPoint\").value = value;\n }\n /**\n * The focal length. Default is (1, 1).\n *\n * @type {Vector2}\n */\n get focalLength() {\n return this.uniforms.get(\"focalLength\").value;\n }\n set focalLength(value) {\n this.uniforms.get(\"focalLength\").value = value;\n }\n /**\n * The skew factor in radians.\n *\n * @type {Number}\n */\n get skew() {\n return this.uniforms.get(\"skew\").value;\n }\n set skew(value) {\n this.uniforms.get(\"skew\").value = value;\n }\n};\n\n// src/effects/LUT1DEffect.js\nvar import_three38 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/lut-1d.frag\nvar lut_1d_default = \"#ifdef LUT_PRECISION_HIGH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D lut;\\n#else\\nuniform mediump sampler2D lut;\\n#endif\\n#else\\nuniform lowp sampler2D lut;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){outputColor=vec4(texture2D(lut,vec2(inputColor.r,0.5)).r,texture2D(lut,vec2(inputColor.g,0.5)).r,texture2D(lut,vec2(inputColor.b,0.5)).r,inputColor.a);}\";\n\n// src/effects/LUT1DEffect.js\nvar LUT1DEffect = class extends Effect {\n /**\n * Constructs a new color grading effect.\n *\n * @param {Texture} lut - The lookup texture.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n */\n constructor(lut, { blendFunction = BlendFunction.SRC } = {}) {\n super(\"LUT1DEffect\", lut_1d_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([[\"lut\", new import_three38.Uniform(null)]])\n });\n this.lut = lut;\n }\n /**\n * The LUT.\n *\n * @type {Texture}\n */\n get lut() {\n return this.uniforms.get(\"lut\").value;\n }\n set lut(value) {\n this.uniforms.get(\"lut\").value = value;\n if (value !== null && (value.type === import_three38.FloatType || value.type === import_three38.HalfFloatType)) {\n this.defines.set(\"LUT_PRECISION_HIGH\", \"1\");\n }\n }\n};\n\n// src/effects/LUT3DEffect.js\nvar import_three40 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/textures/lut/LookupTexture.js\nvar import_three39 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/enums/LUTOperation.js\nvar LUTOperation = {\n SCALE_UP: \"lut.scaleup\"\n};\n\n// src/textures/RawImageData.js\nfunction createCanvas(width, height, data) {\n const canvas = document.createElement(\"canvas\");\n const context = canvas.getContext(\"2d\");\n canvas.width = width;\n canvas.height = height;\n if (data instanceof Image) {\n context.drawImage(data, 0, 0);\n } else {\n const imageData = context.createImageData(width, height);\n imageData.data.set(data);\n context.putImageData(imageData, 0, 0);\n }\n return canvas;\n}\nvar RawImageData = class _RawImageData {\n /**\n * Constructs a new image data container.\n *\n * @param {Number} [width=0] - The width of the image.\n * @param {Number} [height=0] - The height of the image.\n * @param {Uint8ClampedArray} [data=null] - The image data.\n */\n constructor(width = 0, height = 0, data = null) {\n this.width = width;\n this.height = height;\n this.data = data;\n }\n /**\n * Creates a canvas from this image data.\n *\n * @return {Canvas} The canvas, or null if it couldn't be created.\n */\n toCanvas() {\n return typeof document === \"undefined\" ? null : createCanvas(this.width, this.height, this.data);\n }\n /**\n * Creates a new image data container.\n *\n * @param {ImageData|Image} image - An image or plain image data.\n * @return {RawImageData} The image data.\n */\n static from(image) {\n const { width, height } = image;\n let data;\n if (image instanceof Image) {\n const canvas = createCanvas(width, height, image);\n if (canvas !== null) {\n const context = canvas.getContext(\"2d\");\n data = context.getImageData(0, 0, width, height).data;\n }\n } else {\n data = image.data;\n }\n return new _RawImageData(width, height, data);\n }\n};\n\n// tmp/lut/worker.txt\nvar worker_default = '\"use strict\";(()=>{var O={SCALE_UP:\"lut.scaleup\"};var _=[new Float32Array(3),new Float32Array(3)],n=[new Float32Array(3),new Float32Array(3),new Float32Array(3),new Float32Array(3)],Z=[[new Float32Array([0,0,0]),new Float32Array([1,0,0]),new Float32Array([1,1,0]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([1,0,0]),new Float32Array([1,0,1]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,0,1]),new Float32Array([1,0,1]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,1,0]),new Float32Array([1,1,0]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,1,0]),new Float32Array([0,1,1]),new Float32Array([1,1,1])],[new Float32Array([0,0,0]),new Float32Array([0,0,1]),new Float32Array([0,1,1]),new Float32Array([1,1,1])]];function d(a,t,r,m){let i=r[0]-t[0],e=r[1]-t[1],y=r[2]-t[2],h=a[0]-t[0],A=a[1]-t[1],w=a[2]-t[2],c=e*w-y*A,l=y*h-i*w,x=i*A-e*h,u=Math.sqrt(c*c+l*l+x*x),b=u*.5,s=c/u,F=l/u,f=x/u,p=-(a[0]*s+a[1]*F+a[2]*f),M=m[0]*s+m[1]*F+m[2]*f;return Math.abs(M+p)*b/3}function V(a,t,r,m,i,e){let y=(r+m*t+i*t*t)*4;e[0]=a[y+0],e[1]=a[y+1],e[2]=a[y+2]}function k(a,t,r,m,i,e){let y=r*(t-1),h=m*(t-1),A=i*(t-1),w=Math.floor(y),c=Math.floor(h),l=Math.floor(A),x=Math.ceil(y),u=Math.ceil(h),b=Math.ceil(A),s=y-w,F=h-c,f=A-l;if(w===y&&c===h&&l===A)V(a,t,y,h,A,e);else{let p;s>=F&&F>=f?p=Z[0]:s>=f&&f>=F?p=Z[1]:f>=s&&s>=F?p=Z[2]:F>=s&&s>=f?p=Z[3]:F>=f&&f>=s?p=Z[4]:f>=F&&F>=s&&(p=Z[5]);let[M,g,X,Y]=p,P=_[0];P[0]=s,P[1]=F,P[2]=f;let o=_[1],L=x-w,S=u-c,U=b-l;o[0]=L*M[0]+w,o[1]=S*M[1]+c,o[2]=U*M[2]+l,V(a,t,o[0],o[1],o[2],n[0]),o[0]=L*g[0]+w,o[1]=S*g[1]+c,o[2]=U*g[2]+l,V(a,t,o[0],o[1],o[2],n[1]),o[0]=L*X[0]+w,o[1]=S*X[1]+c,o[2]=U*X[2]+l,V(a,t,o[0],o[1],o[2],n[2]),o[0]=L*Y[0]+w,o[1]=S*Y[1]+c,o[2]=U*Y[2]+l,V(a,t,o[0],o[1],o[2],n[3]);let T=d(g,X,Y,P)*6,q=d(M,X,Y,P)*6,C=d(M,g,Y,P)*6,E=d(M,g,X,P)*6;n[0][0]*=T,n[0][1]*=T,n[0][2]*=T,n[1][0]*=q,n[1][1]*=q,n[1][2]*=q,n[2][0]*=C,n[2][1]*=C,n[2][2]*=C,n[3][0]*=E,n[3][1]*=E,n[3][2]*=E,e[0]=n[0][0]+n[1][0]+n[2][0]+n[3][0],e[1]=n[0][1]+n[1][1]+n[2][1]+n[3][1],e[2]=n[0][2]+n[1][2]+n[2][2]+n[3][2]}}var v=class{static expand(t,r){let m=Math.cbrt(t.length/4),i=new Float32Array(3),e=new t.constructor(r**3*4),y=t instanceof Uint8Array?255:1,h=r**2,A=1/(r-1);for(let w=0;w{let t=a.data,r=t.data;switch(t.operation){case O.SCALE_UP:r=v.expand(r,t.size);break}postMessage(r,[r.buffer]),close()});})();\\n';\n\n// src/textures/lut/LookupTexture.js\nvar c = /* @__PURE__ */ new import_three39.Color();\nvar LookupTexture = class _LookupTexture extends import_three39.Data3DTexture {\n /**\n * Constructs a cubic 3D lookup texture.\n *\n * @param {TypedArray} data - The pixel data. The default format is RGBA.\n * @param {Number} size - The sidelength.\n */\n constructor(data, size) {\n super(data, size, size, size);\n this.type = import_three39.FloatType;\n this.format = import_three39.RGBAFormat;\n this.minFilter = import_three39.LinearFilter;\n this.magFilter = import_three39.LinearFilter;\n this.wrapS = import_three39.ClampToEdgeWrapping;\n this.wrapT = import_three39.ClampToEdgeWrapping;\n this.wrapR = import_three39.ClampToEdgeWrapping;\n this.unpackAlignment = 1;\n this.needsUpdate = true;\n this.colorSpace = import_three39.LinearSRGBColorSpace;\n this.domainMin = new import_three39.Vector3(0, 0, 0);\n this.domainMax = new import_three39.Vector3(1, 1, 1);\n }\n /**\n * Indicates that this is an instance of LookupTexture3D.\n *\n * @type {Boolean}\n * @deprecated\n */\n get isLookupTexture3D() {\n return true;\n }\n /**\n * Scales this LUT up to a given target size using tetrahedral interpolation.\n *\n * @param {Number} size - The target sidelength.\n * @param {Boolean} [transferData=true] - Extra fast mode. Set to false to keep the original data intact.\n * @return {Promise} A promise that resolves with a new LUT upon completion.\n */\n scaleUp(size, transferData = true) {\n const image = this.image;\n let promise;\n if (size <= image.width) {\n promise = Promise.reject(new Error(\"The target size must be greater than the current size\"));\n } else {\n promise = new Promise((resolve, reject) => {\n const workerURL = URL.createObjectURL(new Blob([worker_default], {\n type: \"text/javascript\"\n }));\n const worker = new Worker(workerURL);\n worker.addEventListener(\"error\", (event) => reject(event.error));\n worker.addEventListener(\"message\", (event) => {\n const lut = new _LookupTexture(event.data, size);\n this.colorSpace = lut.colorSpace;\n lut.type = this.type;\n lut.name = this.name;\n URL.revokeObjectURL(workerURL);\n resolve(lut);\n });\n const transferList = transferData ? [image.data.buffer] : [];\n worker.postMessage({\n operation: LUTOperation.SCALE_UP,\n data: image.data,\n size\n }, transferList);\n });\n }\n return promise;\n }\n /**\n * Applies the given LUT to this one.\n *\n * @param {LookupTexture} lut - A LUT. Must have the same dimensions, type and format as this LUT.\n * @return {LookupTexture} This texture.\n */\n applyLUT(lut) {\n const img0 = this.image;\n const img1 = lut.image;\n const size0 = Math.min(img0.width, img0.height, img0.depth);\n const size1 = Math.min(img1.width, img1.height, img1.depth);\n if (size0 !== size1) {\n console.error(\"Size mismatch\");\n } else if (lut.type !== import_three39.FloatType || this.type !== import_three39.FloatType) {\n console.error(\"Both LUTs must be FloatType textures\");\n } else if (lut.format !== import_three39.RGBAFormat || this.format !== import_three39.RGBAFormat) {\n console.error(\"Both LUTs must be RGBA textures\");\n } else {\n const data0 = img0.data;\n const data1 = img1.data;\n const size = size0;\n const sizeSq = size ** 2;\n const s = size - 1;\n for (let i = 0, l = size ** 3; i < l; ++i) {\n const i4 = i * 4;\n const r = data0[i4 + 0] * s;\n const g = data0[i4 + 1] * s;\n const b = data0[i4 + 2] * s;\n const iRGB = Math.round(r + g * size + b * sizeSq) * 4;\n data0[i4 + 0] = data1[iRGB + 0];\n data0[i4 + 1] = data1[iRGB + 1];\n data0[i4 + 2] = data1[iRGB + 2];\n }\n this.needsUpdate = true;\n }\n return this;\n }\n /**\n * Converts the LUT data into unsigned byte data.\n *\n * This is a lossy operation which should only be performed after all other transformations have been applied.\n *\n * @return {LookupTexture} This texture.\n */\n convertToUint8() {\n if (this.type === import_three39.FloatType) {\n const floatData = this.image.data;\n const uint8Data = new Uint8Array(floatData.length);\n for (let i = 0, l = floatData.length; i < l; ++i) {\n uint8Data[i] = floatData[i] * 255 + 0.5;\n }\n this.image.data = uint8Data;\n this.type = import_three39.UnsignedByteType;\n this.needsUpdate = true;\n }\n return this;\n }\n /**\n * Converts the LUT data into float data.\n *\n * @return {LookupTexture} This texture.\n */\n convertToFloat() {\n if (this.type === import_three39.UnsignedByteType) {\n const uint8Data = this.image.data;\n const floatData = new Float32Array(uint8Data.length);\n for (let i = 0, l = uint8Data.length; i < l; ++i) {\n floatData[i] = uint8Data[i] / 255;\n }\n this.image.data = floatData;\n this.type = import_three39.FloatType;\n this.needsUpdate = true;\n }\n return this;\n }\n /**\n * Converts this LUT into RGBA data.\n *\n * @deprecated LUTs are RGBA by default since three r137.\n * @return {LookupTexture} This texture.\n */\n convertToRGBA() {\n console.warn(\"LookupTexture\", \"convertToRGBA() is deprecated, LUTs are now RGBA by default\");\n return this;\n }\n /**\n * Converts the output of this LUT into sRGB color space.\n *\n * @return {LookupTexture} This texture.\n */\n convertLinearToSRGB() {\n const data = this.image.data;\n if (this.type === import_three39.FloatType) {\n for (let i = 0, l = data.length; i < l; i += 4) {\n c.fromArray(data, i).convertLinearToSRGB().toArray(data, i);\n }\n this.colorSpace = import_three39.SRGBColorSpace;\n this.needsUpdate = true;\n } else {\n console.error(\"Color space conversion requires FloatType data\");\n }\n return this;\n }\n /**\n * Converts the output of this LUT into linear color space.\n *\n * @return {LookupTexture} This texture.\n */\n convertSRGBToLinear() {\n const data = this.image.data;\n if (this.type === import_three39.FloatType) {\n for (let i = 0, l = data.length; i < l; i += 4) {\n c.fromArray(data, i).convertSRGBToLinear().toArray(data, i);\n }\n this.colorSpace = import_three39.LinearSRGBColorSpace;\n this.needsUpdate = true;\n } else {\n console.error(\"Color space conversion requires FloatType data\");\n }\n return this;\n }\n /**\n * Converts this LUT into a 2D data texture.\n *\n * Please note that custom input domains are not carried over to 2D textures.\n *\n * @return {DataTexture} The texture.\n */\n toDataTexture() {\n const width = this.image.width;\n const height = this.image.height * this.image.depth;\n const texture = new import_three39.DataTexture(this.image.data, width, height);\n texture.name = this.name;\n texture.type = this.type;\n texture.format = this.format;\n texture.minFilter = import_three39.LinearFilter;\n texture.magFilter = import_three39.LinearFilter;\n texture.wrapS = this.wrapS;\n texture.wrapT = this.wrapT;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n this.colorSpace = texture.colorSpace;\n return texture;\n }\n /**\n * Creates a new 3D LUT by copying a given LUT.\n *\n * Common image-based textures will be converted into 3D data textures.\n *\n * @param {Texture} texture - The LUT. Assumed to be cubic.\n * @return {LookupTexture} A new 3D LUT.\n */\n static from(texture) {\n const image = texture.image;\n const { width, height } = image;\n const size = Math.min(width, height);\n let data;\n if (image instanceof Image) {\n const rawImageData = RawImageData.from(image);\n const src = rawImageData.data;\n if (width > height) {\n data = new Uint8Array(src.length);\n for (let z = 0; z < size; ++z) {\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n const i4 = (x + z * size + y * size * size) * 4;\n const j4 = (x + y * size + z * size * size) * 4;\n data[j4 + 0] = src[i4 + 0];\n data[j4 + 1] = src[i4 + 1];\n data[j4 + 2] = src[i4 + 2];\n data[j4 + 3] = src[i4 + 3];\n }\n }\n }\n } else {\n data = new Uint8Array(src.buffer);\n }\n } else {\n data = image.data.slice();\n }\n const lut = new _LookupTexture(data, size);\n lut.type = texture.type;\n lut.name = texture.name;\n texture.colorSpace = lut.colorSpace;\n return lut;\n }\n /**\n * Creates a neutral 3D LUT.\n *\n * @param {Number} size - The sidelength.\n * @return {LookupTexture} A neutral 3D LUT.\n */\n static createNeutral(size) {\n const data = new Float32Array(size ** 3 * 4);\n const sizeSq = size ** 2;\n const s = 1 / (size - 1);\n for (let r = 0; r < size; ++r) {\n for (let g = 0; g < size; ++g) {\n for (let b = 0; b < size; ++b) {\n const i4 = (r + g * size + b * sizeSq) * 4;\n data[i4 + 0] = r * s;\n data[i4 + 1] = g * s;\n data[i4 + 2] = b * s;\n data[i4 + 3] = 1;\n }\n }\n }\n const lut = new _LookupTexture(data, size);\n lut.name = \"neutral\";\n return lut;\n }\n};\n\n// src/effects/glsl/lut-3d.frag\nvar lut_3d_default = \"uniform vec3 scale;uniform vec3 offset;\\n#ifdef CUSTOM_INPUT_DOMAIN\\nuniform vec3 domainMin;uniform vec3 domainMax;\\n#endif\\n#ifdef LUT_3D\\n#ifdef LUT_PRECISION_HIGH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler3D lut;\\n#else\\nuniform mediump sampler3D lut;\\n#endif\\n#else\\nuniform lowp sampler3D lut;\\n#endif\\nvec4 applyLUT(const in vec3 rgb){\\n#ifdef TETRAHEDRAL_INTERPOLATION\\nvec3 p=floor(rgb);vec3 f=rgb-p;vec3 v1=(p+0.5)*LUT_TEXEL_WIDTH;vec3 v4=(p+1.5)*LUT_TEXEL_WIDTH;vec3 v2,v3;vec3 frac;if(f.r>=f.g){if(f.g>f.b){frac=f.rgb;v2=vec3(v4.x,v1.y,v1.z);v3=vec3(v4.x,v4.y,v1.z);}else if(f.r>=f.b){frac=f.rbg;v2=vec3(v4.x,v1.y,v1.z);v3=vec3(v4.x,v1.y,v4.z);}else{frac=f.brg;v2=vec3(v1.x,v1.y,v4.z);v3=vec3(v4.x,v1.y,v4.z);}}else{if(f.b>f.g){frac=f.bgr;v2=vec3(v1.x,v1.y,v4.z);v3=vec3(v1.x,v4.y,v4.z);}else if(f.r>=f.b){frac=f.grb;v2=vec3(v1.x,v4.y,v1.z);v3=vec3(v4.x,v4.y,v1.z);}else{frac=f.gbr;v2=vec3(v1.x,v4.y,v1.z);v3=vec3(v1.x,v4.y,v4.z);}}vec4 n1=texture(lut,v1);vec4 n2=texture(lut,v2);vec4 n3=texture(lut,v3);vec4 n4=texture(lut,v4);vec4 weights=vec4(1.0-frac.x,frac.x-frac.y,frac.y-frac.z,frac.z);vec4 result=weights*mat4(vec4(n1.r,n2.r,n3.r,n4.r),vec4(n1.g,n2.g,n3.g,n4.g),vec4(n1.b,n2.b,n3.b,n4.b),vec4(1.0));return vec4(result.rgb,1.0);\\n#else\\nreturn texture(lut,rgb);\\n#endif\\n}\\n#else\\n#ifdef LUT_PRECISION_HIGH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D lut;\\n#else\\nuniform mediump sampler2D lut;\\n#endif\\n#else\\nuniform lowp sampler2D lut;\\n#endif\\nvec4 applyLUT(const in vec3 rgb){float slice=rgb.b*LUT_SIZE;float slice0=floor(slice);float interp=slice-slice0;float centeredInterp=interp-0.5;float slice1=slice0+sign(centeredInterp);\\n#ifdef LUT_STRIP_HORIZONTAL\\nfloat xOffset=clamp(rgb.r*LUT_TEXEL_HEIGHT,LUT_TEXEL_WIDTH*0.5,LUT_TEXEL_HEIGHT-LUT_TEXEL_WIDTH*0.5);vec2 uv0=vec2(slice0*LUT_TEXEL_HEIGHT+xOffset,rgb.g);vec2 uv1=vec2(slice1*LUT_TEXEL_HEIGHT+xOffset,rgb.g);\\n#else\\nfloat yOffset=clamp(rgb.g*LUT_TEXEL_WIDTH,LUT_TEXEL_HEIGHT*0.5,LUT_TEXEL_WIDTH-LUT_TEXEL_HEIGHT*0.5);vec2 uv0=vec2(rgb.r,slice0*LUT_TEXEL_WIDTH+yOffset);vec2 uv1=vec2(rgb.r,slice1*LUT_TEXEL_WIDTH+yOffset);\\n#endif\\nvec4 sample0=texture2D(lut,uv0);vec4 sample1=texture2D(lut,uv1);return mix(sample0,sample1,abs(centeredInterp));}\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 c=inputColor.rgb;\\n#ifdef CUSTOM_INPUT_DOMAIN\\nif(c.r>=domainMin.r&&c.g>=domainMin.g&&c.b>=domainMin.b&&c.r<=domainMax.r&&c.g<=domainMax.g&&c.b<=domainMax.b){c=applyLUT(scale*c+offset).rgb;}else{c=inputColor.rgb;}\\n#else\\n#if !defined(LUT_3D) || defined(TETRAHEDRAL_INTERPOLATION)\\nc=clamp(c,0.0,1.0);\\n#endif\\nc=applyLUT(scale*c+offset).rgb;\\n#endif\\noutputColor=vec4(c,inputColor.a);}\";\n\n// src/effects/LUT3DEffect.js\nvar LUT3DEffect = class extends Effect {\n /**\n * Constructs a new color grading effect.\n *\n * @param {Texture} lut - The lookup texture.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Boolean} [options.tetrahedralInterpolation=false] - Enables or disables tetrahedral interpolation.\n * @param {ColorSpace} [options.inputColorSpace=SRGBColorSpace] - The input color space.\n */\n constructor(lut, {\n blendFunction = BlendFunction.SRC,\n tetrahedralInterpolation = false,\n inputColorSpace = import_three40.SRGBColorSpace\n } = {}) {\n super(\"LUT3DEffect\", lut_3d_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"lut\", new import_three40.Uniform(null)],\n [\"scale\", new import_three40.Uniform(new import_three40.Vector3())],\n [\"offset\", new import_three40.Uniform(new import_three40.Vector3())],\n [\"domainMin\", new import_three40.Uniform(null)],\n [\"domainMax\", new import_three40.Uniform(null)]\n ])\n });\n this.tetrahedralInterpolation = tetrahedralInterpolation;\n this.inputColorSpace = inputColorSpace;\n this.lut = lut;\n }\n /**\n * The LUT.\n *\n * @type {Texture}\n */\n get lut() {\n return this.uniforms.get(\"lut\").value;\n }\n set lut(value) {\n const defines = this.defines;\n const uniforms = this.uniforms;\n if (this.lut !== value) {\n uniforms.get(\"lut\").value = value;\n if (value !== null) {\n const image = value.image;\n const tetrahedralInterpolation = this.tetrahedralInterpolation;\n defines.clear();\n defines.set(\"LUT_SIZE\", Math.min(image.width, image.height).toFixed(16));\n defines.set(\"LUT_TEXEL_WIDTH\", (1 / image.width).toFixed(16));\n defines.set(\"LUT_TEXEL_HEIGHT\", (1 / image.height).toFixed(16));\n uniforms.get(\"domainMin\").value = null;\n uniforms.get(\"domainMax\").value = null;\n if (value.type === import_three40.FloatType || value.type === import_three40.HalfFloatType) {\n defines.set(\"LUT_PRECISION_HIGH\", \"1\");\n }\n if (image.width > image.height) {\n defines.set(\"LUT_STRIP_HORIZONTAL\", \"1\");\n } else if (value instanceof import_three40.Data3DTexture) {\n defines.set(\"LUT_3D\", \"1\");\n }\n if (value instanceof LookupTexture) {\n const min = value.domainMin;\n const max = value.domainMax;\n if (min.x !== 0 || min.y !== 0 || min.z !== 0 || max.x !== 1 || max.y !== 1 || max.z !== 1) {\n defines.set(\"CUSTOM_INPUT_DOMAIN\", \"1\");\n uniforms.get(\"domainMin\").value = min.clone();\n uniforms.get(\"domainMax\").value = max.clone();\n }\n }\n this.tetrahedralInterpolation = tetrahedralInterpolation;\n }\n }\n }\n /**\n * Returns the current LUT.\n *\n * @deprecated Use lut instead.\n * @return {Texture} The LUT.\n */\n getLUT() {\n return this.lut;\n }\n /**\n * Sets the LUT.\n *\n * @deprecated Use lut instead.\n * @param {Texture} value - The LUT.\n */\n setLUT(value) {\n this.lut = value;\n }\n /**\n * Updates the scale and offset for the LUT sampling coordinates.\n *\n * @private\n */\n updateScaleOffset() {\n const lut = this.lut;\n if (lut !== null) {\n const size = Math.min(lut.image.width, lut.image.height);\n const scale = this.uniforms.get(\"scale\").value;\n const offset = this.uniforms.get(\"offset\").value;\n if (this.tetrahedralInterpolation && lut instanceof import_three40.Data3DTexture) {\n if (this.defines.has(\"CUSTOM_INPUT_DOMAIN\")) {\n const domainScale = lut.domainMax.clone().sub(lut.domainMin);\n scale.setScalar(size - 1).divide(domainScale);\n offset.copy(lut.domainMin).negate().multiply(scale);\n } else {\n scale.setScalar(size - 1);\n offset.setScalar(0);\n }\n } else {\n if (this.defines.has(\"CUSTOM_INPUT_DOMAIN\")) {\n const domainScale = lut.domainMax.clone().sub(lut.domainMin).multiplyScalar(size);\n scale.setScalar(size - 1).divide(domainScale);\n offset.copy(lut.domainMin).negate().multiply(scale).addScalar(1 / (2 * size));\n } else {\n scale.setScalar((size - 1) / size);\n offset.setScalar(1 / (2 * size));\n }\n }\n }\n }\n /**\n * Configures parameters for tetrahedral interpolation.\n *\n * @private\n */\n configureTetrahedralInterpolation() {\n const lut = this.lut;\n if (lut !== null) {\n lut.minFilter = import_three40.LinearFilter;\n lut.magFilter = import_three40.LinearFilter;\n if (this.tetrahedralInterpolation) {\n if (lut instanceof import_three40.Data3DTexture) {\n lut.minFilter = import_three40.NearestFilter;\n lut.magFilter = import_three40.NearestFilter;\n } else {\n console.warn(\"Tetrahedral interpolation requires a 3D texture\");\n }\n }\n if (lut.source === void 0) {\n lut.needsUpdate = true;\n }\n }\n }\n /**\n * Indicates whether tetrahedral interpolation is enabled. Requires a 3D LUT, disabled by default.\n *\n * Tetrahedral interpolation produces highly accurate results but is slower than hardware interpolation.\n *\n * @type {Boolean}\n */\n get tetrahedralInterpolation() {\n return this.defines.has(\"TETRAHEDRAL_INTERPOLATION\");\n }\n set tetrahedralInterpolation(value) {\n if (value) {\n this.defines.set(\"TETRAHEDRAL_INTERPOLATION\", \"1\");\n } else {\n this.defines.delete(\"TETRAHEDRAL_INTERPOLATION\");\n }\n this.configureTetrahedralInterpolation();\n this.updateScaleOffset();\n this.setChanged();\n }\n /**\n * Enables or disables tetrahedral interpolation.\n *\n * @deprecated Use tetrahedralInterpolation instead.\n * @param {Boolean} value - Whether tetrahedral interpolation should be enabled.\n */\n setTetrahedralInterpolationEnabled(value) {\n this.tetrahedralInterpolation = value;\n }\n};\n\n// src/enums/DepthCopyMode.js\nvar DepthCopyMode = {\n FULL: 0,\n SINGLE: 1\n};\n\n// src/enums/EdgeDetectionMode.js\nvar EdgeDetectionMode = {\n DEPTH: 0,\n LUMA: 1,\n COLOR: 2\n};\n\n// src/enums/PredicationMode.js\nvar PredicationMode = {\n DISABLED: 0,\n DEPTH: 1,\n CUSTOM: 2\n};\n\n// src/enums/SMAAPreset.js\nvar SMAAPreset = {\n LOW: 0,\n MEDIUM: 1,\n HIGH: 2,\n ULTRA: 3\n};\n\n// src/enums/ToneMappingMode.js\nvar ToneMappingMode = {\n LINEAR: 0,\n REINHARD: 1,\n REINHARD2: 2,\n REINHARD2_ADAPTIVE: 3,\n UNCHARTED2: 4,\n OPTIMIZED_CINEON: 5,\n ACES_FILMIC: 6,\n AGX: 7,\n NEUTRAL: 8\n};\n\n// src/enums/VignetteTechnique.js\nvar VignetteTechnique = {\n DEFAULT: 0,\n ESKIL: 1\n};\n\n// src/enums/WebGLExtension.js\nvar WebGLExtension = {\n DERIVATIVES: \"derivatives\",\n FRAG_DEPTH: \"fragDepth\",\n DRAW_BUFFERS: \"drawBuffers\",\n SHADER_TEXTURE_LOD: \"shaderTextureLOD\"\n};\n\n// src/effects/glsl/noise.frag\nvar noise_default = \"void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 noise=vec3(rand(uv*(1.0+time)));\\n#ifdef PREMULTIPLY\\noutputColor=vec4(min(inputColor.rgb*noise,vec3(1.0)),inputColor.a);\\n#else\\noutputColor=vec4(noise,inputColor.a);\\n#endif\\n}\";\n\n// src/effects/NoiseEffect.js\nvar NoiseEffect = class extends Effect {\n /**\n * Constructs a new noise effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.\n * @param {Boolean} [options.premultiply=false] - Whether the noise should be multiplied with the input colors prior to blending.\n */\n constructor({ blendFunction = BlendFunction.SCREEN, premultiply = false } = {}) {\n super(\"NoiseEffect\", noise_default, { blendFunction });\n this.premultiply = premultiply;\n }\n /**\n * Indicates whether noise will be multiplied with the input colors prior to blending.\n *\n * @type {Boolean}\n */\n get premultiply() {\n return this.defines.has(\"PREMULTIPLY\");\n }\n set premultiply(value) {\n if (this.premultiply !== value) {\n if (value) {\n this.defines.set(\"PREMULTIPLY\", \"1\");\n } else {\n this.defines.delete(\"PREMULTIPLY\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether noise will be multiplied with the input colors prior to blending.\n *\n * @deprecated Use premultiply instead.\n * @return {Boolean} Whether noise is premultiplied.\n */\n isPremultiplied() {\n return this.premultiply;\n }\n /**\n * Controls whether noise should be multiplied with the input colors prior to blending.\n *\n * @deprecated Use premultiply instead.\n * @param {Boolean} value - Whether noise should be premultiplied.\n */\n setPremultiplied(value) {\n this.premultiply = value;\n }\n};\n\n// src/effects/OutlineEffect.js\nvar import_three44 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/DepthComparisonMaterial.js\nvar import_three41 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/depth-comparison.frag\nvar depth_comparison_default = \"#include \\n#include \\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nuniform float cameraNear;uniform float cameraFar;centroid varying float vViewZ;centroid varying vec4 vProjTexCoord;void main(){\\n#include \\nvec2 projTexCoord=(vProjTexCoord.xy/vProjTexCoord.w)*0.5+0.5;projTexCoord=clamp(projTexCoord,0.002,0.998);\\n#if DEPTH_PACKING == 3201\\nfloat fragCoordZ=unpackRGBAToDepth(texture2D(depthBuffer,projTexCoord));\\n#else\\nfloat fragCoordZ=texture2D(depthBuffer,projTexCoord).r;\\n#endif\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(fragCoordZ,cameraNear,cameraFar);\\n#else\\nfloat viewZ=orthographicDepthToViewZ(fragCoordZ,cameraNear,cameraFar);\\n#endif\\nfloat depthTest=(-vViewZ>-viewZ)?1.0:0.0;gl_FragColor.rg=vec2(0.0,depthTest);}\";\n\n// src/materials/glsl/depth-comparison.vert\nvar depth_comparison_default2 = \"#include \\n#include \\n#include \\n#include \\nvarying float vViewZ;varying vec4 vProjTexCoord;void main(){\\n#include \\n#include \\n#include \\n#include \\n#include \\nvViewZ=mvPosition.z;vProjTexCoord=gl_Position;\\n#include \\n}\";\n\n// src/materials/DepthComparisonMaterial.js\nvar DepthComparisonMaterial = class extends import_three41.ShaderMaterial {\n /**\n * Constructs a new depth comparison material.\n *\n * @param {Texture} [depthTexture=null] - A depth texture.\n * @param {PerspectiveCamera} [camera] - A camera.\n */\n constructor(depthTexture = null, camera) {\n super({\n name: \"DepthComparisonMaterial\",\n defines: {\n DEPTH_PACKING: \"0\"\n },\n uniforms: {\n depthBuffer: new import_three41.Uniform(null),\n cameraNear: new import_three41.Uniform(0.3),\n cameraFar: new import_three41.Uniform(1e3)\n },\n blending: import_three41.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: depth_comparison_default,\n vertexShader: depth_comparison_default2\n });\n this.depthBuffer = depthTexture;\n this.depthPacking = import_three41.RGBADepthPacking;\n this.copyCameraSettings(camera);\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=RGBADepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three41.RGBADepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNear.value = camera.near;\n this.uniforms.cameraFar.value = camera.far;\n if (camera instanceof import_three41.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n};\n\n// src/materials/OutlineMaterial.js\nvar import_three42 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/outline.frag\nvar outline_default = \"uniform lowp sampler2D inputBuffer;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec2 c0=texture2D(inputBuffer,vUv0).rg;vec2 c1=texture2D(inputBuffer,vUv1).rg;vec2 c2=texture2D(inputBuffer,vUv2).rg;vec2 c3=texture2D(inputBuffer,vUv3).rg;float d0=(c0.x-c1.x)*0.5;float d1=(c2.x-c3.x)*0.5;float d=length(vec2(d0,d1));float a0=min(c0.y,c1.y);float a1=min(c2.y,c3.y);float visibilityFactor=min(a0,a1);gl_FragColor.rg=(1.0-visibilityFactor>0.001)?vec2(d,0.0):vec2(0.0,d);}\";\n\n// src/materials/glsl/outline.vert\nvar outline_default2 = \"uniform vec2 texelSize;varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;void main(){vec2 uv=position.xy*0.5+0.5;vUv0=vec2(uv.x+texelSize.x,uv.y);vUv1=vec2(uv.x-texelSize.x,uv.y);vUv2=vec2(uv.x,uv.y+texelSize.y);vUv3=vec2(uv.x,uv.y-texelSize.y);gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/OutlineMaterial.js\nvar OutlineMaterial = class extends import_three42.ShaderMaterial {\n /**\n * Constructs a new outline material.\n *\n * TODO Remove texelSize param.\n * @param {Vector2} [texelSize] - The screen texel size.\n */\n constructor(texelSize = new import_three42.Vector2()) {\n super({\n name: \"OutlineMaterial\",\n uniforms: {\n inputBuffer: new import_three42.Uniform(null),\n texelSize: new import_three42.Uniform(new import_three42.Vector2())\n },\n blending: import_three42.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: outline_default,\n vertexShader: outline_default2\n });\n this.uniforms.texelSize.value.set(texelSize.x, texelSize.y);\n this.uniforms.maskTexture = this.uniforms.inputBuffer;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the texel size.\n *\n * @deprecated Use setSize() instead.\n * @param {Number} x - The texel width.\n * @param {Number} y - The texel height.\n */\n setTexelSize(x, y) {\n this.uniforms.texelSize.value.set(x, y);\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/passes/DepthPass.js\nvar import_three43 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar DepthPass = class extends Pass {\n /**\n * Constructs a new depth pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use to render the scene.\n * @param {Object} [options] - The options.\n * @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(scene, camera, {\n renderTarget,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"DepthPass\");\n this.needsSwap = false;\n this.renderPass = new RenderPass(scene, camera, new import_three43.MeshDepthMaterial({\n depthPacking: import_three43.RGBADepthPacking\n }));\n const renderPass = this.renderPass;\n renderPass.skipShadowMapUpdate = true;\n renderPass.ignoreBackground = true;\n const clearPass = renderPass.clearPass;\n clearPass.overrideClearColor = new import_three43.Color(16777215);\n clearPass.overrideClearAlpha = 1;\n this.renderTarget = renderTarget;\n if (this.renderTarget === void 0) {\n this.renderTarget = new import_three43.WebGLRenderTarget(1, 1, {\n minFilter: import_three43.NearestFilter,\n magFilter: import_three43.NearestFilter\n });\n this.renderTarget.texture.name = \"DepthPass.Target\";\n }\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n set mainScene(value) {\n this.renderPass.mainScene = value;\n }\n set mainCamera(value) {\n this.renderPass.mainCamera = value;\n }\n /**\n * The depth texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the depth texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Renders the scene depth.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const renderTarget = this.renderToScreen ? null : this.renderTarget;\n this.renderPass.render(renderer, renderTarget);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n }\n};\n\n// src/effects/glsl/outline.frag\nvar outline_default3 = \"uniform lowp sampler2D edgeTexture;uniform lowp sampler2D maskTexture;uniform vec3 visibleEdgeColor;uniform vec3 hiddenEdgeColor;uniform float pulse;uniform float edgeStrength;\\n#ifdef USE_PATTERN\\nuniform lowp sampler2D patternTexture;varying vec2 vUvPattern;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec2 edge=texture2D(edgeTexture,uv).rg;vec2 mask=texture2D(maskTexture,uv).rg;\\n#ifndef X_RAY\\nedge.y=0.0;\\n#endif\\nedge*=(edgeStrength*mask.x*pulse);vec3 color=edge.x*visibleEdgeColor+edge.y*hiddenEdgeColor;float visibilityFactor=0.0;\\n#ifdef USE_PATTERN\\nvec4 patternColor=texture2D(patternTexture,vUvPattern);\\n#ifdef X_RAY\\nfloat hiddenFactor=0.5;\\n#else\\nfloat hiddenFactor=0.0;\\n#endif\\nvisibilityFactor=(1.0-mask.y>0.0)?1.0:hiddenFactor;visibilityFactor*=(1.0-mask.x)*patternColor.a;color+=visibilityFactor*patternColor.rgb;\\n#endif\\nfloat alpha=max(max(edge.x,edge.y),visibilityFactor);\\n#ifdef ALPHA\\noutputColor=vec4(color,alpha);\\n#else\\noutputColor=vec4(color,max(alpha,inputColor.a));\\n#endif\\n}\";\n\n// src/effects/glsl/outline.vert\nvar outline_default4 = \"uniform float patternScale;varying vec2 vUvPattern;void mainSupport(const in vec2 uv){vUvPattern=uv*vec2(aspect,1.0)*patternScale;}\";\n\n// src/effects/OutlineEffect.js\nvar OutlineEffect = class extends Effect {\n /**\n * Constructs a new outline effect.\n *\n * @param {Scene} scene - The main scene.\n * @param {Camera} camera - The main camera.\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function. Use `BlendFunction.ALPHA` for dark outlines.\n * @param {Texture} [options.patternTexture=null] - A pattern texture.\n * @param {Number} [options.patternScale=1.0] - The pattern scale.\n * @param {Number} [options.edgeStrength=1.0] - The edge strength.\n * @param {Number} [options.pulseSpeed=0.0] - The pulse speed. A value of zero disables the pulse effect.\n * @param {Number} [options.visibleEdgeColor=0xffffff] - The color of visible edges.\n * @param {Number} [options.hiddenEdgeColor=0x22090a] - The color of hidden edges.\n * @param {KernelSize} [options.kernelSize=KernelSize.VERY_SMALL] - The blur kernel size.\n * @param {Boolean} [options.blur=false] - Whether the outline should be blurred.\n * @param {Boolean} [options.xRay=true] - Whether occluded parts of selected objects should be visible.\n * @param {Number} [options.multisampling=0] - The number of samples used for multisample antialiasing. Requires WebGL 2.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(scene, camera, {\n blendFunction = BlendFunction.SCREEN,\n patternTexture = null,\n patternScale = 1,\n edgeStrength = 1,\n pulseSpeed = 0,\n visibleEdgeColor = 16777215,\n hiddenEdgeColor = 2230538,\n kernelSize = KernelSize.VERY_SMALL,\n blur = false,\n xRay = true,\n multisampling = 0,\n resolutionScale = 0.5,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"OutlineEffect\", outline_default3, {\n uniforms: /* @__PURE__ */ new Map([\n [\"maskTexture\", new import_three44.Uniform(null)],\n [\"edgeTexture\", new import_three44.Uniform(null)],\n [\"edgeStrength\", new import_three44.Uniform(edgeStrength)],\n [\"visibleEdgeColor\", new import_three44.Uniform(new import_three44.Color(visibleEdgeColor))],\n [\"hiddenEdgeColor\", new import_three44.Uniform(new import_three44.Color(hiddenEdgeColor))],\n [\"pulse\", new import_three44.Uniform(1)],\n [\"patternScale\", new import_three44.Uniform(patternScale)],\n [\"patternTexture\", new import_three44.Uniform(null)]\n ])\n });\n this.blendMode.addEventListener(\"change\", (event) => {\n if (this.blendMode.blendFunction === BlendFunction.ALPHA) {\n this.defines.set(\"ALPHA\", \"1\");\n } else {\n this.defines.delete(\"ALPHA\");\n }\n this.setChanged();\n });\n this.blendMode.blendFunction = blendFunction;\n this.patternTexture = patternTexture;\n this.xRay = xRay;\n this.scene = scene;\n this.camera = camera;\n this.renderTargetMask = new import_three44.WebGLRenderTarget(1, 1);\n this.renderTargetMask.samples = multisampling;\n this.renderTargetMask.texture.name = \"Outline.Mask\";\n this.uniforms.get(\"maskTexture\").value = this.renderTargetMask.texture;\n this.renderTargetOutline = new import_three44.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetOutline.texture.name = \"Outline.Edges\";\n this.uniforms.get(\"edgeTexture\").value = this.renderTargetOutline.texture;\n this.clearPass = new ClearPass();\n this.clearPass.overrideClearColor = new import_three44.Color(0);\n this.clearPass.overrideClearAlpha = 1;\n this.depthPass = new DepthPass(scene, camera);\n this.maskPass = new RenderPass(scene, camera, new DepthComparisonMaterial(this.depthPass.texture, camera));\n const clearPass = this.maskPass.clearPass;\n clearPass.overrideClearColor = new import_three44.Color(16777215);\n clearPass.overrideClearAlpha = 1;\n this.blurPass = new KawaseBlurPass({ resolutionScale, resolutionX, resolutionY, kernelSize });\n this.blurPass.enabled = blur;\n const resolution = this.blurPass.resolution;\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.outlinePass = new ShaderPass(new OutlineMaterial());\n const outlineMaterial = this.outlinePass.fullscreenMaterial;\n outlineMaterial.inputBuffer = this.renderTargetMask.texture;\n this.time = 0;\n this.forceUpdate = true;\n this.selection = new Selection();\n this.selection.layer = 10;\n this.pulseSpeed = pulseSpeed;\n }\n set mainScene(value) {\n this.scene = value;\n this.depthPass.mainScene = value;\n this.maskPass.mainScene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n this.depthPass.mainCamera = value;\n this.maskPass.mainCamera = value;\n this.maskPass.overrideMaterial.copyCameraSettings(value);\n }\n /**\n * The resolution of this effect.\n *\n * @type {Resolution}\n */\n get resolution() {\n return this.blurPass.resolution;\n }\n /**\n * Returns the resolution.\n *\n * @return {Resizer} The resolution.\n */\n getResolution() {\n return this.blurPass.getResolution();\n }\n /**\n * The amount of MSAA samples.\n *\n * Requires WebGL 2. Set to zero to disable multisampling.\n *\n * @experimental Requires three >= r138.\n * @type {Number}\n */\n get multisampling() {\n return this.renderTargetMask.samples;\n }\n set multisampling(value) {\n this.renderTargetMask.samples = value;\n this.renderTargetMask.dispose();\n }\n /**\n * The pattern scale.\n *\n * @type {Number}\n */\n get patternScale() {\n return this.uniforms.get(\"patternScale\").value;\n }\n set patternScale(value) {\n this.uniforms.get(\"patternScale\").value = value;\n }\n /**\n * The edge strength.\n *\n * @type {Number}\n */\n get edgeStrength() {\n return this.uniforms.get(\"edgeStrength\").value;\n }\n set edgeStrength(value) {\n this.uniforms.get(\"edgeStrength\").value = value;\n }\n /**\n * The visible edge color.\n *\n * @type {Color}\n */\n get visibleEdgeColor() {\n return this.uniforms.get(\"visibleEdgeColor\").value;\n }\n set visibleEdgeColor(value) {\n this.uniforms.get(\"visibleEdgeColor\").value = value;\n }\n /**\n * The hidden edge color.\n *\n * @type {Color}\n */\n get hiddenEdgeColor() {\n return this.uniforms.get(\"hiddenEdgeColor\").value;\n }\n set hiddenEdgeColor(value) {\n this.uniforms.get(\"hiddenEdgeColor\").value = value;\n }\n /**\n * Returns the blur pass.\n *\n * @deprecated Use blurPass instead.\n * @return {KawaseBlurPass} The blur pass.\n */\n getBlurPass() {\n return this.blurPass;\n }\n /**\n * Returns the selection.\n *\n * @deprecated Use selection instead.\n * @return {Selection} The selection.\n */\n getSelection() {\n return this.selection;\n }\n /**\n * Returns the pulse speed.\n *\n * @deprecated Use pulseSpeed instead.\n * @return {Number} The speed.\n */\n getPulseSpeed() {\n return this.pulseSpeed;\n }\n /**\n * Sets the pulse speed. Set to zero to disable.\n *\n * @deprecated Use pulseSpeed instead.\n * @param {Number} value - The speed.\n */\n setPulseSpeed(value) {\n this.pulseSpeed = value;\n }\n /**\n * The current width of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.width instead.\n */\n get width() {\n return this.resolution.width;\n }\n set width(value) {\n this.resolution.preferredWidth = value;\n }\n /**\n * The current height of the internal render targets.\n *\n * @type {Number}\n * @deprecated Use resolution.height instead.\n */\n get height() {\n return this.resolution.height;\n }\n set height(value) {\n this.resolution.preferredHeight = value;\n }\n /**\n * The selection layer.\n *\n * @type {Number}\n * @deprecated Use selection.layer instead.\n */\n get selectionLayer() {\n return this.selection.layer;\n }\n set selectionLayer(value) {\n this.selection.layer = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get dithering() {\n return this.blurPass.dithering;\n }\n set dithering(value) {\n this.blurPass.dithering = value;\n }\n /**\n * The blur kernel size.\n *\n * @type {KernelSize}\n * @deprecated Use blurPass.kernelSize instead.\n */\n get kernelSize() {\n return this.blurPass.kernelSize;\n }\n set kernelSize(value) {\n this.blurPass.kernelSize = value;\n }\n /**\n * Indicates whether the outlines should be blurred.\n *\n * @type {Boolean}\n * @deprecated Use blurPass.enabled instead.\n */\n get blur() {\n return this.blurPass.enabled;\n }\n set blur(value) {\n this.blurPass.enabled = value;\n }\n /**\n * Indicates whether X-ray mode is enabled.\n *\n * @type {Boolean}\n */\n get xRay() {\n return this.defines.has(\"X_RAY\");\n }\n set xRay(value) {\n if (this.xRay !== value) {\n if (value) {\n this.defines.set(\"X_RAY\", \"1\");\n } else {\n this.defines.delete(\"X_RAY\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether X-ray mode is enabled.\n *\n * @deprecated Use xRay instead.\n * @return {Boolean} Whether X-ray mode is enabled.\n */\n isXRayEnabled() {\n return this.xRay;\n }\n /**\n * Enables or disables X-ray outlines.\n *\n * @deprecated Use xRay instead.\n * @param {Boolean} value - Whether X-ray should be enabled.\n */\n setXRayEnabled(value) {\n this.xRay = value;\n }\n /**\n * The pattern texture. Set to `null` to disable.\n *\n * @type {Texture}\n */\n get patternTexture() {\n return this.uniforms.get(\"patternTexture\").value;\n }\n set patternTexture(value) {\n if (value !== null) {\n value.wrapS = value.wrapT = import_three44.RepeatWrapping;\n this.defines.set(\"USE_PATTERN\", \"1\");\n this.setVertexShader(outline_default4);\n } else {\n this.defines.delete(\"USE_PATTERN\");\n this.setVertexShader(null);\n }\n this.uniforms.get(\"patternTexture\").value = value;\n this.setChanged();\n }\n /**\n * Sets the pattern texture.\n *\n * @deprecated Use patternTexture instead.\n * @param {Texture} value - The new texture.\n */\n setPatternTexture(value) {\n this.patternTexture = value;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Clears the current selection and selects a list of objects.\n *\n * @param {Object3D[]} objects - The objects that should be outlined. This array will be copied.\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.set() instead.\n */\n setSelection(objects) {\n this.selection.set(objects);\n return this;\n }\n /**\n * Clears the list of selected objects.\n *\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.clear() instead.\n */\n clearSelection() {\n this.selection.clear();\n return this;\n }\n /**\n * Selects an object.\n *\n * @param {Object3D} object - The object that should be outlined.\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.add() instead.\n */\n selectObject(object) {\n this.selection.add(object);\n return this;\n }\n /**\n * Deselects an object.\n *\n * @param {Object3D} object - The object that should no longer be outlined.\n * @return {OutlinePass} This pass.\n * @deprecated Use selection.delete() instead.\n */\n deselectObject(object) {\n this.selection.delete(object);\n return this;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const scene = this.scene;\n const camera = this.camera;\n const selection = this.selection;\n const uniforms = this.uniforms;\n const pulse = uniforms.get(\"pulse\");\n const background = scene.background;\n const mask = camera.layers.mask;\n if (this.forceUpdate || selection.size > 0) {\n scene.background = null;\n pulse.value = 1;\n if (this.pulseSpeed > 0) {\n pulse.value = Math.cos(this.time * this.pulseSpeed * 10) * 0.375 + 0.625;\n }\n this.time += deltaTime;\n selection.setVisible(false);\n this.depthPass.render(renderer);\n selection.setVisible(true);\n camera.layers.set(selection.layer);\n this.maskPass.render(renderer, this.renderTargetMask);\n camera.layers.mask = mask;\n scene.background = background;\n this.outlinePass.render(renderer, null, this.renderTargetOutline);\n if (this.blurPass.enabled) {\n this.blurPass.render(renderer, this.renderTargetOutline, this.renderTargetOutline);\n }\n }\n this.forceUpdate = selection.size > 0;\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.blurPass.setSize(width, height);\n this.renderTargetMask.setSize(width, height);\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.depthPass.setSize(w, h);\n this.renderTargetOutline.setSize(w, h);\n this.outlinePass.fullscreenMaterial.setSize(w, h);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, import_three44.UnsignedByteType);\n if (frameBufferType !== void 0) {\n this.depthPass.initialize(renderer, alpha, frameBufferType);\n this.maskPass.initialize(renderer, alpha, frameBufferType);\n this.outlinePass.initialize(renderer, alpha, frameBufferType);\n }\n }\n};\n\n// src/effects/PixelationEffect.js\nvar import_three45 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/pixelation.frag\nvar pixelation_default = \"uniform bool active;uniform vec4 d;void mainUv(inout vec2 uv){if(active){uv=d.xy*(floor(uv*d.zw)+0.5);}}\";\n\n// src/effects/PixelationEffect.js\nvar PixelationEffect = class extends Effect {\n /**\n * Constructs a new pixelation effect.\n *\n * @param {Object} [granularity=30.0] - The pixel granularity.\n */\n constructor(granularity = 30) {\n super(\"PixelationEffect\", pixelation_default, {\n uniforms: /* @__PURE__ */ new Map([\n [\"active\", new import_three45.Uniform(false)],\n [\"d\", new import_three45.Uniform(new import_three45.Vector4())]\n ])\n });\n this.resolution = new import_three45.Vector2();\n this._granularity = 0;\n this.granularity = granularity;\n }\n /**\n * The pixel granularity.\n *\n * A higher value yields coarser visuals.\n *\n * @type {Number}\n */\n get granularity() {\n return this._granularity;\n }\n set granularity(value) {\n let d = Math.floor(value);\n if (d % 2 > 0) {\n d += 1;\n }\n this._granularity = d;\n this.uniforms.get(\"active\").value = d > 0;\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the pixel granularity.\n *\n * @deprecated Use granularity instead.\n * @return {Number} The granularity.\n */\n getGranularity() {\n return this.granularity;\n }\n /**\n * Sets the pixel granularity.\n *\n * @deprecated Use granularity instead.\n * @param {Number} value - The new granularity.\n */\n setGranularity(value) {\n this.granularity = value;\n }\n /**\n * Updates the granularity.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.set(width, height);\n const d = this.granularity;\n const x = d / resolution.x;\n const y = d / resolution.y;\n this.uniforms.get(\"d\").value.set(x, y, 1 / x, 1 / y);\n }\n};\n\n// src/effects/RealisticBokehEffect.js\nvar import_three46 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/realistic-bokeh.frag\nvar realistic_bokeh_default = \"uniform float focus;uniform float focalLength;uniform float fStop;uniform float maxBlur;uniform float luminanceThreshold;uniform float luminanceGain;uniform float bias;uniform float fringe;\\n#ifdef MANUAL_DOF\\nuniform vec4 dof;\\n#endif\\n#ifdef PENTAGON\\nfloat pentagon(const in vec2 coords){const vec4 HS0=vec4(1.0,0.0,0.0,1.0);const vec4 HS1=vec4(0.309016994,0.951056516,0.0,1.0);const vec4 HS2=vec4(-0.809016994,0.587785252,0.0,1.0);const vec4 HS3=vec4(-0.809016994,-0.587785252,0.0,1.0);const vec4 HS4=vec4(0.309016994,-0.951056516,0.0,1.0);const vec4 HS5=vec4(0.0,0.0,1.0,1.0);const vec4 ONE=vec4(1.0);const float P_FEATHER=0.4;const float N_FEATHER=-P_FEATHER;float inOrOut=-4.0;vec4 P=vec4(coords,vec2(RINGS_FLOAT-1.3));vec4 dist=vec4(dot(P,HS0),dot(P,HS1),dot(P,HS2),dot(P,HS3));dist=smoothstep(N_FEATHER,P_FEATHER,dist);inOrOut+=dot(dist,ONE);dist.x=dot(P,HS4);dist.y=HS5.w-abs(P.z);dist=smoothstep(N_FEATHER,P_FEATHER,dist);inOrOut+=dist.x;return clamp(inOrOut,0.0,1.0);}\\n#endif\\nvec3 processTexel(const in vec2 coords,const in float blur){vec2 scale=texelSize*fringe*blur;vec3 c=vec3(texture2D(inputBuffer,coords+vec2(0.0,1.0)*scale).r,texture2D(inputBuffer,coords+vec2(-0.866,-0.5)*scale).g,texture2D(inputBuffer,coords+vec2(0.866,-0.5)*scale).b);float luminance=linearToRelativeLuminance(c);float threshold=max((luminance-luminanceThreshold)*luminanceGain,0.0);return c+mix(vec3(0.0),c,threshold*blur);}float gather(const in float i,const in float j,const in float ringSamples,const in vec2 uv,const in vec2 blurFactor,const in float blur,inout vec3 color){float step=PI2/ringSamples;vec2 wh=vec2(cos(j*step)*i,sin(j*step)*i);\\n#ifdef PENTAGON\\nfloat p=pentagon(wh);\\n#else\\nfloat p=1.0;\\n#endif\\ncolor+=processTexel(wh*blurFactor+uv,blur)*mix(1.0,i/RINGS_FLOAT,bias)*p;return mix(1.0,i/RINGS_FLOAT,bias)*p;}void mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){\\n#ifdef PERSPECTIVE_CAMERA\\nfloat viewZ=perspectiveDepthToViewZ(depth,cameraNear,cameraFar);float linearDepth=viewZToOrthographicDepth(viewZ,cameraNear,cameraFar);\\n#else\\nfloat linearDepth=depth;\\n#endif\\n#ifdef MANUAL_DOF\\nfloat focalPlane=linearDepth-focus;float farDoF=(focalPlane-dof.z)/dof.w;float nearDoF=(-focalPlane-dof.x)/dof.y;float blur=(focalPlane>0.0)?farDoF:nearDoF;\\n#else\\nconst float CIRCLE_OF_CONFUSION=0.03;float focalPlaneMM=focus*1000.0;float depthMM=linearDepth*1000.0;float focalPlane=(depthMM*focalLength)/(depthMM-focalLength);float farDoF=(focalPlaneMM*focalLength)/(focalPlaneMM-focalLength);float nearDoF=(focalPlaneMM-focalLength)/(focalPlaneMM*fStop*CIRCLE_OF_CONFUSION);float blur=abs(focalPlane-farDoF)*nearDoF;\\n#endif\\nconst int MAX_RING_SAMPLES=RINGS_INT*SAMPLES_INT;blur=clamp(blur,0.0,1.0);vec3 color=inputColor.rgb;if(blur>=0.05){vec2 blurFactor=blur*maxBlur*texelSize;float s=1.0;int ringSamples;for(int i=1;i<=RINGS_INT;i++){ringSamples=i*SAMPLES_INT;for(int j=0;j=ringSamples){break;}s+=gather(float(i),float(j),float(ringSamples),uv,blurFactor,blur,color);}}color/=s;}\\n#ifdef SHOW_FOCUS\\nfloat edge=0.002*linearDepth;float m=clamp(smoothstep(0.0,edge,blur),0.0,1.0);float e=clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);color=mix(color,vec3(1.0,0.5,0.0),(1.0-m)*0.6);color=mix(color,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);\\n#endif\\noutputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/RealisticBokehEffect.js\nvar RealisticBokehEffect = class extends Effect {\n /**\n * Constructs a new bokeh effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.focus=1.0] - The focus distance in world units.\n * @param {Number} [options.focalLength=24.0] - The focal length of the main camera.\n * @param {Number} [options.fStop=0.9] - The ratio of the lens focal length to the diameter of the entrance pupil (aperture).\n * @param {Number} [options.luminanceThreshold=0.5] - A luminance threshold.\n * @param {Number} [options.luminanceGain=2.0] - A luminance gain factor.\n * @param {Number} [options.bias=0.5] - A blur bias.\n * @param {Number} [options.fringe=0.7] - A blur offset.\n * @param {Number} [options.maxBlur=1.0] - The maximum blur strength.\n * @param {Boolean} [options.rings=3] - The number of blur iterations.\n * @param {Boolean} [options.samples=2] - The amount of samples taken per ring.\n * @param {Boolean} [options.showFocus=false] - Whether the focal point should be highlighted. Useful for debugging.\n * @param {Boolean} [options.manualDoF=false] - Enables manual control over the depth of field.\n * @param {Boolean} [options.pentagon=false] - Enables pentagonal blur shapes. Requires a high number of rings and samples.\n */\n constructor({\n blendFunction,\n focus = 1,\n focalLength = 24,\n fStop = 0.9,\n luminanceThreshold = 0.5,\n luminanceGain = 2,\n bias = 0.5,\n fringe = 0.7,\n maxBlur = 1,\n rings = 3,\n samples = 2,\n showFocus = false,\n manualDoF = false,\n pentagon = false\n } = {}) {\n super(\"RealisticBokehEffect\", realistic_bokeh_default, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"focus\", new import_three46.Uniform(focus)],\n [\"focalLength\", new import_three46.Uniform(focalLength)],\n [\"fStop\", new import_three46.Uniform(fStop)],\n [\"luminanceThreshold\", new import_three46.Uniform(luminanceThreshold)],\n [\"luminanceGain\", new import_three46.Uniform(luminanceGain)],\n [\"bias\", new import_three46.Uniform(bias)],\n [\"fringe\", new import_three46.Uniform(fringe)],\n [\"maxBlur\", new import_three46.Uniform(maxBlur)],\n [\"dof\", new import_three46.Uniform(null)]\n ])\n });\n this.rings = rings;\n this.samples = samples;\n this.showFocus = showFocus;\n this.manualDoF = manualDoF;\n this.pentagon = pentagon;\n }\n /**\n * The amount of blur iterations.\n *\n * @type {Number}\n */\n get rings() {\n return Number.parseInt(this.defines.get(\"RINGS_INT\"));\n }\n set rings(value) {\n const r = Math.floor(value);\n this.defines.set(\"RINGS_INT\", r.toFixed(0));\n this.defines.set(\"RINGS_FLOAT\", r.toFixed(1));\n this.setChanged();\n }\n /**\n * The amount of blur samples per ring.\n *\n * @type {Number}\n */\n get samples() {\n return Number.parseInt(this.defines.get(\"SAMPLES_INT\"));\n }\n set samples(value) {\n const s = Math.floor(value);\n this.defines.set(\"SAMPLES_INT\", s.toFixed(0));\n this.defines.set(\"SAMPLES_FLOAT\", s.toFixed(1));\n this.setChanged();\n }\n /**\n * Indicates whether the focal point will be highlighted.\n *\n * @type {Boolean}\n */\n get showFocus() {\n return this.defines.has(\"SHOW_FOCUS\");\n }\n set showFocus(value) {\n if (this.showFocus !== value) {\n if (value) {\n this.defines.set(\"SHOW_FOCUS\", \"1\");\n } else {\n this.defines.delete(\"SHOW_FOCUS\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the Depth of Field should be calculated manually.\n *\n * If enabled, the Depth of Field can be adjusted via the `dof` uniform.\n *\n * @type {Boolean}\n */\n get manualDoF() {\n return this.defines.has(\"MANUAL_DOF\");\n }\n set manualDoF(value) {\n if (this.manualDoF !== value) {\n if (value) {\n this.defines.set(\"MANUAL_DOF\", \"1\");\n this.uniforms.get(\"dof\").value = new import_three46.Vector4(0.2, 1, 0.2, 2);\n } else {\n this.defines.delete(\"MANUAL_DOF\");\n this.uniforms.get(\"dof\").value = null;\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the blur shape should be pentagonal.\n *\n * @type {Boolean}\n */\n get pentagon() {\n return this.defines.has(\"PENTAGON\");\n }\n set pentagon(value) {\n if (this.pentagon !== value) {\n if (value) {\n this.defines.set(\"PENTAGON\", \"1\");\n } else {\n this.defines.delete(\"PENTAGON\");\n }\n this.setChanged();\n }\n }\n};\n\n// src/effects/ScanlineEffect.js\nvar import_three47 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/scanlines.frag\nvar scanlines_default = \"uniform float count;\\n#ifdef SCROLL\\nuniform float scrollSpeed;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){float y=uv.y;\\n#ifdef SCROLL\\ny+=time*scrollSpeed;\\n#endif\\nvec2 sl=vec2(sin(y*count),cos(y*count));outputColor=vec4(sl.xyx,inputColor.a);}\";\n\n// src/effects/ScanlineEffect.js\nvar ScanlineEffect = class extends Effect {\n /**\n * Constructs a new scanline effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.OVERLAY] - The blend function of this effect.\n * @param {Number} [options.density=1.25] - The scanline density.\n * @param {Number} [options.scrollSpeed=0.0] - The scanline scroll speed.\n */\n constructor({ blendFunction = BlendFunction.OVERLAY, density = 1.25, scrollSpeed = 0 } = {}) {\n super(\"ScanlineEffect\", scanlines_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"count\", new import_three47.Uniform(0)],\n [\"scrollSpeed\", new import_three47.Uniform(0)]\n ])\n });\n this.resolution = new import_three47.Vector2();\n this.d = density;\n this.scrollSpeed = scrollSpeed;\n }\n /**\n * The scanline density.\n *\n * @type {Number}\n */\n get density() {\n return this.d;\n }\n set density(value) {\n this.d = value;\n this.setSize(this.resolution.width, this.resolution.height);\n }\n /**\n * Returns the current scanline density.\n *\n * @deprecated Use density instead.\n * @return {Number} The scanline density.\n */\n getDensity() {\n return this.density;\n }\n /**\n * Sets the scanline density.\n *\n * @deprecated Use density instead.\n * @param {Number} value - The new scanline density.\n */\n setDensity(value) {\n this.density = value;\n }\n /**\n * The scanline scroll speed. Default is 0 (disabled).\n *\n * @type {Number}\n */\n get scrollSpeed() {\n return this.uniforms.get(\"scrollSpeed\").value;\n }\n set scrollSpeed(value) {\n this.uniforms.get(\"scrollSpeed\").value = value;\n if (value === 0) {\n if (this.defines.delete(\"SCROLL\")) {\n this.setChanged();\n }\n } else if (!this.defines.has(\"SCROLL\")) {\n this.defines.set(\"SCROLL\", \"1\");\n this.setChanged();\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.resolution.set(width, height);\n this.uniforms.get(\"count\").value = Math.round(height * this.density);\n }\n};\n\n// src/effects/ShockWaveEffect.js\nvar import_three48 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/shock-wave.frag\nvar shock_wave_default = \"uniform bool active;uniform vec2 center;uniform float waveSize;uniform float radius;uniform float maxRadius;uniform float amplitude;varying float vSize;void mainUv(inout vec2 uv){if(active){vec2 aspectCorrection=vec2(aspect,1.0);vec2 difference=uv*aspectCorrection-center*aspectCorrection;float distance=sqrt(dot(difference,difference))*vSize;if(distance>radius){if(distance HALF_PI;\n if (uActive.value) {\n uniforms.get(\"cameraDistance\").value = camera.position.distanceTo(position);\n v2.copy(position).project(camera);\n this.screenPosition.set((v2.x + 1) * 0.5, (v2.y + 1) * 0.5);\n }\n this.time += delta * this.speed;\n const radius = this.time - waveSize;\n uniforms.get(\"radius\").value = radius;\n if (radius >= (uniforms.get(\"maxRadius\").value + waveSize) * 2) {\n this.active = false;\n uActive.value = false;\n }\n }\n }\n};\n\n// src/effects/SelectiveBloomEffect.js\nvar import_three49 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar SelectiveBloomEffect = class extends BloomEffect {\n /**\n * Constructs a new selective bloom effect.\n *\n * @param {Scene} scene - The main scene.\n * @param {Camera} camera - The main camera.\n * @param {Object} [options] - The options. See {@link BloomEffect} for details.\n */\n constructor(scene, camera, options) {\n super(options);\n this.setAttributes(this.getAttributes() | EffectAttribute.DEPTH);\n this.camera = camera;\n this.depthPass = new DepthPass(scene, camera);\n this.clearPass = new ClearPass(true, false, false);\n this.clearPass.overrideClearColor = new import_three49.Color(0);\n this.depthMaskPass = new ShaderPass(new DepthMaskMaterial());\n const depthMaskMaterial = this.depthMaskMaterial;\n depthMaskMaterial.copyCameraSettings(camera);\n depthMaskMaterial.depthBuffer1 = this.depthPass.texture;\n depthMaskMaterial.depthPacking1 = import_three49.RGBADepthPacking;\n depthMaskMaterial.depthMode = import_three49.EqualDepth;\n this.renderTargetMasked = new import_three49.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetMasked.texture.name = \"Bloom.Masked\";\n this.selection = new Selection();\n this.selection.layer = 11;\n this._inverted = false;\n this._ignoreBackground = false;\n }\n set mainScene(value) {\n this.depthPass.mainScene = value;\n }\n set mainCamera(value) {\n this.camera = value;\n this.depthPass.mainCamera = value;\n this.depthMaskMaterial.copyCameraSettings(value);\n }\n /**\n * Returns the selection.\n *\n * @deprecated Use selection instead.\n * @return {Selection} The selection.\n */\n getSelection() {\n return this.selection;\n }\n /**\n * The depth mask material.\n *\n * @type {DepthMaskMaterial}\n * @private\n */\n get depthMaskMaterial() {\n return this.depthMaskPass.fullscreenMaterial;\n }\n /**\n * Indicates whether the selection should be considered inverted.\n *\n * @type {Boolean}\n */\n get inverted() {\n return this._inverted;\n }\n set inverted(value) {\n this._inverted = value;\n this.depthMaskMaterial.depthMode = value ? import_three49.NotEqualDepth : import_three49.EqualDepth;\n }\n /**\n * Indicates whether the mask is inverted.\n *\n * @deprecated Use inverted instead.\n * @return {Boolean} Whether the mask is inverted.\n */\n isInverted() {\n return this.inverted;\n }\n /**\n * Enables or disable mask inversion.\n *\n * @deprecated Use inverted instead.\n * @param {Boolean} value - Whether the mask should be inverted.\n */\n setInverted(value) {\n this.inverted = value;\n }\n /**\n * Indicates whether the background colors will be ignored.\n *\n * @type {Boolean}\n */\n get ignoreBackground() {\n return this._ignoreBackground;\n }\n set ignoreBackground(value) {\n this._ignoreBackground = value;\n this.depthMaskMaterial.maxDepthStrategy = value ? DepthTestStrategy.DISCARD_MAX_DEPTH : DepthTestStrategy.KEEP_MAX_DEPTH;\n }\n /**\n * Indicates whether the background is disabled.\n *\n * @deprecated Use ignoreBackground instead.\n * @return {Boolean} Whether the background is disabled.\n */\n isBackgroundDisabled() {\n return this.ignoreBackground;\n }\n /**\n * Enables or disables the background.\n *\n * @deprecated Use ignoreBackground instead.\n * @param {Boolean} value - Whether the background should be disabled.\n */\n setBackgroundDisabled(value) {\n this.ignoreBackground = value;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three49.BasicDepthPacking) {\n this.depthMaskMaterial.depthBuffer0 = depthTexture;\n this.depthMaskMaterial.depthPacking0 = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const camera = this.camera;\n const selection = this.selection;\n const inverted = this.inverted;\n let renderTarget = inputBuffer;\n if (this.ignoreBackground || !inverted || selection.size > 0) {\n const mask = camera.layers.mask;\n camera.layers.set(selection.layer);\n this.depthPass.render(renderer);\n camera.layers.mask = mask;\n renderTarget = this.renderTargetMasked;\n this.clearPass.render(renderer, renderTarget);\n this.depthMaskPass.render(renderer, inputBuffer, renderTarget);\n }\n super.update(renderer, renderTarget, deltaTime);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n super.setSize(width, height);\n this.renderTargetMasked.setSize(width, height);\n this.depthPass.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n super.initialize(renderer, alpha, frameBufferType);\n this.clearPass.initialize(renderer, alpha, frameBufferType);\n this.depthPass.initialize(renderer, alpha, frameBufferType);\n this.depthMaskPass.initialize(renderer, alpha, frameBufferType);\n if (renderer !== null && renderer.capabilities.logarithmicDepthBuffer) {\n this.depthMaskPass.fullscreenMaterial.defines.LOG_DEPTH = \"1\";\n }\n if (frameBufferType !== void 0) {\n this.renderTargetMasked.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three49.SRGBColorSpace) {\n this.renderTargetMasked.texture.colorSpace = import_three49.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/SepiaEffect.js\nvar import_three50 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/sepia.frag\nvar sepia_default = \"uniform vec3 weightsR;uniform vec3 weightsG;uniform vec3 weightsB;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec3 color=vec3(dot(inputColor.rgb,weightsR),dot(inputColor.rgb,weightsG),dot(inputColor.rgb,weightsB));outputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/SepiaEffect.js\nvar SepiaEffect = class extends Effect {\n /**\n * Constructs a new sepia effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.intensity=1.0] - The intensity of the effect.\n */\n constructor({ blendFunction, intensity = 1 } = {}) {\n super(\"SepiaEffect\", sepia_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"weightsR\", new import_three50.Uniform(new import_three50.Vector3(0.393, 0.769, 0.189))],\n [\"weightsG\", new import_three50.Uniform(new import_three50.Vector3(0.349, 0.686, 0.168))],\n [\"weightsB\", new import_three50.Uniform(new import_three50.Vector3(0.272, 0.534, 0.131))]\n ])\n });\n }\n /**\n * The intensity.\n *\n * @deprecated Use blendMode.opacity instead.\n * @type {Number}\n */\n get intensity() {\n return this.blendMode.opacity.value;\n }\n set intensity(value) {\n this.blendMode.opacity.value = value;\n }\n /**\n * Returns the current sepia intensity.\n *\n * @deprecated Use blendMode.opacity instead.\n * @return {Number} The intensity.\n */\n getIntensity() {\n return this.intensity;\n }\n /**\n * Sets the sepia intensity.\n *\n * @deprecated Use blendMode.opacity instead.\n * @param {Number} value - The intensity.\n */\n setIntensity(value) {\n this.intensity = value;\n }\n /**\n * The weights for the red channel. Default is `(0.393, 0.769, 0.189)`.\n *\n * @type {Vector3}\n */\n get weightsR() {\n return this.uniforms.get(\"weightsR\").value;\n }\n /**\n * The weights for the green channel. Default is `(0.349, 0.686, 0.168)`.\n *\n * @type {Vector3}\n */\n get weightsG() {\n return this.uniforms.get(\"weightsG\").value;\n }\n /**\n * The weights for the blue channel. Default is `(0.272, 0.534, 0.131)`.\n *\n * @type {Vector3}\n */\n get weightsB() {\n return this.uniforms.get(\"weightsB\").value;\n }\n};\n\n// src/effects/SMAAEffect.js\nvar import_three53 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/EdgeDetectionMaterial.js\nvar import_three51 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/edge-detection.frag\nvar edge_detection_default = \"varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;\\n#if EDGE_DETECTION_MODE != 0\\nvarying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;\\n#endif\\n#if EDGE_DETECTION_MODE == 1\\n#include \\n#endif\\n#if EDGE_DETECTION_MODE == 0 || PREDICATION_MODE == 1\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}vec3 gatherNeighbors(){float p=readDepth(vUv);float pLeft=readDepth(vUv0);float pTop=readDepth(vUv1);return vec3(p,pLeft,pTop);}\\n#elif PREDICATION_MODE == 2\\nuniform sampler2D predicationBuffer;vec3 gatherNeighbors(){float p=texture2D(predicationBuffer,vUv).r;float pLeft=texture2D(predicationBuffer,vUv0).r;float pTop=texture2D(predicationBuffer,vUv1).r;return vec3(p,pLeft,pTop);}\\n#endif\\n#if PREDICATION_MODE != 0\\nvec2 calculatePredicatedThreshold(){vec3 neighbours=gatherNeighbors();vec2 delta=abs(neighbours.xx-neighbours.yz);vec2 edges=step(PREDICATION_THRESHOLD,delta);return PREDICATION_SCALE*EDGE_THRESHOLD*(1.0-PREDICATION_STRENGTH*edges);}\\n#endif\\n#if EDGE_DETECTION_MODE != 0\\nuniform sampler2D inputBuffer;\\n#endif\\nvoid main(){\\n#if EDGE_DETECTION_MODE == 0\\nconst vec2 threshold=vec2(DEPTH_THRESHOLD);\\n#elif PREDICATION_MODE != 0\\nvec2 threshold=calculatePredicatedThreshold();\\n#else\\nconst vec2 threshold=vec2(EDGE_THRESHOLD);\\n#endif\\n#if EDGE_DETECTION_MODE == 0\\nvec3 neighbors=gatherNeighbors();vec2 delta=abs(neighbors.xx-vec2(neighbors.y,neighbors.z));vec2 edges=step(threshold,delta);if(dot(edges,vec2(1.0))==0.0){discard;}gl_FragColor=vec4(edges,0.0,1.0);\\n#elif EDGE_DETECTION_MODE == 1\\nfloat l=luminance(texture2D(inputBuffer,vUv).rgb);float lLeft=luminance(texture2D(inputBuffer,vUv0).rgb);float lTop=luminance(texture2D(inputBuffer,vUv1).rgb);vec4 delta;delta.xy=abs(l-vec2(lLeft,lTop));vec2 edges=step(threshold,delta.xy);if(dot(edges,vec2(1.0))==0.0){discard;}float lRight=luminance(texture2D(inputBuffer,vUv2).rgb);float lBottom=luminance(texture2D(inputBuffer,vUv3).rgb);delta.zw=abs(l-vec2(lRight,lBottom));vec2 maxDelta=max(delta.xy,delta.zw);float lLeftLeft=luminance(texture2D(inputBuffer,vUv4).rgb);float lTopTop=luminance(texture2D(inputBuffer,vUv5).rgb);delta.zw=abs(vec2(lLeft,lTop)-vec2(lLeftLeft,lTopTop));maxDelta=max(maxDelta.xy,delta.zw);float finalDelta=max(maxDelta.x,maxDelta.y);edges.xy*=step(finalDelta,LOCAL_CONTRAST_ADAPTATION_FACTOR*delta.xy);gl_FragColor=vec4(edges,0.0,1.0);\\n#elif EDGE_DETECTION_MODE == 2\\nvec4 delta;vec3 c=texture2D(inputBuffer,vUv).rgb;vec3 cLeft=texture2D(inputBuffer,vUv0).rgb;vec3 t=abs(c-cLeft);delta.x=max(max(t.r,t.g),t.b);vec3 cTop=texture2D(inputBuffer,vUv1).rgb;t=abs(c-cTop);delta.y=max(max(t.r,t.g),t.b);vec2 edges=step(threshold,delta.xy);if(dot(edges,vec2(1.0))==0.0){discard;}vec3 cRight=texture2D(inputBuffer,vUv2).rgb;t=abs(c-cRight);delta.z=max(max(t.r,t.g),t.b);vec3 cBottom=texture2D(inputBuffer,vUv3).rgb;t=abs(c-cBottom);delta.w=max(max(t.r,t.g),t.b);vec2 maxDelta=max(delta.xy,delta.zw);vec3 cLeftLeft=texture2D(inputBuffer,vUv4).rgb;t=abs(c-cLeftLeft);delta.z=max(max(t.r,t.g),t.b);vec3 cTopTop=texture2D(inputBuffer,vUv5).rgb;t=abs(c-cTopTop);delta.w=max(max(t.r,t.g),t.b);maxDelta=max(maxDelta.xy,delta.zw);float finalDelta=max(maxDelta.x,maxDelta.y);edges*=step(finalDelta,LOCAL_CONTRAST_ADAPTATION_FACTOR*delta.xy);gl_FragColor=vec4(edges,0.0,1.0);\\n#endif\\n}\";\n\n// src/materials/glsl/edge-detection.vert\nvar edge_detection_default2 = \"uniform vec2 texelSize;varying vec2 vUv;varying vec2 vUv0;varying vec2 vUv1;\\n#if EDGE_DETECTION_MODE != 0\\nvarying vec2 vUv2;varying vec2 vUv3;varying vec2 vUv4;varying vec2 vUv5;\\n#endif\\nvoid main(){vUv=position.xy*0.5+0.5;vUv0=vUv+texelSize*vec2(-1.0,0.0);vUv1=vUv+texelSize*vec2(0.0,-1.0);\\n#if EDGE_DETECTION_MODE != 0\\nvUv2=vUv+texelSize*vec2(1.0,0.0);vUv3=vUv+texelSize*vec2(0.0,1.0);vUv4=vUv+texelSize*vec2(-2.0,0.0);vUv5=vUv+texelSize*vec2(0.0,-2.0);\\n#endif\\ngl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/EdgeDetectionMaterial.js\nvar EdgeDetectionMaterial = class extends import_three51.ShaderMaterial {\n /**\n * Constructs a new edge detection material.\n *\n * TODO Remove parameters.\n * @param {Vector2} [texelSize] - The screen texel size.\n * @param {EdgeDetectionMode} [mode=EdgeDetectionMode.COLOR] - The edge detection mode.\n */\n constructor(texelSize = new import_three51.Vector2(), mode = EdgeDetectionMode.COLOR) {\n super({\n name: \"EdgeDetectionMaterial\",\n defines: {\n THREE_REVISION: import_three51.REVISION.replace(/\\D+/g, \"\"),\n LOCAL_CONTRAST_ADAPTATION_FACTOR: \"2.0\",\n EDGE_THRESHOLD: \"0.1\",\n DEPTH_THRESHOLD: \"0.01\",\n PREDICATION_MODE: \"0\",\n PREDICATION_THRESHOLD: \"0.01\",\n PREDICATION_SCALE: \"2.0\",\n PREDICATION_STRENGTH: \"1.0\",\n DEPTH_PACKING: \"0\"\n },\n uniforms: {\n inputBuffer: new import_three51.Uniform(null),\n depthBuffer: new import_three51.Uniform(null),\n predicationBuffer: new import_three51.Uniform(null),\n texelSize: new import_three51.Uniform(texelSize)\n },\n blending: import_three51.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: edge_detection_default,\n vertexShader: edge_detection_default2\n });\n this.edgeDetectionMode = mode;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three51.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * The edge detection mode.\n *\n * @type {EdgeDetectionMode}\n */\n get edgeDetectionMode() {\n return Number(this.defines.EDGE_DETECTION_MODE);\n }\n set edgeDetectionMode(value) {\n this.defines.EDGE_DETECTION_MODE = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the edge detection mode.\n *\n * @deprecated Use edgeDetectionMode instead.\n * @return {EdgeDetectionMode} The mode.\n */\n getEdgeDetectionMode() {\n return this.edgeDetectionMode;\n }\n /**\n * Sets the edge detection mode.\n *\n * @deprecated Use edgeDetectionMode instead.\n * @param {EdgeDetectionMode} value - The edge detection mode.\n */\n setEdgeDetectionMode(value) {\n this.edgeDetectionMode = value;\n }\n /**\n * The local contrast adaptation factor. Has no effect if the edge detection mode is set to DEPTH. Default is 2.0.\n *\n * If a neighbor edge has _factor_ times bigger contrast than the current edge, the edge will be discarded.\n *\n * This allows to eliminate spurious crossing edges and is based on the fact that if there is too much contrast in a\n * direction, the perceptual contrast in the other neighbors will be hidden.\n *\n * @type {Number}\n */\n get localContrastAdaptationFactor() {\n return Number(this.defines.LOCAL_CONTRAST_ADAPTATION_FACTOR);\n }\n set localContrastAdaptationFactor(value) {\n this.defines.LOCAL_CONTRAST_ADAPTATION_FACTOR = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the local contrast adaptation factor.\n *\n * @deprecated Use localContrastAdaptationFactor instead.\n * @return {Number} The factor.\n */\n getLocalContrastAdaptationFactor() {\n return this.localContrastAdaptationFactor;\n }\n /**\n * Sets the local contrast adaptation factor. Has no effect if the edge detection mode is set to DEPTH.\n *\n * @deprecated Use localContrastAdaptationFactor instead.\n * @param {Number} value - The local contrast adaptation factor. Default is 2.0.\n */\n setLocalContrastAdaptationFactor(value) {\n this.localContrastAdaptationFactor = value;\n }\n /**\n * The edge detection threshold. Range: [0.0, 0.5].\n *\n * A lower value results in more edges being detected at the expense of performance.\n *\n * For luma- and chroma-based edge detection, 0.1 is a reasonable value and allows to catch most visible edges. 0.05\n * is a rather overkill value that allows to catch 'em all. Darker scenes may require an even lower threshold.\n *\n * If depth-based edge detection is used, the threshold will depend on the scene depth.\n *\n * @type {Number}\n */\n get edgeDetectionThreshold() {\n return Number(this.defines.EDGE_THRESHOLD);\n }\n set edgeDetectionThreshold(value) {\n this.defines.EDGE_THRESHOLD = value.toFixed(\"6\");\n this.defines.DEPTH_THRESHOLD = (value * 0.1).toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the edge detection threshold.\n *\n * @deprecated Use edgeDetectionThreshold instead.\n * @return {Number} The threshold.\n */\n getEdgeDetectionThreshold() {\n return this.edgeDetectionThreshold;\n }\n /**\n * Sets the edge detection threshold.\n *\n * @deprecated Use edgeDetectionThreshold instead.\n * @param {Number} value - The edge detection threshold. Range: [0.0, 0.5].\n */\n setEdgeDetectionThreshold(value) {\n this.edgeDetectionThreshold = value;\n }\n /**\n * The predication mode.\n *\n * Predicated thresholding allows to better preserve texture details and to improve edge detection using an additional\n * buffer such as a light accumulation or depth buffer.\n *\n * @type {PredicationMode}\n */\n get predicationMode() {\n return Number(this.defines.PREDICATION_MODE);\n }\n set predicationMode(value) {\n this.defines.PREDICATION_MODE = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the predication mode.\n *\n * @deprecated Use predicationMode instead.\n * @return {PredicationMode} The mode.\n */\n getPredicationMode() {\n return this.predicationMode;\n }\n /**\n * Sets the predication mode.\n *\n * @deprecated Use predicationMode instead.\n * @param {PredicationMode} value - The predication mode.\n */\n setPredicationMode(value) {\n this.predicationMode = value;\n }\n /**\n * The predication buffer.\n *\n * @type {Texture}\n */\n set predicationBuffer(value) {\n this.uniforms.predicationBuffer.value = value;\n }\n /**\n * Sets a custom predication buffer.\n *\n * @deprecated Use predicationBuffer instead.\n * @param {Texture} value - The predication buffer.\n */\n setPredicationBuffer(value) {\n this.uniforms.predicationBuffer.value = value;\n }\n /**\n * The predication threshold.\n *\n * @type {Number}\n */\n get predicationThreshold() {\n return Number(this.defines.PREDICATION_THRESHOLD);\n }\n set predicationThreshold(value) {\n this.defines.PREDICATION_THRESHOLD = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the predication threshold.\n *\n * @deprecated Use predicationThreshold instead.\n * @return {Number} The threshold.\n */\n getPredicationThreshold() {\n return this.predicationThreshold;\n }\n /**\n * Sets the predication threshold.\n *\n * @deprecated Use predicationThreshold instead.\n * @param {Number} value - The threshold.\n */\n setPredicationThreshold(value) {\n this.predicationThreshold = value;\n }\n /**\n * The predication scale. Range: [1.0, 5.0].\n *\n * Determines how much the edge detection threshold should be scaled when using predication.\n *\n * @type {Boolean|Texture|Number}\n */\n get predicationScale() {\n return Number(this.defines.PREDICATION_SCALE);\n }\n set predicationScale(value) {\n this.defines.PREDICATION_SCALE = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the predication scale.\n *\n * @deprecated Use predicationScale instead.\n * @return {Number} The scale.\n */\n getPredicationScale() {\n return this.predicationScale;\n }\n /**\n * Sets the predication scale.\n *\n * @deprecated Use predicationScale instead.\n * @param {Number} value - The scale. Range: [1.0, 5.0].\n */\n setPredicationScale(value) {\n this.predicationScale = value;\n }\n /**\n * The predication strength. Range: [0.0, 1.0].\n *\n * Determines how much the edge detection threshold should be decreased locally when using predication.\n *\n * @type {Number}\n */\n get predicationStrength() {\n return Number(this.defines.PREDICATION_STRENGTH);\n }\n set predicationStrength(value) {\n this.defines.PREDICATION_STRENGTH = value.toFixed(\"6\");\n this.needsUpdate = true;\n }\n /**\n * Returns the predication strength.\n *\n * @deprecated Use predicationStrength instead.\n * @return {Number} The strength.\n */\n getPredicationStrength() {\n return this.predicationStrength;\n }\n /**\n * Sets the predication strength.\n *\n * @deprecated Use predicationStrength instead.\n * @param {Number} value - The strength. Range: [0.0, 1.0].\n */\n setPredicationStrength(value) {\n this.predicationStrength = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/SMAAWeightsMaterial.js\nvar import_three52 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/smaa-weights.frag\nvar smaa_weights_default = \"#define sampleLevelZeroOffset(t, coord, offset) texture2D(t, coord + offset * texelSize)\\n#if __VERSION__ < 300\\n#define round(v) floor(v + 0.5)\\n#endif\\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform lowp sampler2D areaTexture;uniform lowp sampler2D searchTexture;uniform vec2 texelSize;uniform vec2 resolution;varying vec2 vUv;varying vec4 vOffset[3];varying vec2 vPixCoord;void movec(const in bvec2 c,inout vec2 variable,const in vec2 value){if(c.x){variable.x=value.x;}if(c.y){variable.y=value.y;}}void movec(const in bvec4 c,inout vec4 variable,const in vec4 value){movec(c.xy,variable.xy,value.xy);movec(c.zw,variable.zw,value.zw);}vec2 decodeDiagBilinearAccess(in vec2 e){e.r=e.r*abs(5.0*e.r-5.0*0.75);return round(e);}vec4 decodeDiagBilinearAccess(in vec4 e){e.rb=e.rb*abs(5.0*e.rb-5.0*0.75);return round(e);}vec2 searchDiag1(const in vec2 texCoord,const in vec2 dir,out vec2 e){vec4 coord=vec4(texCoord,-1.0,1.0);vec3 t=vec3(texelSize,1.0);for(int i=0;i0.9)){break;}coord.xyz=t*vec3(dir,1.0)+coord.xyz;e=texture2D(inputBuffer,coord.xy).rg;coord.w=dot(e,vec2(0.5));}return coord.zw;}vec2 searchDiag2(const in vec2 texCoord,const in vec2 dir,out vec2 e){vec4 coord=vec4(texCoord,-1.0,1.0);coord.x+=0.25*texelSize.x;vec3 t=vec3(texelSize,1.0);for(int i=0;i0.9)){break;}coord.xyz=t*vec3(dir,1.0)+coord.xyz;e=texture2D(inputBuffer,coord.xy).rg;e=decodeDiagBilinearAccess(e);coord.w=dot(e,vec2(0.5));}return coord.zw;}vec2 areaDiag(const in vec2 dist,const in vec2 e,const in float offset){vec2 texCoord=vec2(AREATEX_MAX_DISTANCE_DIAG,AREATEX_MAX_DISTANCE_DIAG)*e+dist;texCoord=AREATEX_PIXEL_SIZE*texCoord+0.5*AREATEX_PIXEL_SIZE;texCoord.x+=0.5;texCoord.y+=AREATEX_SUBTEX_SIZE*offset;return texture2D(areaTexture,texCoord).rg;}vec2 calculateDiagWeights(const in vec2 texCoord,const in vec2 e,const in vec4 subsampleIndices){vec2 weights=vec2(0.0);vec4 d;vec2 end;if(e.r>0.0){d.xz=searchDiag1(texCoord,vec2(-1.0,1.0),end);d.x+=float(end.y>0.9);}else{d.xz=vec2(0.0);}d.yw=searchDiag1(texCoord,vec2(1.0,-1.0),end);if(d.x+d.y>2.0){vec4 coords=vec4(-d.x+0.25,d.x,d.y,-d.y-0.25)*texelSize.xyxy+texCoord.xyxy;vec4 c;c.xy=sampleLevelZeroOffset(inputBuffer,coords.xy,vec2(-1,0)).rg;c.zw=sampleLevelZeroOffset(inputBuffer,coords.zw,vec2(1,0)).rg;c.yxwz=decodeDiagBilinearAccess(c.xyzw);vec2 cc=vec2(2.0)*c.xz+c.yw;movec(bvec2(step(0.9,d.zw)),cc,vec2(0.0));weights+=areaDiag(d.xy,cc,subsampleIndices.z);}d.xz=searchDiag2(texCoord,vec2(-1.0,-1.0),end);if(sampleLevelZeroOffset(inputBuffer,texCoord,vec2(1,0)).r>0.0){d.yw=searchDiag2(texCoord,vec2(1.0),end);d.y+=float(end.y>0.9);}else{d.yw=vec2(0.0);}if(d.x+d.y>2.0){vec4 coords=vec4(-d.x,-d.x,d.y,d.y)*texelSize.xyxy+texCoord.xyxy;vec4 c;c.x=sampleLevelZeroOffset(inputBuffer,coords.xy,vec2(-1,0)).g;c.y=sampleLevelZeroOffset(inputBuffer,coords.xy,vec2(0,-1)).r;c.zw=sampleLevelZeroOffset(inputBuffer,coords.zw,vec2(1,0)).gr;vec2 cc=vec2(2.0)*c.xz+c.yw;movec(bvec2(step(0.9,d.zw)),cc,vec2(0.0));weights+=areaDiag(d.xy,cc,subsampleIndices.w).gr;}return weights;}float searchLength(const in vec2 e,const in float offset){vec2 scale=SEARCHTEX_SIZE*vec2(0.5,-1.0);vec2 bias=SEARCHTEX_SIZE*vec2(offset,1.0);scale+=vec2(-1.0,1.0);bias+=vec2(0.5,-0.5);scale*=1.0/SEARCHTEX_PACKED_SIZE;bias*=1.0/SEARCHTEX_PACKED_SIZE;return texture2D(searchTexture,scale*e+bias).r;}float searchXLeft(in vec2 texCoord,const in float end){vec2 e=vec2(0.0,1.0);for(int i=0;iend&&e.g>0.8281&&e.r==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=vec2(-2.0,0.0)*texelSize+texCoord;}float offset=-(255.0/127.0)*searchLength(e,0.0)+3.25;return texelSize.x*offset+texCoord.x;}float searchXRight(vec2 texCoord,const in float end){vec2 e=vec2(0.0,1.0);for(int i=0;i0.8281&&e.r==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=vec2(2.0,0.0)*texelSize.xy+texCoord;}float offset=-(255.0/127.0)*searchLength(e,0.5)+3.25;return-texelSize.x*offset+texCoord.x;}float searchYUp(vec2 texCoord,const in float end){vec2 e=vec2(1.0,0.0);for(int i=0;iend&&e.r>0.8281&&e.g==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=-vec2(0.0,2.0)*texelSize.xy+texCoord;}float offset=-(255.0/127.0)*searchLength(e.gr,0.0)+3.25;return texelSize.y*offset+texCoord.y;}float searchYDown(vec2 texCoord,const in float end){vec2 e=vec2(1.0,0.0);for(int i=0;i0.8281&&e.g==0.0)){break;}e=texture2D(inputBuffer,texCoord).rg;texCoord=vec2(0.0,2.0)*texelSize.xy+texCoord;}float offset=-(255.0/127.0)*searchLength(e.gr,0.5)+3.25;return-texelSize.y*offset+texCoord.y;}vec2 area(const in vec2 dist,const in float e1,const in float e2,const in float offset){vec2 texCoord=vec2(AREATEX_MAX_DISTANCE)*round(4.0*vec2(e1,e2))+dist;texCoord=AREATEX_PIXEL_SIZE*texCoord+0.5*AREATEX_PIXEL_SIZE;texCoord.y=AREATEX_SUBTEX_SIZE*offset+texCoord.y;return texture2D(areaTexture,texCoord).rg;}void detectHorizontalCornerPattern(inout vec2 weights,const in vec4 texCoord,const in vec2 d){\\n#if !defined(DISABLE_CORNER_DETECTION)\\nvec2 leftRight=step(d.xy,d.yx);vec2 rounding=(1.0-CORNER_ROUNDING_NORM)*leftRight;rounding/=leftRight.x+leftRight.y;vec2 factor=vec2(1.0);factor.x-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(0,1)).r;factor.x-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(1,1)).r;factor.y-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(0,-2)).r;factor.y-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(1,-2)).r;weights*=clamp(factor,0.0,1.0);\\n#endif\\n}void detectVerticalCornerPattern(inout vec2 weights,const in vec4 texCoord,const in vec2 d){\\n#if !defined(DISABLE_CORNER_DETECTION)\\nvec2 leftRight=step(d.xy,d.yx);vec2 rounding=(1.0-CORNER_ROUNDING_NORM)*leftRight;rounding/=leftRight.x+leftRight.y;vec2 factor=vec2(1.0);factor.x-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(1,0)).g;factor.x-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(1,1)).g;factor.y-=rounding.x*sampleLevelZeroOffset(inputBuffer,texCoord.xy,vec2(-2,0)).g;factor.y-=rounding.y*sampleLevelZeroOffset(inputBuffer,texCoord.zw,vec2(-2,1)).g;weights*=clamp(factor,0.0,1.0);\\n#endif\\n}void main(){vec4 weights=vec4(0.0);vec4 subsampleIndices=vec4(0.0);vec2 e=texture2D(inputBuffer,vUv).rg;if(e.g>0.0){\\n#if !defined(DISABLE_DIAG_DETECTION)\\nweights.rg=calculateDiagWeights(vUv,e,subsampleIndices);if(weights.r==-weights.g){\\n#endif\\nvec2 d;vec3 coords;coords.x=searchXLeft(vOffset[0].xy,vOffset[2].x);coords.y=vOffset[1].y;d.x=coords.x;float e1=texture2D(inputBuffer,coords.xy).r;coords.z=searchXRight(vOffset[0].zw,vOffset[2].y);d.y=coords.z;d=round(resolution.xx*d+-vPixCoord.xx);vec2 sqrtD=sqrt(abs(d));float e2=sampleLevelZeroOffset(inputBuffer,coords.zy,vec2(1,0)).r;weights.rg=area(sqrtD,e1,e2,subsampleIndices.y);coords.y=vUv.y;detectHorizontalCornerPattern(weights.rg,coords.xyzy,d);\\n#if !defined(DISABLE_DIAG_DETECTION)\\n}else{e.r=0.0;}\\n#endif\\n}if(e.r>0.0){vec2 d;vec3 coords;coords.y=searchYUp(vOffset[1].xy,vOffset[2].z);coords.x=vOffset[0].x;d.x=coords.y;float e1=texture2D(inputBuffer,coords.xy).g;coords.z=searchYDown(vOffset[1].zw,vOffset[2].w);d.y=coords.z;d=round(resolution.yy*d-vPixCoord.yy);vec2 sqrtD=sqrt(abs(d));float e2=sampleLevelZeroOffset(inputBuffer,coords.xz,vec2(0,1)).g;weights.ba=area(sqrtD,e1,e2,subsampleIndices.x);coords.x=vUv.x;detectVerticalCornerPattern(weights.ba,coords.xyxz,d);}gl_FragColor=weights;}\";\n\n// src/materials/glsl/smaa-weights.vert\nvar smaa_weights_default2 = \"uniform vec2 texelSize;uniform vec2 resolution;varying vec2 vUv;varying vec4 vOffset[3];varying vec2 vPixCoord;void main(){vUv=position.xy*0.5+0.5;vPixCoord=vUv*resolution;vOffset[0]=vUv.xyxy+texelSize.xyxy*vec4(-0.25,-0.125,1.25,-0.125);vOffset[1]=vUv.xyxy+texelSize.xyxy*vec4(-0.125,-0.25,-0.125,1.25);vOffset[2]=vec4(vOffset[0].xz,vOffset[1].yw)+vec4(-2.0,2.0,-2.0,2.0)*texelSize.xxyy*MAX_SEARCH_STEPS_FLOAT;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/SMAAWeightsMaterial.js\nvar SMAAWeightsMaterial = class extends import_three52.ShaderMaterial {\n /**\n * Constructs a new SMAA weights material.\n *\n * @param {Vector2} [texelSize] - The absolute screen texel size.\n * @param {Vector2} [resolution] - The resolution.\n */\n constructor(texelSize = new import_three52.Vector2(), resolution = new import_three52.Vector2()) {\n super({\n name: \"SMAAWeightsMaterial\",\n defines: {\n // Configurable settings:\n MAX_SEARCH_STEPS_INT: \"16\",\n MAX_SEARCH_STEPS_FLOAT: \"16.0\",\n MAX_SEARCH_STEPS_DIAG_INT: \"8\",\n MAX_SEARCH_STEPS_DIAG_FLOAT: \"8.0\",\n CORNER_ROUNDING: \"25\",\n CORNER_ROUNDING_NORM: \"0.25\",\n // Non-configurable settings:\n AREATEX_MAX_DISTANCE: \"16.0\",\n AREATEX_MAX_DISTANCE_DIAG: \"20.0\",\n AREATEX_PIXEL_SIZE: \"(1.0 / vec2(160.0, 560.0))\",\n AREATEX_SUBTEX_SIZE: \"(1.0 / 7.0)\",\n SEARCHTEX_SIZE: \"vec2(66.0, 33.0)\",\n SEARCHTEX_PACKED_SIZE: \"vec2(64.0, 16.0)\"\n },\n uniforms: {\n inputBuffer: new import_three52.Uniform(null),\n searchTexture: new import_three52.Uniform(null),\n areaTexture: new import_three52.Uniform(null),\n resolution: new import_three52.Uniform(resolution),\n texelSize: new import_three52.Uniform(texelSize)\n },\n blending: import_three52.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: smaa_weights_default,\n vertexShader: smaa_weights_default2\n });\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The search lookup texture.\n *\n * @type {Texture}\n */\n get searchTexture() {\n return this.uniforms.searchTexture.value;\n }\n set searchTexture(value) {\n this.uniforms.searchTexture.value = value;\n }\n /**\n * The area lookup texture.\n *\n * @type {Texture}\n */\n get areaTexture() {\n return this.uniforms.areaTexture.value;\n }\n set areaTexture(value) {\n this.uniforms.areaTexture.value = value;\n }\n /**\n * Sets the search and area lookup textures.\n *\n * @deprecated Use searchTexture and areaTexture instead.\n * @param {Texture} search - The search lookup texture.\n * @param {Texture} area - The area lookup texture.\n */\n setLookupTextures(search, area2) {\n this.searchTexture = search;\n this.areaTexture = area2;\n }\n /**\n * The maximum amount of steps performed in the horizontal/vertical pattern searches, at each side of the pixel.\n * Range: [0, 112].\n *\n * In number of pixels, it's actually the double. So the maximum line length perfectly handled by, for example 16, is\n * 64 (perfectly means that longer lines won't look as good, but are still antialiased).\n *\n * @type {Number}\n */\n get orthogonalSearchSteps() {\n return Number(this.defines.MAX_SEARCH_STEPS_INT);\n }\n set orthogonalSearchSteps(value) {\n const s = Math.min(Math.max(value, 0), 112);\n this.defines.MAX_SEARCH_STEPS_INT = s.toFixed(\"0\");\n this.defines.MAX_SEARCH_STEPS_FLOAT = s.toFixed(\"1\");\n this.needsUpdate = true;\n }\n /**\n * Sets the maximum amount of steps performed in the horizontal/vertical pattern searches, at each side of the pixel.\n *\n * @deprecated Use orthogonalSearchSteps instead.\n * @param {Number} value - The search steps. Range: [0, 112].\n */\n setOrthogonalSearchSteps(value) {\n this.orthogonalSearchSteps = value;\n }\n /**\n * The maximum steps performed in the diagonal pattern searches, at each side of the pixel. This search\n * jumps one pixel at a time. Range: [0, 20].\n *\n * On high-end machines this search is cheap (between 0.8x and 0.9x slower for 16 steps), but it can have a\n * significant impact on older machines.\n *\n * @type {Number}\n */\n get diagonalSearchSteps() {\n return Number(this.defines.MAX_SEARCH_STEPS_DIAG_INT);\n }\n set diagonalSearchSteps(value) {\n const s = Math.min(Math.max(value, 0), 20);\n this.defines.MAX_SEARCH_STEPS_DIAG_INT = s.toFixed(\"0\");\n this.defines.MAX_SEARCH_STEPS_DIAG_FLOAT = s.toFixed(\"1\");\n this.needsUpdate = true;\n }\n /**\n * Specifies the maximum steps performed in the diagonal pattern searches, at each side of the pixel.\n *\n * @deprecated Use diagonalSearchSteps instead.\n * @param {Number} value - The search steps. Range: [0, 20].\n */\n setDiagonalSearchSteps(value) {\n this.diagonalSearchSteps = value;\n }\n /**\n * Indicates whether diagonal pattern detection is enabled.\n *\n * @type {Boolean}\n */\n get diagonalDetection() {\n return this.defines.DISABLE_DIAG_DETECTION === void 0;\n }\n set diagonalDetection(value) {\n if (value) {\n delete this.defines.DISABLE_DIAG_DETECTION;\n } else {\n this.defines.DISABLE_DIAG_DETECTION = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether diagonal pattern detection is enabled.\n *\n * @deprecated Use diagonalDetection instead.\n * @return {Boolean} Whether diagonal pattern detection is enabled.\n */\n isDiagonalDetectionEnabled() {\n return this.diagonalDetection;\n }\n /**\n * Enables or disables diagonal pattern detection.\n *\n * @deprecated Use diagonalDetection instead.\n * @param {Boolean} value - Whether diagonal pattern detection should be enabled.\n */\n setDiagonalDetectionEnabled(value) {\n this.diagonalDetection = value;\n }\n /**\n * Specifies how much sharp corners will be rounded. Range: [0, 100].\n *\n * @type {Number}\n */\n get cornerRounding() {\n return Number(this.defines.CORNER_ROUNDING);\n }\n set cornerRounding(value) {\n const r = Math.min(Math.max(value, 0), 100);\n this.defines.CORNER_ROUNDING = r.toFixed(\"4\");\n this.defines.CORNER_ROUNDING_NORM = (r / 100).toFixed(\"4\");\n this.needsUpdate = true;\n }\n /**\n * Specifies how much sharp corners will be rounded.\n *\n * @deprecated Use cornerRounding instead.\n * @param {Number} value - The corner rounding amount. Range: [0, 100].\n */\n setCornerRounding(value) {\n this.cornerRounding = value;\n }\n /**\n * Indicates whether corner detection is enabled.\n *\n * @type {Number}\n */\n get cornerDetection() {\n return this.defines.DISABLE_CORNER_DETECTION === void 0;\n }\n set cornerDetection(value) {\n if (value) {\n delete this.defines.DISABLE_CORNER_DETECTION;\n } else {\n this.defines.DISABLE_CORNER_DETECTION = \"1\";\n }\n this.needsUpdate = true;\n }\n /**\n * Indicates whether corner rounding is enabled.\n *\n * @deprecated Use cornerDetection instead.\n * @return {Boolean} Whether corner rounding is enabled.\n */\n isCornerRoundingEnabled() {\n return this.cornerDetection;\n }\n /**\n * Enables or disables corner rounding.\n *\n * @deprecated Use cornerDetection instead.\n * @param {Boolean} value - Whether corner rounding should be enabled.\n */\n setCornerRoundingEnabled(value) {\n this.cornerDetection = value;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const uniforms = this.uniforms;\n uniforms.texelSize.value.set(1 / width, 1 / height);\n uniforms.resolution.value.set(width, height);\n }\n};\n\n// src/textures/smaa/searchImageDataURL.js\nvar searchImageDataURL_default = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAAAQCAYAAACm53kpAAAAeElEQVRYR+2XSwqAMAxEJ168ePEqwRSKhIIiuHjJqiU0gWE+1CQdApcVAMUAuARaMGCX1MIL/Ow13++9lW2s3mW9MWvsnWc/2fvGygwPAN4E8QzAA4CXAB6AHjG4JTHYI1ey3pcx6FHnEfhLDOIBKAmUBK6/ANUDTlROXAHd9EC1AAAAAElFTkSuQmCC\";\n\n// src/textures/smaa/areaImageDataURL.js\nvar areaImageDataURL_default = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKAAAAIwCAYAAAABNmBHAAAgAElEQVR4Xuy9CbhlV1ktOvbpq09DkiIkUBI6kxASIH0DlAQiIK1wRfSJTx+i4JX7vKIigs8HXpXvqVcvrcC9agQ7IDTSSWgqCQQliDRBJKkkhDSkqVPNqVOnP+8b//rH3P+eZ+199tlznVTlvVrft7+1T7OaueZY42/m37QALKNk2wHg1pITlB17mC+Pp11W3X/LHyT32vhg48/5SOv+PnwpsHA70JoGlueB1iKApeqzvOzn44GatTB76Xzhd7suBR7+WWADgDEAwwCG/L54b/poDLrHuvvm70Z2Avhsc+PVcxscBU8F8C8ADg5+ipIjD/PlGwfgju8B924E5seARUfLsiNmqQW0IjL8+7L2NYD/7COBzfcCm+aB8SVgdAkYIRCXKyDax4EdAanL5PuNPllNvXDlAHwFgP8AcC2AhRIoDXbsYb48dl5WkVFTE3LGDcC9m4CZCWBuFFgeAZaGAYJQQCRqDHT+McJrVb8zwATUXH02MHYfMHEIGFsAxgjApQqACYQORjtd/B7Axt/z79sC0+cMPgjjlwPwVwHcA+DfAHzTxcVgWBroqMN8+cYBeM71wH0TwKExYHYUWCIAHYRLTlkCYgcIBcAgU/n3qy8GRu4HRgnAOWBkERhddPAJhGJDBxkvw7cqimr+zFM/ZLnZF64cgL8BYD+AWwB8x/dlWuWagHiYL984AJ/0RWBy1AE4AizyM1yxYAcTigW55xMbAkxEiwEdkJ/ZCQxPAiOHgBECcKEC4TBZcKkSv+mTieNcNPNC26mLNsj45QD8LQDTAO4GcJt/7iw2bfoG4WG+vAGwm9ExiEg69zpg/wgwPQLMjgALzn4E4aIzoJjQ9g4024uygkj+pyuAoX0VAIfngOH5NgCHMhAm8Sv2y3XDZeBhNIp8OzJE8OsBzAKYBHAXgDt8/4O+MVT0j4f58o0D8Pxrgf3DwMwIMEPQEYRkNwfgsuuDZLskip0No0gWMD/9HGDoADAkAC4Aw/wsAgZAgs2Z0ABI0GU6IVmKv+f28KDnHxkA/G0A8y6G73N9kOCjXnh/Ebb6OvgwX75xAF5wLTA1VIHPADgMLDj4yIA5AAm6aCUnv4oz46eeDwxNAUMzwJAz4BABSNDFTwSfg7DDKHE23MG5PqIY8A1u/dINs9dBdy8AgnGPM2NfUBrsnw7z5RsH4IXXAAcJviFgluAbygBINnSLWOAjGxJ4pgOKDV0v/OSLKp8iGXBovhLBBOCQM2ACoTOhnYrAdItYbCij5JFzRyIAqRccAnDAQUjg6UNQ7hsMXP0cRQAexss3DsCLCECCLwCQzMcPwUi2MwAScAKbfnY/YRLFQ8DHX+IAJAMSfDkAF13kLvleIjhjQQHxUVS3jjgGpKeeNzYVQEjgUS8k+PghONdhIwAP4+XXBYCHKIJbwJyDTgaIAdCBJx3Q2M8tYAHP9m4df/ylQOsQ0JqtRLCx30K1wtLBggScQOgsKBGcWHAJeOwRC0BSM1mQIKRbhh+Bj98JQP6t4U0APEyXXxcAEnxkQAFwoVUxID9kvQg+c1C7vidRbIDkc24B//hTQGumDcCWA5DgMxASdNIFBUI5pCML8v8API5zfEQx4BudgqiczviSnJhQwCP4BMCGl+wO8+U7AJi/W4O4YS6+pmK/2ciADsAOBhTIIiAJnPB7AvNjP+0AnANaYkAHX2JBAc+tYaJXOqBZv24Vc386XW5dtkHGW+4HFAJonpOe+YYQZAShgKjv3PNvPQaxVoI8zJdfFwASfPzMUwS3Kt1v0UFIlos6oDFdAGFcliMAP/ryAEAGNwQRnDOgLbdlIEwrIs6AZ/QgkMMHQF6ZAKQcJAsSYPwIeAIk9wJgoPK1gi7+PwF4GC/fOAAvIQPSs0URTPBJ/Pp3GSEGRHfBCIQ0xowBtUbcAj7ys5X4Jfu1HIAGQrIgQRXEsAFQIORDFhiDY/rMHmrU4QUgR08AkgUjCAW6CD6CkwBsAIQC4GG6fPMA3OXiNzCg2I9gNCMksmAAoemDzoimFwL48M85AKkiuQVMAAp8CYRRDAt8GQiJ67N6GJODAXAHlsGguscA2AJg1IPGYmxOpBxFWkRN9LsATgIwXnNs/v/5z/9XCf8BO3YAtxbc/46/KDt+5+ea1Yku2VUxHz/z0v24FwMGK1gWsK2OUUxHHdCBeRUB6OxHABr4ZICIBd0QWSF+XRdMTAjgCdTrG9cBNwE4F8CpDkICyYLGsuhFt6zs+gISwUen8zEAjgMw4cfx2H6O/90yAFo84Cbg4ID3/9TfLTt+5+ebnRABkODjx0SwPi5ec/FrYpmqSAxM8Dn60CsqAFI6GfhqAMiDE/gokmvEr0C4PgDkBQm40wE8zMFEUDKEVoxIMLl/KS73mE7H9d+vcKHQQcjwW0Yu9nP8m8sAmOIBuWY6wP2/4s0ezjjg8TuvaR6ABJ70vxUApGrm7EbGE+i472BAB+WHfqHS/eoAaEwY2E9+wLSXTqhI7CXgnB6LCoOJ4BiST+hTnG0HcCwAglCx3ARoZEVFXnBPp/O/A/hXACc7CPs9/i1lAOyIB+RDX+P9/+pbQjjjAMfv/PL6AFDs1wFAgs/9fgKfgdE/ZEpuiQlbwAde6QAMBgiRmsSwA9BY0JfjovGRDBMH4TlcXGhcBOc6HkF0gjPhZgchxTLZMAci/04W/B6Ab3t09EPXcPyflgFwRTwgJ2MN9/8bf5qFM67x+B/aW4XQz42FeL0YrRyikztUFw0704mf9kXgxhOAqc3AAsPyRxxQCs/PdXOFY0W1KHy3QIUGtx+6vdnx1vsB+dsTncm2AogglFgVEAlUWrOMB2RyEmMCGQ/Y7/HvKns6tfGAnJQ+r/9b76oJZ1zD8WdyQjYBh8aBhVEHjELouQ8ukQ7VRSCJAALwkr+sALhnGzDD3JAJYJHg9uhoi4bx8ytkWUtvHT/7+Zc4dw1uZ3612fH2dkQf7yxIEEockwkJQn4IQoq8unhAhmPRKKFx0uv4K8ueTs94wD7u//VX9ghn7OP4c+4G7h8HpseB+dF2AKlFLwuAIZ8jD6NPrOhAffmfA9/ZBuzZCkyRWSeqBCWyoYGQ5yQrBpDbum/ME1HoPo0XEkSD2zlfbna8q6+EUJcTCxKEtHL5EQjP6BEPyIgYAZBvYt3xHyx7OqvGA65y/7/9wVXCGVc5/sl7qxD66dEqiYgRzAqhN1A4CBNAAlDyAFI+iZ9/N3DLJuC+jcDUBmCWyUnOrmTYCMIOkNclLg0B8/RsNLg9+UvNjnd1APLmmQpFHyEBROuWACQT8nN+H/GAvY7/VNnT6SsesMf13/CpahGnZzhjj+PPmwX2MYdDIfQexWyBAwEUOQDrRDN/98p3A7dvAO6fAA5sqHJDBEAyoUVGkwEd6HR12XU4kwzfl6fCXTZzjy57vvnR513X7Hj7AyDvggAUi9EyFgiZqNxPQF6345nOWbD1HQ/Y5fpvuLa/2+82/vNHgAPDFQDnhoF5j2C2qBWCI8bw1eRw5CL5l94L3DEOTI4DB8Y9OWmsEu/zBJ3rgsaybqBob/7A4C7jtWcooRrczr+u2fH2D0AOQgAUCxKEP7aGgLy64+m6KdjWFA9Yc/03/Osa4glrjr+AupqHz1sEs0cxG0BC9HIePLoit9eNkVf9L+DuUWByDJgaq4ybGYLPAWgiXmLedUE7dwC7saL7CqfPKXi4NYdaykCD410bAHlDEsNiwZ9wAPYbkJcfz6T2gm3N8YDZ9d/wHxUA+739fPwXPrSKYGb+BuP3jAFDElFH9HIWwbzCIGkBr/or4J4RYO8oMOW6ZVcAuvi1Cgoha04BCwT5gfMKHm7NoRde2+x41w5A3hQZkADk5+cGiAeMx3+/7AENFA8Yrv/G71cAXFM4Yzj+otOAaQLQA0gZxaIIZtMDFTigKJV8H9Iq6aZ59ZXAvSPAvpEKgBTtBODcSCWCZeRYtpzrmLyeGNCAyFl1v+Hei8qeb370Rdc2O97BAMi7EgB/2QG41nhAHU9LuWAbOB7Qr//GPRUA13r7Gv9FZwIMoVcEswEwfDoimEP0shKKtIphaZQAXv1+YM+wA3DEdcvRKkGJADQQEsQuhi1Tjt95vBsh5nx2IO59SsHDrTmUOStNjndwAAqEry0IyCMICkOyiuIBNwBvPFQQT7gBuPjc9oRYAIHyOEL4vIFEYVNaOou5vCGE/tV/A0wOVcnpzI47NOri3QFIBpSeaSDUdYLOSWvYImSGgftpJDa4MWJbAGxivGUA5MAOc0Be6eVLj7/4Mk+hzCOYPYpZDBiNkLh+G/M3yFyv/ltgL3W3YQfgcFUhgRY2PwY+Z7/EhAR1SFyXCOb57r28QfQBsJQBMn5D4y0HYLPje9Cd7RIC0PM3EiMofF4gVCBp1P840ix/gyz56r+vAMjk9Gl375iB4+CzveuZdLkkEPJ8ZEfX/6R73vOjzT5Si9hucLxHAVg4PwJgRwh9CKOXK8YA4ZEqKZXSQWh5P+5AftXfA/uGKvYjCKn72cctbFrZNECka5L5CPwIPtMH3TVz17MLB5gdLgA2Nd6jACycHwLQxFEUSR5ASvARDB0h9AQb9bXIgCGk6lUfAPYTgEPAITKgg1BObk58srTJgG58WMkWMaAbQQT1nc8rHGANAJsc71EAFs4PAagQestgC1lsBJ4BMCSOK6dDUcwqqaFiQr/0QeAAAdjy+jBiQQeeMSBZT3nCPUDIa9z+/MIB1gCwyfEeBWDh/BCAeQSzgkjFfGLBBD5nxQ4DxN0wv3hVxX5TBGDwL5obxvVA5YqYL5BeMLd66YYxJpRB0gK+96LCAdYAsMnxHgVg4fwIgMrhUPKQ2C+Bz0PmBTqBMQehAbDlIjj4F80KJguSVZ0FuXpjoCOgXawLjALhbT9eOMAuAGxqvEcBWDg/l1IE05Ed0ygZnyHdz0VwCqEPIfNyx0QQvvLDFQCp+8nfZk5und8tXwIgWcHSNX0N2CJmnAl3v6RwgNnhl17T7HiPArBwfghAS7mV/hey2JS9FvM3BLpUUi1YwDRMXvkRYJoAlAh2l0dcZ04s6JUTDIjyBcrl4yDc/dLCAdYAsMnxHgVg4fxwKVwJgGEJNmWtxpQMpX9on2eRhVA+O56AjMfnP+e3Xvf3NwG4xIPTleiY55bpGh6UbafNU0l0z0p+5Jh5HqYJ6b51nP6XP8cx12XNHQVgIQB/bFPVg2OC7Q+WgVFWng/FvtWLI06uWh5oguKEcXVS/9sEAF//VGD7t4ETDgJbF4CNi8CGZWBs2fPL/H6Vwp2KEtVk4fJ+v/EIYPN9wKa5qu+IncfPwXHVZe/aOL3EbwS7xv8A1rQvnO0j8PArTgTGZ4BxFv9mIxhOCGsv+0OPYDRghcLfkWkEuq0+G00x4OtfDGz+d2DbHmDLjL8si8AYP/7CGIAiEEMTG92zXqSbH+d9R2aA0XnvO+JjthiIrOVDHHPOkBrzUQAWAPsZp3oPDpa/Xag6EVkLBK+5rAnJC3/nYk/APD704WiEAV8OTHwX2LQH2DgFbJgFNrBhjd8r79deGoEwsllgNBOzy8CdjweG9wBj08AIAci2D6HafmyAk4/Z7SJ72hGYRwFYAMDLTwOGp4FRFgD3HhzqRGQiyeurqOdG6r0Rm8IEZjzRlkiqCWoEgK8Axm4BJu4HJhyAbFhDxmbDGnZO4j0SgLGDkpibgEq66TJw/1nA0F5gdLpq+zDqFfd5LMeWqu5HNST0uJOIllg+qgMWgI+HPv0xwLA3gWHpW2sC441gCECbmKziaGrnUdMO4aHeh6MxAP4SMHI7ML4HGD8AjHvHJGNAgpDgY/ck3stipRemvVhc+uASMPUEYGh/9dIRgGx8Y+MNbR/00uVtH0wEx94j/v0oAxaA8Ed+GBieAYZZg5kADC0QWGOFzGJlcGPzl1BxNLXD8sk4xftwNAbA/wwM3wGMUmxOOQBnHXzetIYvibonmSiuYTNjriVg7glAiwBk0fNZH6+PmX9P6kfNmCXGpftJ7TgKwBIAnln14BAAYxMYm5C6RjCyCoOyr0qkD/c+HI0B8DXA8N3AyCQwesD1VQKH7EcASm1Q+y4CkN9pUKiVF5nLvy+fBbTUd8QBaH1HvNBROiZvfsNnrF4kcvPwpdsBLBeU18Nf7AB23Dp4ecHC8oBgUlJJecLS+7+WOpE3gbE+HKw+yoevCYkMGKqPJrdEKARutaFYRs1fiEZ0wP8CDN8LDO8FRqYq3W10pgKgfYLaYCzootgA6KXaTA90y374TKB1sBozy77xHFZ536utRgAmEaw6g5kUSFZwSXnA330qsOlfgHMPDlZesLA8IOjoLypPWHj/11EnCiVwkz7kAExtsGraYUWdSDX5TmsagL8KDBGA7Bd30JsW0oWivnEOQNP7yGTSBR101AlZSUtGyfgZDkCWY1HnJdcBVe6325hTvelg2CQjZNDygG/2An0j1wKnL6y9vGBheUC8prQ8YeH9X39OVQSc7Mc6fCaKvAeHdCIVf4yMYCynTpX+nb97NJmlSQb8r8DQHm9YOFUZTKOzoXGhs6AxF0HIexcLBvWBuiHN8s2ne98R3qc6L4Vyb2oBVjfm9MIFHbjDCh6kPOBbQoG+oW8CO5bWVl6wsDwgfr20PGHh/X/1iaEIuDcCTIW/1Q4rFv8OnYiW3c+W2iKwUjKbyjQNwL1uuR6sAEgDgq1brXOmV81PxhNB6DUDBSYzQJwFtz623XcktX1Q1VWKaTF/zZhVazBVYA1tX5MazsGvobwe/jQr0Ne6BTh5uf/ygoXlAfG60vKEhff/rSe1i4DnTWDUACY1guFTDqLYdCBvf6DJYSMYATBfOx1kLfj1v1axH10nQ3Sd0GUkBnTfpemtBJgseIKQAHLQcVxa2TnuMW0Aqui5es8xBIegVdVVE8VhzHnLh65WMB9An+X18K6aAn2tO4ETl6vqbKuVFywsDwhevqg8YeH93/Rk70JE90nowxZbIJjvS3WYNSGUwGHJTpPxwwcbBuBrgRYBeKACn7VtpdUu/c0NJxO9BIxcKu4TTODzbkonPLoaL0vyUQRb2y8HsL1ckfWzMeuFi40Qezqi+yiPhyt7FOjr6/gCFwgP7Xb5vssTFt7/nQRg6MGRWmDRoeyTlpgw68GRTwgZgo1gGmXAX6/8dtaylSKY/koyID9BhzML3q1gAos2AcOrZYSoq/pJp1VtODRm9Z3LS/7WjVkvXOzEtOpKyGrlAT+4SoG+VY8vBGCvy/dVnrDw/vee65NBJiAjBIVcAJQjOm+DkCZEeiGAMw6sAwDZsJrAdhFM9rPGhd4904Co5oVuCZPV6kD40Ec6+9W8dBTBsfdc3nkpvnB82fp2RPcs79dHgb51LA9ofsDV6vut5/3PnxcAmLVBiDqgevDaJLkYrpuQxzcNwN8AWgIgRbB8loEBzXDwl4cGiDGft58SCOWGedgjvOJ+bPvgRkiuA+ZjzhnQQOiFNVbloa7l/fos0LdO5QENgEXlCfs8Qbf7HyMA3QVjYihYhLENgjX9y/qwxQmRU/asfd0ZcLU2CHVGyusJQLKfVi98CS12T5f7iECkHpsMkAhCF8+nshWH2I/jXsOYO144GV/9ApAIrS3vt4YCfetQHtAA2G+/4PW4/2PPbzMgmUMi2NoeSCRxIt2/FvuxWURIWCXg357gfTjEDNIHnTRXRCpH5ugKwGl3HpMBXQc0v6WLYVm/5limj04rG762K2uYY9jBkr9+rI03NL5ZbczS/dJ+LQyoga4o77fGAn0NlwdMAOy3vl/T938KAcj121z8Bn+Y9eWQJRz8Y6kNagDh2ey5EvxjxQD8TWdAuneCCO4An1vw5vdzQMmdktwq7pLZQR+dM34+ZumAxvY1Y04uqOAJ6FsExzeto7zfAAX6GiwPaLWR1lrfr8n7f/Rl3QGzmsis+/uO71V9OFgP2gpPhgr7TGRqRUT6dyvr4aIs/pm/2zVUNbBSv6G8e5pEv0Cvec7Po7+bTtjlBRlkvAMBkDeQyvsNWKCvofKACYBrre/X1P0/oWEAnnFD1YdjhtXxR73mX10FfCHHE9pVWcGAI/S0gKsfA2y+twrFZw6Hxf/F0Pk8Ri/kpGSnMuDx5T0iACgQHioo0NdAecBUHW6QdsV2/cL7v/Cyqr5gnc42CCOcfX1VIZ/V8We9IDmTzVXwPDJiXuKXPxtDBma8+lzP4WAgKkPxCUAPE4v5GzEuMX0PYJPLhB6FJsc7MAMmkVxaYC/K9gG+F1++8AQ7Gwbgk78I7GFpXgIwFiRXOwaJZPUbiR0yCUDRk+cHf+YpwMj9HgfI8ClGPyvsSiH0WSKRuYlitLb/zHM/JOSs5C/YIC9cMQDZr/dwxgOW9gtGYUBi0wA8l304vDQvAchilFbpIBQhZ7Ejq6ZQ0/Yhil8y4j89Axie9DAsD6FX9HOK3QtROTFkviN83kG4felIY8DCeLrSeMDSfsEovAECUFsTjHD+tcB+tkFgcXKvBRir7qtFl9owmO4Xy/1G3bAFfPrZHorFNWBFwHjQAFctIghj2kBarw06If/+MM9ZqTN6DgsDojCerjQesLRfMApvoGkAWh8Ob/tgAPSKWCp8ngNQtadjmTdltvNvn3peFYhgQQgh+iUmEaUAUoXM1yRLmWuFLaE9Z+XIAWBhPF1pPGBpv2AU3kDTALzwmqo6qtVh9kJErAudABia38TC5wJgS2xIhAwBn3yhByL4EhzXfRXxYsDTJ4IvrNN2JFMxZcBzVo4cABbG05XGA5b2C0bhDTQNQLZBYH1AVsQSAAU+imI1obHyblnjG/kJk3U8BHz8xVUQAhnQIl5CyNgKAGp5LKSSCoAySh5Jj79vTagcxUaIBeRNe79g9gq+DXig4wGzy+PONfT7RWFA4noAkGXZVAhcBckJQgNgrLiaNb3paIDo1vHHX+oA9LQBi4DxJcOUPJUnTgU2NJUyROs8irGARxQAC+PpCtsFd40H/AEf0gMQkLgeACT41PiGoLOKqyrJq3K/Ya9mNyr5FusN/uPLPIeDa8Bc+w3rtyl4VFHaMZc3i9RWBM9jjzgAFsbTFbYLRmm/YBTeQNMAtD4cBKDXBTQGdAB2MGBo8SCLmEuS1AFVAJ3A/NhPt0PoCcA8bSDG76XI7aySg6JYuGfKwJHFgH0E5B3ueMCe/Y4L+xVHAOZ+9EHcEgQgwbeiEYx6jwTdz4qfu7EhEJqxGqruf/RnHIAEnxgwBM0aC8aUAYWNBRCmoIll4HTqO122QcZbrgMWxtMVtgvuOx6wa7/jwhtoGoDWh4MBJ16WN4lfr8AqI0TVV1O1fa9BbQzovkAy4Ed+NgCQUSxZCFWvCOaOFREXyUwZOPIA2GdA3uGOB6wPaOz+QPv5S+MA3OXiN9aclghW+d3IgupBF2pPqxcxGenDPxfSRh2ASiKKiVP2PaZScvAKoA0VDc6cOlIB2GdA3uGOB1zR77iwX/F6AFB9ONSOQW0frA50sILVcckWJyIDSgwPAVcJgFbYuZ3FJvAlEHbJ3IsgJLGedeBIA+AAAXmHOx6wo99xYb/i9QKg2iAIfDJEJHqj4SExbEty0gkdhB/6P9oZbBZIGiKYVb9GKaN50lRHBLOvhDxh/5EKwDUG5B3ueMB2QGM/grb7/6wHAPNGMAY+GSGUjC52VX2f2CD4+HO0gqkZfegXKgBaHkcWtS0AWii9xG1ImrLlN5XR8L8fmQD05BVrmEENmpYSP9QX+KHiqj2/82+HqqDWwnbBRfGATdzAegGwru2DpRq7Mzq2fpAf0Nq0Rl2wBXzglZ4yUAPAmDSVWDBPHQjLcgTqOZ6zUvdKHh4ruDCerox/Dnu7YqwXAC1NI/QcEQuK6WK/kdgCTGC0PYAP/KIDMBgglq+hIkrOfsaCviLSofcJgJ5AdM7kkSaCj/HqQKVIGvD4swF8bcBjmzjsaQ2H5D/6acBd9wALB4DFWWB5AVherMp4GKIYEOp7+26UF0aSfT/xYuDG7wDjrIpAERytXf2vajj7ueryQXSFl10K/ON3gIWDwCLvjfGB8Z54O+Ee4ve6513uB2R1yzsqC+twbC8HcNVhfAeaBuDP/TvwtS3A/ePAIfYFVlPq2HHTuyulZCTlhbjhETF5yxTQGgPGhoHhIWC4VSXGD3n0tLkMHXHxu+YyB+MlPwDuZs5K6FlsbCzdVO9DuKfkHM8AEkP7B8fOkwDcD+B7np42+JkGOvKdAL4E4K8P0zvQdET0b14D3DgB3D0B7B8HZka9WzrD88N6sFm+YcUjrn7E1ZDvMtF9DBgeAYaHgSGB0PNHCD4BLwLRsByAyX/ij0/dDUxuqlIG5hix7eFhvLcOVUAtyPSydAFmOQNe6EYGV/9ZESiKgIEgtbaD/gHALQC4ovY5r5KwtjOU/XfTAHzzLuCmIeDuMWDvKHBwpMoN0WQzNtAaYSs0K4ZlOSAjGG9kPjCBRwZ0ABKEBJexYAZEAU3A7Oi1BeDym4EDnjQ1TwCGWMW8MXcKks0YOyZNlQOQjcgYIUHllEzYQ0ktm+r6oz8G4F4AXwXwRd8/kO9A0wB8y65KmPxgGJgcqYJTKYpTv2CCzyddQJRDOjKivn+Deh8BF8BnwBtaCUA+YYEyAU8h+c6Az9gNHHRmrgOgmDA3jHQ+iWupCeUAvNSrA9HNwqx+muk9nJVNg/CTfrmbAPwbgK8D+PcHkIibjob5o13A3XypWsAkG1cPA9PDFQDZM1id0i1KxsWfOrKnAFXlifCFFMMRcASigOcs2MGAIfE9iWXplS6On7UbmPaUUTXQrgsVMzcRj5Folg2V5ayUA5BWYKwOxKUafnosWjcJwk+7W5F2EKvlE3xcXaNYfiCYsGkA/smuqug6hcleAnAImPbO6YwRpMgjCAVAm/yQmKTv5hNsAf/i7SyNBSl2a8Qv/4/M1yF+BZSYlNQCnnVrpbC+mToAACAASURBVJcaI7sOSEY2NpaDXLqpR+vE/OVksDgImgGgghHoYJbTWc7oJtFWc65/cg2AYvh2ALsB3AzgVv95nS/f4QdsIkT9T3cBrGtITWZfC5hqtQHInsEGQn3UDDvEDEY/ICf7SxMOrAg8T+c00JGkvHGd2DABUYZIAONzCUDppCFhSukCBsLQrFtZe/IixYQpSyEoJoqnuPWrVRAubQh83HNlZB23z7j1ywmj6CIIqUPxw2Xeu9bx2jx10wz4Z7sqTYZaDD8EIDuoE3hMVEphWg66JIp90k0sBxBcy+iPIIaT1RtEsHS/yIAqw+VSNPWQfe5tlVEk8auXgVa5BUsEJuT5uoliAbE5AGotmIAjCPnR9xDG3TQernYAUupTdBGEFMf83OkApHG+XlvTAPwfuyrgSZOhas3u6cwTsUBVn2gTwyFMi8wjHZAA1M9fYGHDULJD1m8Cpa8fRxDad+l+Ykf/3XNvd11U+qiL39SxXevSsshdDFvgbI1O2AwAtRZMZzTBRuDFjxe1Xg8QEIB8yyj5yYIUxfQIkfkIRnmHCM712JoG4FsdgHHp3ACoMH2G6jM4lWzoQarSvwQ6MSB/vporVaFkh+mCLlpVR8Z+dqDZLoDOpHSiQeAFDkBjPrlgCHgCUaFifg67H/9uYjn4Ai1vpTERTAASBaoQJBAKeNqHlL6mwPDZYAOROag/EYRkPX34MwHIvzW9rQcA+TLpI22G7EcQKlJGsYIJhC6ClUMiXfBTbFUQAej6nPS/OuAl9pOOqIc2BLzg++3VmWgIEUz82cRuCAtLIHQQm0gO52uOAb22sC3JEWgRfPpZf2sQBQIgLydPEIFGwPEj8MlF2bSbsulghLftqsCXq9HGgHysznrGgi5qzTUTFH8FLhAUn3hIJwCN0HLncw37qaF2zoYvuKNivmQIuUNc7GvWt6sHNs26twA6vhyq8NEMAHlyntFrDCcQehyaPTl+FwAbXDcmAKMRThakEk8Q8kPg8SPL0qzLBl+A9QCgR6uZGs3vfHz8TtBZvkgGQrEPBVAUg2Sij50QAOjiVKI3saADJRm7dSLYWfSFDkCem/dhZeMy9pPY5QvSDYQyUJoDIK8qMezh3wY6fSL49PcGgCAA8pScJLIgAUYQEmz8RPA17StvGoBv39W24eREiBoNQSgWNI1HBkdgxJSw1AI+dFIbgOYmkjimQ1r6XXC3rAbCHycAgytohf8vsB/r2KRaRq7zpZ+D37HMX0s3DDcCUGLYaw53MJ4YUODzusqlGCQAOQCejuxA8UULUkxIwAmMAp8Wa3qkN/R9W+sBwOhIEPjk5SLr8HeKFbTQfb77csPIMHGl/4MPbReslPhNe4+MiTpi9AFGV4nI7MfvagNQLh/pfrYnDAS8aJQ42A2w4em2cAyWQUuJVQTGWLs1uL7DG9J1RjhA+jvYk4t3KXeMqijpzrud4At9z3XtP16yGfjKZmCGooYh1tZzvv8xXPFl4PoJYC97k9FlwZWD+Azi/deMZWeP13eQCGEyoERudChIjbb3mJYwH7V0QIKuCwj/gfMj0asn2I0FXRSHXfL/iRkNgLyeVj8ccMY//J1fyxzTAXT2+xoQViKYD/1hDqLxPiYxTgSvQrphphG97tz4Slqafnj7uk1kIQDZrvWTw8B3jwEW+RLxPgSiCERdPwPR7+wCPg/gulFgfruDkOMQkFc5x84e708JAMmCuRNBXi4TIg5CGRzGiBGE/D4E/C2r2vcAYJoify62i0aJSMhB+2IHoNwu0fkcjQ85pu3ack5nIBREqneYFyWLkAXIJHESe00Cyx5QyeL6F/tyEcDcrOW2n7fX8df0mME+/vQ/PQjhoy3gzo3AISYf80MQaQx1peH9wb7v2mrtmCBkIMMejp3jIJD1MsaxaMZ8v5N/67INAsB3BAYU4JL4DSo1J15AFPAEwuQHZJzkKfUAtOHLJSOQRWndBYQvCQA01cfnNopfsaCJaD2baBn79QjSTiOEP1EcawIpkq2kegBTNgHWEpOKF8Uwq2NRFPM4AqCf46/rA2U9/uVDvurB01zvAJpiiwOl3fEeciCGF+Ij11f+QkbSfMPfIzqw57mEFZ9Dl3Ps5HXWAYByHJAJKV7N+s0cCQQhwSlfm4lGZ0KB8C/rABgZUS6ZHITBSEhCowUYAAksF7cStWREyxRwtuPpOlgw+5s9sq6OaIJIIlUgEhA1edoTgHxa9HVw5jibZNF+j/9yGQA/7pbujZ4bwv2+cWB6tFo0NzYnkxFA+cvEAo43VBoEo2e+48EMXEOmD9F6xhCE8RwZEJ80VblKvDlmzwicfqy93/o+8K8TwB2jVSgW138FrJQTXBNlnJgmrjZwanow9CBP/rL9wF0jwAGWDtFyoN9PHutnIHT05mPXz93dMGQAPniJsjiBXiTbxDZFMF9NLUPQxKR5qezz1Y6/YZDH0D6GkdAkYJIvRalAdHAMmPZoYhb6NhDWvEyf/ma737CXN7R1ZC7hUbPgcFgqt/ZZjADnM1xqEVhYBpb4CUk5UsL7jQvj///5buDrLeCOEeD+YQchYwG9VIfyg1NaZszFiCH6DkRGLze5/dgk8IMWcMCjdCiCzR8od1B8OTwvJM8JEShFut1fzMhi+eRJr6LI7hYP2M/xVLwKNoZjUTwRMAQQmYyhWGQxsSADOflZ4kukj7PhZ75bETjBpkAGahMkcrGgwhsXeCyBHBj1wmOBQwvAwqKzoFeRV8ZaerjKYAuirmPY/o9X7q5Cyr7fAvYMAftCPGAEoYlBiVtFwLjtp2U4irj7yOANbi+crHyrfCbTquJV44O0F1FrwQGIMZFqdQDyP/gGSZ8TC0ZRRsOlVzzgasd/u+zpMByLehAfCgMQCDyGZJHFCCgLZ2f8mgI5qauEcVx9e5vACTgCTwEMWr5TdIpWKJb5MvrnoocDswvAPAG4VLGg6UKeqmi4iuDz4er30oX0FP7u5moMvIf7W8B+jwlUNAzFnlZCIhvGFRCeWzrgXSSIBreXTFZSgVLHAp4UHOFuociEEsn2PJwl/XEk0dzfSojeerFg1IOo5BKAveIBex1P67lgUzgWQaJwLAKRH04i14ItgDKEtGsRnWx49b2Vkk9wUefTGrKCF7R0JxZMqxN8cmPAxWcAcxGABKEAKPA5u9lEaAbCmKMI+sDN1X3z+ro24wEZFc0VEE64ABgT180PF9ZdBcDb6JpqcPtPk+1ACbmKjJnllwyuILunEAWjZHkBsrsRUnfD0qEiC5IJfyisgMhzWhcP2O14Ro4WbASgAMQJ48SJwchmBCDFa8qpyBbSP7OvU4PQ0p2W7+LSnSJUFOrI4V7w5IoBTQQTfJ6oTSYk2mQcpGRyH2syGjIF6EM3V/fM++C1CfwUExhCsmzCaQT43lZC3e1hBpEHh36XEqrB7Scmq5dV0XZxmV8WuDFzAF9iwhow9seAGoBcGtKjqAc+1l9rLb/1igesO55ysmCrC8ei6IxRMAKTWNBi6Xw98xNTFUi0jEcmpYgRAPhddpVi9OIEPP5cYD4CcLkCooHPwaW9kV+iwWrQHT8uA1fd3F7DFvgUHUP2k8jTiogAqLoxFpDgbMj9jXSuN7i9dLIdaxzBp5XVBMIMgFEnFAPKT9qPd6A9BIGI7MfPmf4U+40HzI8nWgq2PBxL4FEkjKJixGRRFyQQPzzd1iAUzCAQas1YOmAEoFjwkecDC/PAwhKw6CxIkCXwOdVJLxTobMjBdyIgfvimNvNJ7Evf4jWtdnRYD1YNGVuG93VWuWs4Jf+mlZCCZxwP/cnJ6mXVKk2+tK8lQQVHRTGc64SDAZB3Ey3JcxyACkToJx4wHl+YwqloGDICmYmTFgMQFBET8yyYzyAG/AfWX8mCGQg0BTRoHwt9KVaPE/HQ890AIfgWK+CRAaMRYnVdxHbhdY8Wslw1V93UDsmPIj9GxgiAioRRMIJNvoti+SW/Ikd0gwAU8+XxJcbGITJPDvI6XdCFREFSknTB83xka40H1PGF9dnycCxFwygkK0bASJQSVAbAYeD98xUAe5U3jKIwBosSgNsuABYogl3/IwgFPrOIg1Xc4ZrpAsSrvruykl2ucykapkMMh4CExD5DwJfWAYAxwk4MKPAJgOIjGSEGwuCakRhemw6Yv0UUwRf7L00L9pnsNx6Qx4feY4O8pDEcixOjsoTKKpMYjSFYYjOC8Eq3Wnnr0YYS+0Tmi2HysrPGLqwASNYzBnT2Mz2QD91laxLB0gs12GAh81cf/o/OcHyJ+qj0S/zxnhUZbSyYWaL8+Rq2S29wowiWkJPan4MvgrDDGAlRe7KIywDIgR3meEDWg9HbJgApNTkXo8o0i7oVgxnEgFr8F7jEdnU5GvqfJQKQKyEOPlsNIQvyvupAGHS/Okv4qv9oh+PHxMLk8ggBCRxvAmEN+AiEzz2iQfQBeNmkh4K52hJBKOaNe/FSLobLRXCz43rQnu2yi9oMSMDxs2jo8303ERz1wsCGZECF4kd3DwEYYwJjhoNlQrgIjlYodbBPrwMAZfEmyzcIv27gs6XDzC/IR1DOgA9a6DRz4wZAsZ+LYXvQYsHoD4ziOFklna6YD3+nnU6dZ7bGDAcBUImIAmEUw/zbJ1i/scGNDJiLXmle3RhQ+l/aq57gUQCWzwwBKPeLsZ/LFrGg/ShRXAe64Ajkv30kALAjF8R11Dy3K7KRwJcsUTaqWScARou3w/INVnCH+A36n8RvM3nB5XP4oD6DATBYwGb5ajlOLOh6X8JaBKRG77+7ygGYp1bn+V25/01AzBnwQ1ypanD7KWfA1QDYC3zJIj7KgOUzc9nFbetX/r+O5biwNhyX5uSEDr5o0xsJwLp8/m4A7GaJUv/j3/5+HQFYJ3oFPPkho/hNeqBcMkcB2BAA6XrxmMBkfFAci/m0JpwzXw0TXvXtzrz+PKc/Ml/ugzM9MDqCAbz/keVjjGcQA/YLvjoguo1mRslRI6RwfsiA5nqhL5D6nscF8gfTdfxpS+/hLzvWfzMQCoB1Fq/8b3VWaPIDZqsRV64DALsZHVHs1gEvsqFAeBSApQC8pHK90Oql4UEAyvCwNeGcBXNLOPMLftgZsI75ouUr9ousp2TEyIJ/sU4AzC1e+WIFshyAHPZREVwItrrD3wGAhibTYBhxVpe/xePyrNBuWaoNp3DgFwC81O+RAepK/a5Lfe51jxr7JwA83nPXYgq1asl0yX5N48+f4VEGLATlK1vAo5YB1gBSRmsM+NFE57lcfPD5pPFWCJImtyvGgGfOAacBYO59zFglgHgPefZsXV6/gPXBYeC0RVgyJNOGYuJjPka9eHWgjL9bWzhWk0/n/wPn+k8bgFNmgYcsVflZnBRmIShtJM/m7JGibGBoOIIez9wKPP4AcNpylfbNlGfdI+9NjBjz8JVzppckZuJ+dBw4aQ44drk6j1LIY9JkPD7P4s2lwVEGLHwJnncscNIh4Nh5YMsSsHm5ndOu1BGFThJ8/K6JrZtoslST2+XHA6ftB05ZAE5crgAups5TfaL6EF+UyIif3gAcOwtsXep82eIYY9JkXpMgMp/AeZQBC2b8OduBYw8C2+aALQvARgJwGZhY7swEzbNa88IRvAVO1qkF91J36DNOBE7eD2yfB45fqphLnevzdGeBKBfL8UX5/CZgyyyweRHYsFwxYHzRNK6oetSBMDLjUQAWTPqPngpsnQK2zgKbCMAlYMMSME4ALrcnR6JYQIwsoUnjpDRstOLy7cBJB4CHUGwuAtuW2nUDVH1EFUhycSwWjGD64mZg0xywcaECoI0z5P3X5P6nWlHdgHgUgAUAfOYOYMtBYNMssHEe2LgITBCADkIzSJZXpCOnIg25uPrhgnupO/TyhwLHHwSOmwW2LVSik2pCrDsQskzNIBGIpBdGI+VfNgMb5oENCxX4yPRjPj4xaJ0+WGeEHRXBDUz2Mx4FbDoIbJypADixUAFwzAFI8KUJChMV2SUaAGc1cE/xFJef3FYRti64nkqWDrqqEhbrsm5zvZCdPCd8nHzJOLZuABRz9hTHZwPL7LnLnoNMIY2VyaKcjtZLHOAbNgNPngKe4BacfGF1pnydD+hphQ/8XV5UiEueLGnDN1tWXj/3/4cTwAUzwGPcRcFJiDpPt3FLmf5vjwE2HAQ2zPrEzDv7OQg5OSM+ScYQy5Xbo8465u/ZfLTJ7fKHAdumKxVh8wKwealSE6inEoSy2MWCdbUHIghv3AqMzwHji9VLZuDzD8cXxxWZs5c7apmW0fMBnIHKn5X7d6I5npvRz94O7LgXuGIReJSb+Xl1tzqflybwRwqf9i97BQRWomWJQ7oZVFtJoqDX/b/oGODsvcBTATB9gsfGqmzdjtVz+G+PAyamgYmZCoDjFE2anCVg1CeJwOMnTRB/DmUINVkkgia3y08BtkwDW+YqAFJFMD1VAAw6XG61R31O9/fdrcDYPDDmY0zjc1UjivBuAMx1QdMB+WAYXU8dhEU16dOSkppbcHFSrng8MHwnsGMPcN5ypURHp2xMIa7zDz2z8Gn/kVe0YomO0wEwBYKujL7v/zHA6C3AxfOVh58g5AsZxx4fZM7sf3h6BcDxWWeGBZ+cMEFiwGEHHRnDzun7ONHs/djkRgBunql0VDOSHIDU3cxSD4aEajhFXS4H4S1bgVGN0V8we7E0Fh9jVDG6Obr1LJMRwn+kOCaTEYT0dsfqZHXl/p7PrLi9wIY7gO0H2yAgCAWCWCowKrYE8nMLn/a7PQn9X7zIJPPkCcK+758y7x7guNsB6l98gZjLLYet3Ay5n0sv4R+fCYxPA2MOwLEAQLIDPyP8uBg2cRYmzFweAYilKkn+OC8/Fdh0CNhEA4nGA40kd6FES13WLO8v1qHKAfh9B+DoYjU2Ak/js/8NAIwg7OUb7LCC+WAfB4CpBJoIiTRNRmS1l13kqWh3Adv2A8cdqqp1MB+aIOSxWv6pq5D2kkIAvt8rF7BLJksN/jMqfa7v+7/Ak4B3A6ceqpasKMq5akAmlLWY37t8ZW97PDB2qALg2BxgAFwANEGcnI5JcrDZRPlkaXL4u1KJUAfAjbTQ59x6dSvdLPXAgGYshZWR6JIRaXB/NwFI8C1WwLMXzMeSwLfcXuKrA2G+wrLCDcN/IIg4ERRn0qvyySAQX6mG1XuA4fuAbTOVwktRRr2MLCoQyvEZ/UY/WwjAj3jtFJZkU79g1ghkgEBf98+0Umb/3A2M3lkBl/fOcdMok2EjkZyv8773LAfgHDDKjwNwxEUw9yailpwdxBAEYhBbAuGzG3aKkQEJwAkCkOCjlb7Y6SYyf2UwlAS+vKYnAXjfNmDEX7DEfA5CjUcsnzvbu1nDtUMmCDkRZEEyGdlAk6G6lQTSa6m0MP6HuY73AxNTlcJLZ6WOJYC5/CNxLpHMgdKIKNl69Qvu6/75AjHOiTU87gKOOViJb748BKCWrnK/maTA+58AjM0Ao7PA6Lx/xBAupoYDC9okBRAmPdBZ47lNA/DhwMRsxX7mPgl+SrmK5EaRNRslXFQ9CKB9DkADn79cZtkHFkysJ103eBbqlh97DpmTQTYgk9VNxu+xYbXKU3lhFoJPOgdFGY+lPkgQxokkgF9Xgj4AvfoFs84eX4Ke9x9fIC+tRfDxvvniif358sSir2LCj5wNjBKAc8CIi2AxxLCzIAGY9L7AhGIKgpATw4l8wToB0JjPrfTkp+SLQbHrOqm5jNyajS6VCMIpApDAWwQ4LrGgXqzIfnq5cv0vN0ZXHTInME5GBNLb1DGdOYQsI7AfGKFjlgqve8wJwG4T+fuFAFytXzCLb+VgWnH/fIGYfc46Hs7iHC8ZkPcdXx4VfVXJw8+cA4wIgM6AHSLKWZCTESfLfg7WsIyRF3ckiRQ+HACXkwHptyP4KHrpJvKVGnOhRF9eBF9wE0mUEogz2wC+WGI/vVxiQQIxAs9+rmHA6E1YFYB8DJwQMZl0OrLZ++i7sfT8zroYHLS9df4RACWKxSZvLXzG/fQLZqk2gqn2/vUCUQ9UZaM9wDaPeSPrC4A5C1KV+NITKwCS/SiCR/jRBDlLmP7nHynsxno1IPwJSyRpbiMADXzuPDYfZfBTEoAmcuVQdiaW0zwXwQsCYDYmMaDA1wG8TBSvaoR0G77EcGSET6hjOvVApfRPAUN0zjr45JzVcSqiTxD+VeGzXku/4Nr7JwDJOkxFIwt6j6+RqUrlkO4bXzp1gCAAv04AzgLDDsBhKugLFUvQUhTwCEKbnKCw14HwJ9cDgGQ9WegRgDI8XEcVEDvAl7lVlglAgi+I4CR+Zf1mLGgMmDFhBGFfDCicRJFERviSABjLS7FC0MFKMU+07wOPE0kGvaoQgGvtF9z1/iODkwn3VWoEXxres5ib9xx1wZufBAwLgAQexbAD0JiQwJOuJBA68/H3Zhk6+3CifqqwWNMKN8wjKgbk6gWJgC+FMaBb5vJVmsUbV2vCqo3cRWZcCIACoax53+ulkqNd7iqOcU1WcC9cxEm5kQBUdZ+sTnSL/jEtTWngi21jhJNJBivZBukXvOL+yYBkcOqxKjJ4AGgxzMrBVwdAMmHrZOAYF2l6y/mwV6xD17zmWo6MbRyeWtOHwxJ91IIhr6rqZS70DPPLXDVUrfBwzHKr1EUp6/h0T/6L/GcCqslt4IhoTcwdAqDSs7I60WQH6R329pHuFyuXDJmEjuOSbdB+wSvuP5bGUjmsA5XoUvcvBXKKAQnApUdXwah0b8jXR2YzJTsC0ZHB33FL+2yiX3h/1YeD1fFZGT81g/H6yqkVa9YEpqMhTADle8erHA6t7Mh6j4ZBXdBGjFyO4CSIm9wGBiBvgqxwIAJQlXIyEJLyI/i0SkAG/FbhaEr6BXfcv+5dLKhCg4z1C1HEBJ8+BODQGZXfk/quAZC6ketAZEQCTWAU8PIJt0fgwHzZvVWNaKqi7JLOmtDWFy42g1FxH/XfqGkII0C+a0tnDkfsGxQjn3VPsk7tXmuy+Xp0JhtoJosAaFcUAJUYKiYJxcqHqKAH9rPlG2cMrmCUbMX9guMLpGTcCMKDlZGhMK8IPnPIn1X5PA2AwegwEEYmDGBMjOI5whGQP3NPBT7VJlRNaKvF4t2IWHbDErtDlSk1p4lJ7/zd246tglGZryIfrFhQ7pU8WCAX0ZENG+57U14Z4YrCeLrSxXdev6TfLwrbxT7znMrfKQXfHLQCnyvmRIv0Q3430ezMmL98P393G3wqz6am1NYzzoGn+svqRmTAU2citctqAX/2EI8F9ACEmLHXLZGoFxtSl2xyK2bAYwrj6Xr12+1noL/jUTCD9vvFrn6u0v1/nvGkaoVBAQi0eummMAuXQHMWJAA7gCixG8U0gFfcXdlBKk4Z6zELgAJfZEKrxpC1xOIl/+Sk7jkcdYlSco90y9+gK6vJrRiADD0piad7RuFo3udNCgft94vCdrGXn+tujgV3QAcHLcFnroelivHkchEL8ue0uQ74S3eubAITS3IQhKkMRjBMokgWG3L//2z3VSnP4VDgQWxUEEUxAZFHL0eR3HDfm3IRbDHkBfF0zy4EIKNhSvr9goGEBdvTz/MIYQLQdVsTwRTFDj5jQmdArRDYJQNDSs961R3tPhx5NXoVgoxleHnarjohgLec3D2HI492yQNvIwvqO9fJm9zKGbAwnu6FhaP5pFuMg/b7tTbpBdvTz68cz/zI8azVj8iAHTqgmFHXDUB89R2dtaC7tUGw4kDOgFb0R2wYRDGZ8g9O8aU4XwPOczhiwGlMjqqLWiFYGu570wADFsbTvaxg8nkow7E8nM/atfKzln6/1mS4YHv6BQ4+Z0BbqHcd0NwwYbVD3+1yWhXJxPBrbq8AqE/XApSqAxiBV2MZ/54DMOZwKE00rnDUWcR5KiV/brjtSAMALIyn+/mCyeehjIYp6fdrvVELth8RAClyHXxmhPi6r1m8FM0ucgk8+y4RHC1kAK/5XgW+2hZYofafWcPq1B5AqDqEYsQ3nepR2gqhV2yiol1COkD0C+aOaoGx4aL7DQCwMJ7uVwomn4fm7VrX2u/XAlELth+5sHPtN+l/Ap6sX2dCsZ/phZkIJgv9l++1wbcq+2WFv2NXIjNKAPzuw7MUAV8DTuynFIEsQy83RgTAhiv+NgBABaQOGE/3mwWTLwAqHnaQfr9GnwUbARgDNBUlkpzQboyYCyYDYdILdf0l4NduW9kGoa4geNdazLElKoA3Prx7DofiETtC6XvE7hGEzJlpcis3Qgrj6d5UOJoYDcMglrX2+y0NPtl5UZUjkfx/Hqbecoe0OZzdF1gHQrln9Bhee4s3f3Zxm4MvAk9VSFdUIw0i+Q2PaBtISiBSSFgCYMjMW00MP7pwvvLDmwFgQTzdHxcOSGvBg/b7ZRZByWYAlOERluKM3Ra9CKWc0q73dTBhMFT4ZwIw9l5Lrpes+HjeBiGCUOKXeuBvPcKTiEIOR0f+RhDBMYi0Lhea4GTaa5NbOQAVDzhgPB1La5RssV3rIP1+7yy5OAADoAchEHBkFbKfGRpiweAPtMs5IFNokyOGk/7rAYC9OhBFwNXVY1at5tftCBHaWVS2AJdEcEinrDNC+Lumiyc1B8AB4+muLARAXTDCWvr93lR4/Z0Xt6ODFQkj8WtumEwHTKDLQejAfN3uds/dfjoQdatGLxb8jQBAYz6/boxiFgAVudzNIc2/s3xLk1szAORoB4yn+2DhaATAGJCtbpkCYq9+v4V+aBgAQ4i66XtaC85YkDog/zdZvzUgfN1N7a633Xqv6fe9msDIHfNaB6Ay2JRE1AHAEDIfI5nzZCLeN4Nbm9yaA+CA8XSsul6yqV0rJ2WQfr+splCyCYBR/HJyKX4phs0PKBZ0lqOYTpvniAiUAmAd+HKjo1cvDjHgr+3wPJQsVCymUZrPMuRsRBDG4AQCsunyJtFGHwAAIABJREFUcc0BUJlxQoH62q8ST8cggpKNAFRGwCD9fkuvbwAkyGgJE3C+Nz1P1q9/T3F1EZBxvZh50s6AEYC5yyUHXt5/Q8zI5/KrAmAIkkipkyGPYwXz1aRT8v5ZO6jJrRyAvKOvNXlLazsXs9bo/ztc29Pohgotp5J49Rcj/pzfIwGS//3OM4CNd1dpntQpFUmjEH4LYIgnyn/OLjL8FeDGhwJbNgFjI8DIEDA8BAy1PFK7FSKf43cNKrvHx+8C/vmxwMgmYHgEaA35J0StpvvzL/nP8RbLAfhyT207TChgDRiu/ZL9DsfWNABvYzbhCDBKoBAk/pEobGWTqp819hzQ1/0k0PoaMDEJbJjxVZFgDad0SaUO5LksWVj+XScDmw5UEUDJ6U4d0nVbC91S3ovfVHp5al64cgC+k7mZAP768KCA0WD3A/ieLz090CDceVmlAuhBljLgrfcAw6PAyDAwPFwBkCAbItM4a/FiNtERjBl76W9ffD2AbwJDdwFj+6syImRXrd5Y2FjIYcnzWPLEqnsfC0zsr6qBMQmfIDR/pyJ6xMhKyMrSDiKD2xja6TADTt0/AGAs1KcAUCFrOLF6tbtiRVFavT/wuMCa7MfVTlH098YBeBcwNAIMEYAUlS4uBULOmK3LCnwOPANlEIOSoF9+C4DvVoWXhvdWZVOYqWgi3vOXDUQhgieB0EElViMYJ08HxqeqnG8D4IIDkAzo51DKQQJvBKUmKACzbM4+5hUivwrgiwC4LzvjmgCh6nBcgiMTcv9Abo0D8E6g5eCjfpUA6AxoQIzgi8ALmWwC4z//DxcPPwBak8DQFDB8yJPpPZHeGCyC0KN5DFCByfh9/+OAsekKgEzCTwD047X0SCPM1IYQjCv2E/MJoGVwUUQoPboq0MdqkWVn7RtDDMahB4g+P6qhXFpjVtkDtRGA2nKjos7IyOyHFUbIrXe0FXsTuzIYfNb4O2M3ATGIYQOmPn6hG6gi3eUkQQAeAIYOAUOzALMVh2pAlESqGFBAXAYOMQVjxll03iO/yYKRAT0FQXkwZkjp1pz51LO2XAT3KtD3AIAwj4Wg05kfiuUHYlsXAJLVnP0INLM0OYFx78AzcRySeTsw2AJueI+Dj2Fne4EWKz5MA0MzDkCCkAByUWqsJzarEanzj2zXwjEGFHuGY+pYsMojzZL1G9EBexXou339IRBrC3lJGmNDuSHX+w7WC4Cm6wWxm8DngLTImgC8pBcGBuTXf/1fXnyTugnFwxTQOgi0CECyIFlsvvJfEnh0mhsYI/s5uxFYi1xZof7oOqSAawwYjRGBzYGXbtWXaCIrlvHUagX6SP/ruMVYCEbEqECXAMjfree2HgA0ESur1/0vtnNwGSsG0RsZME20/+/XWH6Mugk/yngPAGy5GDYALjiIHIgRUIrsZjM7Ax+BSx1S4pfffQVIep8dL7dMDsTGjJB+CvQxTHmdtrw4l0CovFruC2NOe975egDQsCXRK/eK634JhBK90q2C7I1i+Gt0jxF40k1cPJAB7UP2m3MGJAAFQrGei9iUTH9yBUDTHfU3B5+BOIKQ43BWtNtPcWIOzEZE8FoK9K0DCGNxLi3FqaKA9gTgeoFwPQAoI0OulWT11oEwiFz7cwbErzNxWtEYBB+VY76Vh4DWrH8IOoGQ7Ocg1CqMRLPltmxvs1/SHaP4dcAJePYyyUCRIzrTB8tE8FoL9DUMwl61kQQ87Rmy2PS2rgB0a1ci18RudEJH57OsY02y/+83/sZdBKr4FXQTApBvprGgQCg9UEAM+h9F6ugJDkC3gJPBEvRGrYoYCBX9IxEcS5K4i6cZAHIw8oXQ4mLBb35YH5d7OekadtTV1UZSjaEIPH4nQzYNwgjAHNwDuWGYpZc7lzPfX1cQur5oBorfzDf+zi0yVTuSkuxBI2Q+PhQDIUEnMLo1TBCZLufGw/ixbQa0KB8CTODjPohdY78IQmfDjmW7Yo/doAX6GqIiAtDHaYswSmeMubV81kp11L6hy2PdAcgblfslOKC1IiKRmyRxZgV/8++DS8BFrxXi5Hd/U6MeSKdqEsEKhpBRsgRMbAtuG4KU/+9ry5brzP/lPVMv1EPOQegharrVcgZUhVHFxNPcp9VFtlOWkL437C0WABWypFRGsV0sb5Hn2zYBwvUGoKl10v1knDgo0y7XA8Pfv0UACnjaK33Co9gJQAOe64FkNvtZAHQdjz9v2Nz2GSa3jYej2W3KGuZ9ixGdIVSoKT13B2s5AHkGheST6qn0erHv5AIgAAU+LVfw/wq3CEAV7clBKDDGZG9/5oVXx/oyYARczcqH5GyH8eFplTawFvAtrtXLGpNrQDGbejupB3omlIHQGc/ErzOcGSRs8zrhAbbuL1Tco/JfbLlNwHOmi2kIcs3owbdwNpYtynDQhsFcgvuG9/YapGFvYX22zZcAU0/GwA2LJ/4AmGF9mwEbBu98Y3cMF+uAGQCj2HVp3BbPuo3IlqxAy5wHAq4OfARmEBXGfNIBa0BIsG0ecwC67merHgRpZLwocrWaovuTxew/V0txJQ2DWeae3WAGbdhb2DB4+wRw7w5g8Qpv88liyGtoWHzMi4C9fAEHbBi8kwUKu2xNAdBxaGBLbJdZux1LwAGECYAEm6wyfpelJrEgFnRDxESwgyUxIUsVMwjVy5AYO0bG89Auu1/5BF38KqjBHlUAYXsteNCGwTeWNuwtk4JMkrlzGNizA1hm69g1Nix+zDOBW0aBeRZZGqBh8M4emfWNADDT+zqMjQyESdQFHfDbZECCLRgdHeCTe8CBaKJY1rDnBRCIAuGW4TYAZeFG8ZuMkGiQ1IEwGCJtHZBmy1obBsvVMnDD3jIAerti3LEBOMjGcOpa3WfD4ic9t6oveDtLfw7QMHjnH6wPAybW6yaG4+8D4HIQfvtDIVtLejpBFsVvUI7NIBHw3DUjRzL3rDVtsYPOkAScuX3coNDynT2VYJCkn+PjqvUD8hVbS8NgjphGxcANe8sAGNoVY/824BCBtIaGxRe8pLKZdpMkTvXiJ2toGHzSNHDPScAyq3er4qPyGaNc7JCRXWLT2TjwGmCOeQashq6+qSpZmp8vojQpheF58ncdZVjLnjWPHr4VWKTKxrHGUqq97qXu3jp0wPy+eEC/DYNZsZAO6IEb9pY9lNCuGPcNV830ZmkM9dmw+OKfbdcXvJMPdY0Ng0/7GnDXKcDMccBS7MwdKz8KCAKQIgY0MWGCtr4TOHAasMwOkTqf6unyuLykfd254nkb7qsw/iVg7jhgmSX31Vpd9yRHeLx+zRhjEGRbB6wDYT8NdymyubzDzCCGfpMJWfSRYfr9HP/aMgBm7YoxNQHMbQHm+ID6aFh8yS93tAvGQb7da2gYfPoXgbtPAqaPA+a3AEubgGU1RM6B060fgkRoCzj+TcD+04CFE4BldZdRc4/YxlxgjJMewSiwN1zWfsOngdljq3EmY08vm5i/7j5yIMqpvupKyGoNg9lngYosl9wY/0dZdrMzYl8Ne8sAWNOu2MA3zw/F2CoNiy99XbvftrcLriz6PhsGn3U9cM9xMODObQYWCMANwPJ49UliuW6SaqqBn/gGYP8pwPyJwNIxwDK76ahDeN6uXYCuYyABkEza4LbpY5WEWdSLxjF26/dQB0SJ6r4ByAN6NQxmkWcqrnQ00x1DEDJFjR8CcNWGvWVPp6ZdMQ6OVOCb3wAscPJ6NCy+7PerkP5Q3tBY1PrT9tEw+JwbgPu2AlNbgVkCcCOwtAFYcgAuiwWlM/XqDjMEbP9t4MB2YO54YJFMo/5gHIcALV1TRZ17FXOhPtvgtvkqf9H4kvHDlyKK4l6VzvVSBF22uwjOb7pbw+CfcwBSkyeFEHAUx/yw9JTyEbo27C17Ol3aFWNuAlgIn9QxO2tYfNlbK6MvaxeMRYquvL9rTcPgJ30TuH8LcHAzMOugX3QALo21WXBZLEHwRF1OgHS2eOgbgIPHA7PHAezNu7QFWFZ7JnXJ5rnqxHEulvlzwyVNN3+wern5Yovl7SXLGwvn4riLWO4fgMRJXcPd/+pmOymELEhRzBxJAo9gVL4kwVnbsLccgHEpWi3epocCAMeBRU5eTcPiy/6qtl0wpvhA+2gYfO7NwOQm4OBGYGaDs+5ExYDGgqP+ccAkINaVpB8GTv4d4OBxwNw2YGFrxYCmV0YxLNYheCXau7EhV3ga3Lb8g4+R45uoGLADgHWqhsBXA8K1AZADyRvuvtkBSArh+i9DsQhCOtf0UUgW/7aiYW/Z0+nRrhizoxXwFhyAi5y4rGHxU66qAFhT3rDSIVdpGHzencDejcDBDcDsBDBP1uX1CMJRwFiQIBzxieL3KIY1YW5MPOxNwLRb8gs0aghAss1GZ1O+SFHsdRPt0i/PLHu++dFb/x4mXfhcbWxhfCtYMFr/uWvKxfDaAcg7ipPCvFOVpuo3HrCjYW/ZA+rRrti6TS6MVQ+L4NPH2nx698GnXF0BsKa8Iab4dFZpGHz+JLBvApieqAA4J8CPOQuOBBAOV0CUYbIskRkAecrvAdNbXc/aDCxSpyT4CEIyTgRgneiLIp3nP6fs+a4A4N8B8/48CUC+ZGJA29fpuLmxJW+5h5kNFg2jiWHSi0r0Uv4pCoZsxw8DUfnhd4Vk0XGdGvaWPaBV2hVjdjgA0BlpkQ/K9bmn/HOVqtClvKEBqlfD4AtmgP3jDsBxB6DA7tdbcvYzJvQJkii2n4NOeMpbgJktbYPGACiF3wFoEx1ZMNe/4jnPLXu+KwD4t/5SO/iMBcXuesHylyACMBPDgzGg7opM8mEHIGdwrfGA1rC37AH10a64Yr4APvvOSdwEPOVbKxu+K2pdKRTmdI3dqkPPVgbSTBGAY8AsATjWniBdx0QxJylOFCcr6HBiw1P/CDgU3EgEIMW52M8YkLolQRddIN1AyKWiBretf9MJQN6HsaCPxe4rvgDdHOcOxDIAcmDFDXvLnk4f7Yqt63gEIB/Yoj+4p9xaAbBHeUPM8qF2aRh84QQwNQYcGgdmx4C50WqCFngNsgSvQ+Dxu4MuiawhwIAXVk1O+e/A7CZgThY1dcno1nHL2oDIyZULpBsAFTBZ9pjT0QQgn2V6ufRicS8QRgbs5ZYpEsENDejBfpoLrwAOjgIzZMBRZ0AHoUC+SOA56xJwNlEyTFw5FxBPeWvlzpnbANCdQ1eSGTRybMuydgMggVBsKmtYoC6Mt8znZxsZMLzAxoAOvsh+ydDqtXx4FIDl8L/omQ7A0QqA82S/ERdTI22mNfaTuBIIxR4BhKe+y61punQC+MytI/Zz/c9EuvyBeetLAfGZ5WOMZ9j2/gqABB1fMLsHAVBqhfTcyH5d9MByEdzs+B50Z7voGZX+NzNSsd8cwUcG5ASRKYbdHRNYwhhDIHRgGmO0gFP+HJh15jOXjnyKblVT5Cbfoq+yJOszF8P8+VnNPlICkMAzds/YLxlYznrJwIpO6egTPMqA5ZNDAB6iCCYAyYBcBqTRQ0e4630SxZyQJQIvMJ8mSeLrYe+p/GzGfnTpEIBy6US/out+K1wg+brs88rHmDOgAVCMnrEfxxMte1Mt6j7u9zzKgIXzczEBOJIB0BnCJoqgIfDEhM58SWzJEPGJe9hfVH42un/Mfxl9bgSiBySIBWnAJBDGEDAB8QWFA8wO3/a+wH4+rg4RLPYLul8tCI8CsJmJMQAOuwFC9qMI9g9Z0CxhZz65K0wfFBPqu7PEyVdWAOTHVlTcpxhXHZLz1w0ZA6EDLhkCskRf0sw4dRYC0PQ/vVSRAYPo7QCdj7GqVOSMeBSAzUzMxZcDMwLgcKX/zbv45SQlHXDIgagJc+bjZBqAWhUoH/Y+B2D0J7rFa6LYDRmzomsAaOeKqxEvbWacHQB08JkRIteSXiSBLYJOLB+X4xrzAzY7vgfd2S4RAKkDDgPzNEAIxMASSWF38WsgkuXLyXTRSRCe/DduSZMBMwe6ObTd8JBj24Aot07uDObPP9XsIzUGFPs5+JJ/M6oT4buxHv9X7BeY8KgOWDg/Z58GTC9Xq5FxTXOw9c3Cm6k5fPcjgbHbgAlvVG2tH1T3Oavoq6BlniZ+12n5u/2sDbOvasqoFg8x2Lnbcd1GdhSAhXN+7qMrAC4sA8sORJ6yHwD28z+Ft4fdv8UyqUDrDmCEBcpZ39kLS6aq9l4D2rLb/KYsFTPWdfbvh86vQu2s1K/K+zIjTsXIVQ9a59Egs4Y6sZfIA/EcSp/jEXv8BWcAhxaA+SVgSQAkGAMICcwVlNLlqTc9Gbv/HAA7MrL4+f1VlXwrUq7SvCoyGcrrWpGhuur2fNGYwM8YT67hT3s1LaZvqn5MLM0bzmHMmIFSgdFNj/mIBct63NhFZwEzDsBFgpDPeanNgATfCtGsX9TIKwNrg9tuVkhlng7TI/YArX1VkXKrEe1l2SynN1RCsFJsqnQv3UIMxhwIRjU5AGN9QUteVz3BUAvahuNgjC3HxLAND7nBp/cgONXF5wCz8xUDGgCjKPbvevlzcKUHH2ag6cnYzepYBB9Zi2FxDJdjoXJv1WDFiLJ6MKqKZUzoQFTfj2HmwTKcTpVWvcxHKm6kKgoORAEvVclPD6NdzLXpMT8IYNPcLV7yJGB2AVhYrAC4SNA5AxKM9ryDPE5fs6eeVKWGZ2M3S3MQfEyJUKV8L1ZpJXpVJ9pLilmlAxWkVJHKwIhjjD9TtVXVm1HdOy/pJiaMFRWM+bo0rWl4yM1N7oPhTJecC8wRgAttBjQWdBBGESwgSiV0Pb9DRgu0TY19N+M1mRKh8niqFx3rRDsLqjgl9yaGXT80vcL1wnE252PAZCzAHQCoiqoW3yYWFIt664fUpKaREr1NPakH6XkuOQ+YDwy4FMSwgU8GSRSz0UJx3Vx/5vFNbrs/EiLRY+v4ACITww6iJEodQKwBIyBRv9vwhKzUW6z66TUGEwhDS3ezqusAyNxnJn8xa1KRPSFts9YfFB/QDZcAm78CnDBT5U8rCqjfc3yh8Gn/hGd/MsKf1+QzYJ4891Jye13iy1cAE9cDJ+6FpYrEkidxDN3OtXR+FwBGMezoMmxJLOumAuD4J4rxJrfdH/XCoLGFVKiUbw+LAPQqWWaMMLrd6/+JycSIm85w9lOpt1j1MwAwFTiqAWEUxeYH5ENn/jInUVHeMXQ/f/jRePvCa4DhTwLHfBc4frGqqaNJzLPw6iZxV+HTplFGvZrXZT45N39+HW3TujlZv8D6fp8HRq8Dts9XIOR5YtakgBgdrrrt5Qsq8Ssd0BhQ4HMwmVitAWHAY/LbLDQNQDaTVJ8Q6W4qVB51OOqDZDPVB3TLOBepW5jmqaLbec3jGgBGMSxvvemDYkQ9GoKF1ShUCSKCqBeQrvmfVZPC1keBjXcCmw911tTJ8q5XgOLaQgA+x/OdWA2EGZ98gbjleTHdQHQN+2iwls3nK3/Zhj3VeQhovYzdxmArSwQgDRA3QiSCJUrTnjfl4KozRCSCCeYmt90EoJJbVCk/1+FiCwFZxLk4dRfLFia6x8LbYkD9v9cXtLG6+O4AYQRfrgPygVIcqyhTXcWFOJH8fh3rz7EKwnUArq8mcGwK2MCC1i7WY7Zenh56feHT/jE3yliE4TZncd636gPFCKWavGhcRx2J+cvs9MlSw0Ty3cCm+c7n0G0MExdW4BMIbTXE9UCynvyCCX+Ovm4gbByA/xisVgJPpXrzLj4EoRJjJIZrWHArS9iprK+KcefgiyB0XVKGjOmCmW9xhRVMUSyRFnNeFGEdI2q+/HFXclkp9WsAbgTG9wGj08CI64WxRk/OTDcUAvBHXSLQxcVCDMQSWbzv+1e7WVbz+k5w2tJtsbcCYV6WJY7hmAsDA7r1Sz3OgOgoM+KTOJbcjSI5yGIaNE1uuwlAAU/MF+tF5/0sIghVLdVdM2S0bSzHx2Mi+FTxXf8X925NC4BycK8QwfmgVX1LlcFiykEMcL2BndJJ7aQfijKfxLGDwAhByM7aC5U4qwPzNwufNnNuOH4VZaCPlPo2AahqFqoPVFc14ga2m+WEEL0cAz9kdPrOmMu8r1o/rTsXz7f9oswFs+jO6LAqkvC3Ggg5Fg6mwW03CUI6X12h8lyfcz3QHqr3DIl64DbqaQKc9mI87QXACD6vpJqY0EVxz2CEyCI5eMSGX2e7VtI5J4yTRyZhscrvt1nQuivOAaNLlYESwcySgiVbr37Bfd0/u31yEgg2FVaiPCeVOguqAfGov0iR0R9JABJ0bnwk9nMxw+fOh55EbgRhzozrBUA1polN9CLwok5HEEUQBjFMQB7D+j656PW+IrJ8O/bBCo4sGFdGejqiyYCx3mKe9/JtTiBvmI5OFiTisg9LtJFF7gZGDrUbHKs79+hyu5hSaUvh1foFr3r/6vZJCiXgCDwVVFJ7MVmRLsrGltuFCc68yFdACMDAflwR4QM3HPoKgIExt4gz42SuaQb8hBOE2oZmlu+KFlKR3QSssMJxDPWbbjpfLoJrxG8CYT8MKGZSVTCxYFTIb84nkCxCIPLDiby30gXFghaF4c2ReR466Uu2fvoFr3r/fKAEFxvpqMcd9yonIrkuK5LLV7MVCM+/uDJCyIC2J8a0z1iwqyESgMl15Sa33QKgmtPEBnp11mwuXgO70Ud4DHWzfgDYC3zBEOk7HlA6XKyHQzb8HgGoCSQLqsxorIy1Bxie7Wx0rFaf+wr9Xv32C+56/7HbJ5VHtRYT+GJrsehHcya57PyKAQk6+vBkBZPpjPEExlwU59awg3C24W6KBsC6tqHR+MidyVG3i3rdAnAsH2T093XT+zLr197MTA80h3SfsZP2UqpCrPQ46oF317VrpeiKXTJ9MhMLkgGdCacKG/mupV9w1/vnwyGgCDCKWzJe3lqsyzLWZWe6/kc/oKzgKH4jC7oolhdC4jiuzM0WPo+cPQ2AsX1obFCTO5Jzn566PwbReiwnfTWjI4KvDoh1juh+aT+WKSYD3i8Aql2rJk+VsVQly5kkddv2FvHT61icqO7Fr71/IkLNXOi0FQjV0046oBy6wZ922Q95ICqDEaL4XWw3COcf9Mw73DFB9AqE6wZAAS8XuzGQIDKf+oVkqxt00ttAc+YT0PJ9qRFSB8xoye5Xu1ZVeCSgCLbYLVNswoncHxoeLwCzBGjBNki/4BX3z9lXgUCyIIGmhova83cRgO5Te9yLgP3MfmsBS8xs8/U67ePQOqy9umBUruDchqo8sHSd3PMfT5ifo+ack8eFHI6QEcnT5GvdOnVdXof+ptJ+BVPWceiaRHA8Us/nkACo8mzqlqmWrbFDppT5A5UIZm7CPA2Vgm3QfsEd909kKIqB1qJAKCBG8ZstZz3xHOAAiwmpDIdng1maZQAkZzsHZ537YfQrwNyxoQ+HakrnS0h1mUA1C96TdJTmORyhC3oeqdwROi+GDhkFI6bYNrcNDEDeAkXwQizPRpmnIs3OdqZPSaRFUcbchHlgie6agq2kX7Dd/+d8lUJVXuUzk8ERmS+2vfd4uvN2VOV5rSwb0y3JhgIh9wJeN3YMQCIgR78Q+nDEVYBYZUrUpbXFnM7COSdf7N4IPvtDnT2BY/h8Chh10MXQeYGS+7GGjaQiABpuNIFiECnzdWJMIUHcazLptC7YivsF8/7FgLFMqpiQL5TuNbKfA/DC46rqqAbAwIKWK+timRUBEiNGsOQsyQm+Gpjd4n046hbT84KPuYjOmHHyp92gcgDS2OoIuVIeh/xyUkaVwyEWdLrewHE3uBUDcKIwnq40HpDXL+n3CzbaKdguel5VnFJl2awaghLQBTzteZ0cjLq2A2n0M6EPh2pC57Wg41poLzZsAZNso0Hw6eVR/J8bF9YjWGmVCpGKwQLBRCcrbiSxNLgVAxCF8XSl8YDHHFPW7xeFBRwv/rGqOKUBkODzqgdWPYAM53vTASMQu4Bx9J+69OHIF+N71F1O1gUB+AsBfFqKC+4Wi4BWX+CYgOTAU36wdMVNVKka3MoBWBhPxyiuko3xkSX9fvGMkqsDlzzHC1N6SQ4DoINOe7KelWWTheziObeKCdARApD1AdVnRH048gKUAmAEYi6Oh4DJV4VoGDWqjq4XLbO5o1jBoimEPhPJmwu9FvnTLgdgYTwd2wyXbMyRKen3i2eXXB245FlVYUpVxUpGiLtmGBlrTEhVUwV8dEkVKAq3MHJ1uzRbRx+OOgDWFX6MsXJU/36lJoEoA2AKvw8+uwTEDIBbStdOs8ddDsDCeDom7ZdszBIs6fcL9ror2C75US9IxJJsEsHdGFBil4yYuUwknofJgF4XcEUfjrz+X7fKo4EJJ//PkMORO6FrVjQMeL5kJhZMMXzLwNZCt1nzDFgYT8cQwpLt4hDON0i/X7ys5OrAJVe0S/ISgFY7j9ZvnQ7I3+lyqpYaL98CWp/N+nDkZdhi6bW8An1kP3fRTLKVWlwF6RZCH2L4zDDR0k1IqeTNb2OQSYNbOQMWxtMxeqtkY6I+ny9VEz6btfb7xc+XXB249AoXv85+tIBVgJJ6n4lf6oV+mfjdDJNMH0wAVFX90GMk1f5TxlS3Fggh92DyN0IORy5665KIfCktsl+K3VsGtpVOWOMiuDCerlSnjQ2rB+n3C+pIBdulz8wqonrNPLKgwKaC5B3s53qhXVq6oDNg6sOhqvqhEr3V2VNLBjmnSSNdrOLJ1zkAu6VPRjFcFz4fXDJ8i45hG94Gt3IGjOFYA8TTlQZ/qGH1oP1+8ZtlT1MAtHK8mQg25zOZUSCLIliWcbw8wfW5Ln04ssqnHX04euiCk6/3de66MPpuAQVZAEFkw2MKFw6a1wEL4+lSBvmAOMhD8vkOkFX77feLNw14YT/ssmc4A6oOdHBEkwXlgjH2k4Nal6wB4fIuX9LzZjAmorNeHMo5Tc0OewHwDTUh9HXxfGJsYkAbAAAgAElEQVS/uvCpoAcew6zBBrdyBlQwwoDxdLZWXLDFkHyF8xGE/fb7xR8XXByAAVC1oB18HQYIT+8uGfP75SCUs1o64he8v4j6cIQ+IqkPhxrBCHjdjBH6AblQkAeY1ondukSiELmsUPpjbyp7XuvDgAXxdNZVvWCLIfmKg6Bbhrjup98v3lVwcQLw8gqA5v9zC9jErutltg8gMxDWWMBaMVkmANWFyEV6R0uH2I1IzW7ypbkQOTP5f2ch9KsFkwp0kQlDAOmxzHpscGuGAQvi6VD4RgmAg/b7xZVlT5MATNXwqQc6KGwf2U2uGV2uzg3D4ua7fDnPwZcKgIdq9GaIBPZb0YdD7hgyIFWMXiH0eQ5vXS5HcMkc++9lz2t9GLAgns7KxxZsCkgdtN8vWD+vYDMAUpcja7lOR9eLVcIP4tcuob/3AOHCdW02VTX62ApB4Mv1v24gnPy9HiH03fJ366KYHYTHsgBBg1s5AxbG0+HLZaOp65i+ln6/YM5EwdYBwGj1cmUkE7+8THLNdAHhwrUOXtcrO/pwhF4cct2oN68BMDCfmsJM/n6PEPoYPp8bH3kCkbtjji2tJJA962YAWBBPZ0WBCrbYsFoOf9pDAiENk179fkuvf9nTXewKcBSjsn7ldonWbgQpx+26otaLIwAlfi2QQSJY3Yjy5i9dmsFM/oEDMM/Z7Uf0RiYUA7J+ToNbOQC3e0WBBm9qLad6HICG1ZK1XB5PoxnuOOIcxSXe/Of8xHV/P+FpwN47gKUpYHmuSve0pKZgCKSq5wqniWE1WZz/xouBm74KTMwBI17lVBXwtWSs+8/vL45Ff3vhpcAnvwos8d48DZX3M2hx9XIAnu0IIO0chu35AOgLL0yuG/jOmwbg028G/mNz1YWdETbm4I5BrFlov+EtD2wIo7l+Atg8D2xY7iw3V5diEqO54mnj6XdMAYcU+6gon7A3NSO2qFjlyZYDkAX6uD5Iam44YaUfVNDNxaJcLIPXcGGpfi6PnZdVD1wPspQBX/wl4OaNwN6Jqg+xwrxslcVFuYJblehkcYYZGPS3L20BxueBcS8nwg5H5kZkx6TQSbXFZcCQKadx5Cz5mPurAFxrRaa17pAR2PFC+ElSHKQ/0QjQcgCyGyM9v3SnsDBRJgL6msWCf6IfWeUJac8UFlpY8500DcCfvgb43hiwZwyYVhd2D/VSrKGAmIDnBkiafEcN9cprHgKMzgNjS1V7rRjRlceyrqif6KAkMgXIM+6tAnDl+zSL36O9+U8p9jGHQo285/2XA/AnXeNnKAorDXH/AILwbSvLEz6Ql2+cAf/3XcCdw8DkKHBwpOpFbE2wadzIdyh3jjNQirYWEwYq+/zJwMh8pf+xKNSwM6DZMmzNRRbM2K+2Ii6TlFrAWfd5V3i/F7IgT2LBF5LbIdkqxLPWvtzlAGQ3RpU3Y7AiixMxLOUB2t7pKQ8M0qCTnp8HkojJgNqaMEJesQv4AR3Iw8DB4QqAs+6SWRiqgJgY0HVDAdBA4Ba4xN7ndlSFAAjAYX4IPO5dBDMAdS2i+Jx7XTf1eEdTDfgAQnR34p/wQkRmjNAoByDT/ugFphXAmjAEn8qaPQAgZCs0lSckCNmVigEbFMsPBBE3DcBX7gLuawH7hoAD7EM8DMw48AhATrjtQwiXoqkTEwWd7LOneXNCbz6Tiq/TInb2M8ZzIFrTQbGiy92oGz7pXl/7jvdAJnb2470IbB3T77Sai+hyAP5voTqW6sKwFAc/TAdc5+3dvcsTrvPVYSK4SQb8xV3+6IaAqSHg0FDVh3iOIFTIFxtit9orL5Z/LD1Q4s+B8OnHVuXwhhdd5DoLGsgCCJ04q66X/Ju/vSaeAxDPvbdtmdtKDV90gVEPIl/xySkviOhmAEjrlzSkwj40SlQZYZ39I+8JBMx8mZryhOsKwqYB+KpdVSDFvhYwPVR9BD7uyX4SwRS59nNI+bRck/DzJ05v12M0nY8fAk8iWL5BB5qASPGRCi8EVjzv3mqpkC9ACrrwhKukB67GhpqRRowQMqCiYbj8oOoHeUWpdYIBAUj8c8WjrjyhNIJ1unzjDPjqXdUjJAAP8TMEzLYq9uOHICQALe/EwWe+QgddAqCzzD8+vgIgg0qp+5nYjaDzCgjmnCYone0klqP4JSgvvK+6LoFPoFMlkPGh+0rPWta4RHTNJJQz4M8EAGoNTPVU8opS64CC9zoAWTFChcq7lCdch6s3L4J/2QFIEBKA1P9mHIBmhPh3Ai354RyAAmWsR/PRs6vOR8Z8FMPS97yxtIlYgVB/I7jC0rIKSfLXF1EEB+BFFjQ3jCLA49OWsRTTEPzvzQEwry7VrZ5KwzAQAPssT9jw1dcHgCrORQCS/bgn+1HsCYQSveaHkzvGv1scgU/6R55Y1YIxhvOm1EZekQWl8wVDxJgwc88QiJc6AKX/meHDawX9z16M/Em7bO8Q08GBP/jEkAEVjMBoAFWXUjRA3KtNwOBXW3EkAZhrALktpC6lKtTV4OU7RHB+3kHWgv/zrnYZl2kCkF4uF8MGQGc+MqEYUCA0n1tkwxbw4ScHAHr71Q7W4++c8czwcBAmHVB/c7Bcek9b3FuwbdD/kjGWgzJjQ3thGmVA3jhfOyU+RxB6FamOFp8NrhsTgLy8Cpzm5QlVptAU+6CiNgXCaIQ0BcDYV8b0P4pi30vfIxD5+w72C9aliegW8MHzqrmh/meuFhYi0pKbs6D9fsh/n1XFMrYMbPgUByCZz6J+uEknDA9AornWFRb01WZEsACoHhOqyC7wdetT0QAK2KqOb5MCUvPyhLE0oQxzqaYNXL5xBvyVXe12vByLADjXAvgxBvSPGFGMIjCmJbEW8HfntxtQmxT0cmxp9UPAdKAZ1upA6EB7qgDo6oCUxXRtPVSpAwJpnUhuxAqWCCYK1MBExZljY5S8SYr+pxAFAuBayhNG26jw8usCQLX0SAAkwwcAEngyQizaXoziIli+Oe7/9kJvNk1LmBMe9ECO3XRB7aPeF0EYHNVPdT8gj016YBcWtBfBVYJuz7mF7VgGY/pO8f5WdQ1/7U67nIKNS7j0wIbDPFZsyNHHY7od/xdlEHj8CcC3TgCWHgGAPSxiSdt4312u/8SPAl8/Dlh4pDeZW2PD4J1c9+uyDaIDkgEJQKnTfG/N8nUAmu5HUnMW5ARbPfEuIHy/ACjRK7FL5pOR4RaxgTHofKl8r/S1ZWBnAGDKefbn3AFIPRPXB7sFiVQimKVgGdl5ooNwLQ1/1U+DQGSXQ9r5Evy1q9rZbP1lGQDZsPpzI8APHgXgod7qUx11YtBbFzC+/C+BL7SAWwhgdoLkONSLqy5oLogYft3ZI1F7EAC+phsAnekokhP4HIzml/PvthQWmPB9LJ7jxkcSr14jWj4/0wFlgJD5eoDw6fe4DzAYPHokWhHJZ3TFSkn4h7YOSOBwEtiMTv1aY0uktFYTmI2/43EMQmCuAJmUE0gmVD8EFdPpdnxhVhqzDr8F4NMtYM9Jfg98EVTeNu9Q2OFZBX7vr9vtgm/lcezczZ61ZNN8DCvilYCdPXqNDQpAlfGTKm0M6AA0PTAyoMSx64cRfPQHXsniOTI+fEWDFGp+Qb9BeySRBV2kpl0QxxGAlHDmkI56X6z+EP7UDYSdRgh/IouwIZ36lHabBE0GJ0r10Rgb/xA/tt/j/6aMAf+7R4CxzuBXWRGULwBfIrY6UNfpvLae7n0I+LO/reoLMqiVMbW38oUhkNkQIzZO7tIweGePcmWlAFTjAYHPVGwXxWoLYblEDkLuTT8MDPhXLJ4jALpaJB+ggU6xfgJknT7IKXIQXh4Y0FZCog+wxiUTwSkXUbSMV1rB/A31OXWuFpPUda/mRHKi1e6U+hA7Zq7l+A+UAfDtHg/LrptkQpZ727cRWOL9542Pa3rOvuOqagUltgtmJM08j4/PILbIDKz6w5PAHsbraTnMGdZWIwIzxIfeK0rn578J3LAVuH8CODRahV/FFQ/1IumIvXP1QudNfyNT8oVqcHviPcBd48A0g2RDuoDqHdb2SalZAdG9dnfDkAE0gXnH5ijWCDbKCq5/MRiV0QD8HgHQ63jG0hdsLGxA3x9Bw1Asli7hO3BwApgng/Gjvq01IHrXJ7q3Cz7E++YziF2rs1ZLZ+8H9jJsSoECWXj6igmR87aLgfbGq4GvbgLu2gjsHwdmCEIPSI1h+SkCRjpfUC3iNWcpoRrcnrYbuGsUOMBo7QBCxSTG/igxVcBIVGPWM1h1JYQPnyKNExGZMDIJ9b66eEBGxPDY1Y5nv+GCjfGAxD+DDpiawphABWZPjwNzNLAEIH4XCH0M7/5c93bBfI8Yk2cgVAdvdT10ifDkBWC/r9lGH51NhIsnsWHOfPmEUKT94WeAG8eAO8aAfWPAwVEHISNQlKQUglJjJExqC+H6Nq93kOpUg9szbwLuHa66QzFWkaFieXxi6hgVHOMCYGRuJ+5V4jYJIDKI9KlsAvFDq8QDrnb8NWVPh9EwdFkQ79TlSMIsN0Mi5s9MoOGno4U6f3YAvefL7Y7rvdoFLxOANSA8f7xSgWmd0kCQbmZ6mTLEnJ0UqWLhUkxlrBn6n3wWuGkYuGukCsufGq2iojnRFpafsU7MDxErJuZhYCsJosHtWTcBe1oeq+hxigJgXBrMmTBPnJKLrr+VED54ibHYvZos8sO+DNcrHrDX8YVVyglAKud0LtMjFPtNMz6QLDY7VomLJd671AEH4Xu+3g7nWq28ISvX58/hguOBg8vtFQvV/hEzxfqOevuTfpjri8vAWz8L3NYCfjBc6ZYHmBcitnFd06pxyb8W4gPlgonBqffTtdTg9pybqiVNBssyUsdUD7eGO9amnf3sXtxQipl7Wg/sD4A8AwHIyZMYky50Tp/xgN2OL8y051qw2hXzwRCEdT2nmck1RxHG+w5jeO9NFQBpR6ldMIMXlFWgVndqF2dVFsJzuOgRwMElB6DcI6rznemD0RnbwQiSRS3g7Z+tVIl7PC9kahiYZm6IizuLigliT/VoUog+p8P9l3wJ7qGEanB77k3VczroUToWLCsABud4ypaLCUoxf9i/9w9ADiICULrQRWuIB6w7nuZrwaZwLBGwClSqSyz3AhHbaRGEFGOmC44D72UVgjW2C2Z4lIF4ArjodODQcqUGqAxfcpG4mJVuVqcL5tbs2z/veV0tYK/nhTAqesYNHdO5PCJZos+WuzxHJIViuXFyJxupNLg976ZK2lizUKodilGUgzyGhokF8yw5Mf+qRkjdjfuDtwkkm7DTkNaBaQ2ox1q3eMD8+B6O3H6em8Kx1Ccx9ptWl9iYIUAAWrI3I3nHgPdOtsO5eOuxXXBdj0V1vOL/so3Cxef60tlSpYwveKf0pAu6ohfdJ8k4CUqgvr5jV6VGTBKALeCAh+VbZLTnh5gu6D44A6H8cVlkNK95O1WkBrfn31R5HSy+JCwPplAxRegE/2T+AloGncNmbQyogUQx/KwB4gHj8YWNTwRAOW0FIIIndoqNkTAxz/bd09XDGLBdMM6/pLKi5whAX60gCK2ujxzEAqGL2pQ1Jis5AJEAFHvTujYAKjRf+SEugm1d2COQLU/DAwQ44caEw8AtZzSIPgAvuKkdrWMM6M7xCMBoiBn4YpCE2NCfxWAA5MEuwvCCEICwlnhAHV+YORfDsWJGgPpMKwg1b9QpFnzHbD2BK2JGul9s8KkYW17vLALQRTCBpzXZpS4gtCXXMAkduuAy8E7PijPWprXJ5CR38ygw1fJDohh2BlRAgq2OeN7uTWc1D0AFNtmL54ESBsCaJcLkDajxj5ZXRiCIGA0waDwgjy8sk5+HY+X9ppUbJSCp6TnFCMXwny1WAFQ8rUAc2wUrRL6mXTAefWnFfnz3FpbagQKLAqAzoZjAKkkpXkNO5GCEvOMLFXOnnC4xIKOjnQGNdWSM+GqHQGd7JSsxUf+JzQLwhTdV4je1nQvr1MkPGtlf9yP2Dy+gAqZ6rQytfvdHSDxgLwBF8AmAYjHWluEDiKGMiqOVvtejXTBOuRSYJwDJAARgZAGWL9Nk+IM3SzgTydE4eec1nZHbtDaNAf1Dpd/SMx2END6kD0oXtFhBXmcY+OY6AFChnKnzl7NfdMR3qCAae2B+VVMYXASvDs3/X/zHJZcB84vuiqABEo0QPnhnwqQLyRURmZBPytnwHde0M1vN2lR6picoKULaxHDIEdHkW2iWg4/7b5zb7DSQAVd0/griV2JYojfpwRGEYsGBrOBmx/OgP5sAKANkcbFzNWTRnX/GSGImMYH/LYlk+gGvdT+bW+SWH+Ig1GqL5QeTtR2EYj5LVHfjw/ZDwL8yJ6TB7UU3VVoTjTYxYDK+Ivv7dzNAZIxpZSiU8jjKgIWTcykZkBawDBBnQdMr5QeTKI5iWCB09AmEb7+ucnOQ/aTPWn6wuzyS4u+R0Ob6CUGqJpIDA97AdqINbgRgBJ69CG4Jp6q/ckjXqB/RKla4WpkO2ODgHoynigA0JiLwaNiEt95YQKJ4FRC+7brKzRH9jZbN6iJYuSHm9I5iOAOhHNJfZkh+gxsBKPbLu3+JgaWDdojhMO5kkDWSlNTg4B6MpyIAjf3IggJgMD4MCARjFMU9QCgAykhSKnUCYHB9JB0wy5aTRUxmup4h+Q1uAmDs+hpXgFLnB6ULONOn5xACNJqxghsc3IPxVBGAiQG9aLeilWUJW1FvVXEN0TKp1C6At19TMSCBpz1dHtT/JH7N9yaxp6QkF73KBxYIr10nAMproB44qQGTj6sjUrtOFPtLeFQHLES9AdDFrq1E6M13MaxVCTNAXNFThIylLcor40zxtgDAPKuVwDMrOKw+SBTbtR2MND7sZwC7Qvm4wqHa4T/uIrhb+7n0EgbQdTijoyg+agWXT8llDsAFWr/B8qP1K7bT0pvtVwHhW6+t2C/m8svvZlawi2CKe37nhFtapkDnILRqBQA+v04AjMyn79EIkXO/DnzyCBwVweX4wxs9B4rRZgyPVFqykgDd+5JSpBU5r0vHyHz+jsc3ub0KABsZMCyQgeExKyFPVIz3lmcM6OfPAGCADYPE67Jfs6h7G0o+xvi7oyK4cLZfOgpsXwC2Lq9MwuuVERonKn4nSJrcXnQKcM7dwMMXgYcsVxkSebJgzOWPqdB1ad2f3gpsnwK2LXWeR9m3danUIV1lBSCPArBwtp+7DThuBti6UDWDmWA/DvXk8LRptfPtNUlihYZTOPCi04GH3wFsnwGOW6iAs5n3GeJJ+KLoE+9VDClQ8R6vOQHYegDYwuY3S6H/iJ8jb11ck0q9Qhoc9QMWgPBZJwFbpoFN88DGRWBiqQIgWyJY3lPozaGJ1KTEPh36zpTkJrcXPRE44S7g+Cng2DlgyyKwaclfFoIwvCwx9Zn3Q1DmIPx/2/sSaMuusszvjfXq1ZRUElJkKsBEGQyYhJCBSkUqAW1tsBdpuxEVaBzowXZqe1g90G2LotjQdmMjKqtBxQERdAWUAkUlZNBGkQRNyIAEMAkxpFKpqjfUG3t9//m/c/+737njPq9uVeqcte66b7jnnn32/s6///3v//++Tz0dmD0KzC4DM6vAFpd/0L3Gh6yTDgnvLwKzAWDGiH/ThcC2OWDrErB1pRgQisIQhAa+AED+HEEY6uNLyrRnZLSl6tSbrgLOeBQ44yiw8ziwfaV4UGbdegmA5QMTLFlqsfn7XecDW+eAmePAltXiXnkuZSBkRcm4UGXtU2uo3xsAZgz6y54JzMwDWzkgBOAqMMVBCSAUObh8QuN/CiTgcWAuyWhL1amvvBbY+VgxbW477paa7gIBqCnUrbUBiQuhAKDUot13IbBlDtiyBEyvtO5VDxvvVfxW/JkWNFrCeK8NAGsY7BsvKQC4hQCkJNaKy2LRIsg6SJ3IQSe1onKKC2CsOYMeN+0Dtj0ObDsGbFsEZmWp5S74g2Ir2uA22BScAJGA+dJFwPQ8ML0ETAUAkgDTPq9zdK/+sMWpPF19NxYwA4g3PtsHxAE4SQC6FdSgmGWRRIJLZJll8EGKjHiX1jwaN10HzD4BbD0GzC4WrsKMW2pNobZoCu6CLCDfCTqzgg6sr+wFphaAKQfgZHKvpRSYg7HN5XCL2AbAZwPrZGaj6ippXhgn0kqmU1woxnHedg5AATuWHig2FE1uVRwoxoX+Wcbg89S3AqCKPONcCi8oPtVP+9++G3j+oSK2xRBFDElUxbTS+3nvc4FpDsjxllXQoJg8FgdCQoGJJTTicLcQ6vPL6wbg9cDM4cJv27oAzFA5ky9/UOSvmg8oP86n0dICBn25JwjARWDSAUgBHN6vfdbv10AbARh8X91vDM2ss+NvAECKPVLCsHoyUgRqrlbnRwB933OBc+4DXrIC0IEmiLnE75di8HsyAcjzWUVGUi6uICMpVwwJVMXdeOk3XAxc+Hng+vV2esAYw+sWoP31r3eLcLwQBeQUrEHh4Jo2h4vDmJPuAyMLGAeEn7uqbgB+I7DlSWBGCwe31Gb9aL20kGDb/EGRxY6WTz8f2wtM8l4pgL1SgM8esHCvsuylME4nn9cfQLtldg6TZ0kUKorAfij23vAPCmqp3fcCl60XFINid1PlZrf41/dnApB6wSQjutUfIDJR8CGIQOwWEH7DywpKrWc8CFzqRLHkVYrB2jS2FQH5vkuBycXCAlIUUAAkCM2iRBA6+ARCe7DjYmQduLYTleiQ/XTTS4DpI+6nLhZW2nzVCEBaMLd+soIGqjD1ampdugiYWCpeBKA9bBJC9ActAk8LES26SqsftInLZ44dQif4Igdhym5WLrPDyuYH/7HTCNwDnPko8LXrBccjQaioe6BiKad3+QY/MGTH6rS3OBvCnQDuAIyqhiDkQ9RX+29yE3on8IwjxQPI8zkTiApGU3oVkD/4fGDieAuAdMw5MFQjEgg1DYsUku+a3uI0TGBfV7PotwHwaOEmbHEATvuDIutni6UAQoFRIFRYhfe/dhEw7tbe9Of0Si1g8HkrwRcevDajz07gIJ7n05rYyWIpb4ya/7vv8PRdFpj/LXDmkQLAnA4jCCOlTBRN/rFMAJKgkkVHpGUjySSBSFeg7/azqk8EgbSEq8UDRACLKDXSyaQ7Br//DcA4LSCtwnKhTEkQcmAIQhtM+Uaajl0uS9NatITXWzpzfcdNB4DpY+6nBgDaCtanYLN6fCj4u1ay0QIqtML/EYC61wSA9tAJeP6eWsAoDysFpg1eB0HIQRCIIkVeCqQf/05P3WCB+UPA+CPAzvmCaFWDKEuYcl1yMN+Y2dckqGTeHPEvvWDSNhOAfbefX0A6rS8CUw8X9066bFIfdqMHJID++DJgLACQumyc3gyAEYRRKFCLD1eu5ODLF6QvXedx0w3A1BwwxdAJLTXjd8seQnGrZ9bPFxLyA7WIKON63tYtCQBN/sv9QPm6BkLp0vl9t/m6ietR6fbyBA4gnXtORwRRpNnTtPpW6gWLH83lKqcOFTEnDiKtoHwy8RNFhrefyeztbnrBfbWfgttsP+kIyO32ELD1cHHvInrlvWs6TsnB7qAUlg/suFtAWkE55zYQ0QpqcALoNCXTEt7A3KoaDwGQfqoAOEUBa7fUbKctltwCajVbxvSiyvoasM0BaBKwwdKb9fN7NfcqBWGiSWykWXER0umeacUEonQgCKRfIgDFjya5yq8Wfsfs8dYgiuMxgpAg/vnMzu6mF0z6Zj5APdvPQec0TEosnvQosGOhaLuIYvnwEYSithE52F1XFAA0p5yigD4otCqygFKnpHUpLYP0OcKURYv6Mj4MNR433QhM0gL6QongawOg+6rl9CswKoSkEIxPyTsuAPigCYBmAXVfYcVf+n0SRYw6dP1YwNgHsgSajiJP429RrpWOM6cxDiJB6NINM4w7LbUGMQUwB/M9mZ3dSy+YVG0EoBiDBST5ddZ+PkCsAiIlQZDa3LVatJ0WXG2PbL98AB+4omB3oP/HgTUhmGgBfRqWf2TTrUSjExDSP/qWzQDgfAFAWyzR8rkFtDAKX75jo6nUguZxZ8NByHbvvqBQ36T1swcsBaBAGGRg40Ir+rt9WUDhQ5ZAU7Es2e9LLzglqHRxNkbeuW+oQRRls5jaMjnK0a9ecNf2R4LAwO829kQB3LTtEYQPUwzQAWgW0AGo8AQH0ljp/V17pm0KRcEifGuNOnocO1rACQbKPXhs8TtNwVr5uh+n6Zf3wDgu29g2FdMtOc8B6PdpFj08ZFrplw+ZA5FTvAQQ0/BT36FPDkRqBT9Jag7xYlQItY0f88j78sZzCcKPZlrAQfSCK9uvB4h577SCotUiEJ8opq8IQFl/PUBPEoBLxbRE62LSqG4dFB8r5bHcOtiOQSqT5T7RKzYDgJx+BUCCTxZQCwhaQc9oKcEnEBKknj5FsJ1LAPo9xoWWPWDy+6IIoqbeaO0VA+zHB0zxIQDKkn1GgtXiRxMIAx0Vn0Db+lkuFjLRCt5WEwD71Qvu2H5OfekD5FaciQay/GIbFgBXriwAyGmJADR1ck3DwTE3TQ4B0LetzBJErTYAr2BBSI3HTS8tLKBZPo/fWQDZp197Z3scjGb5BDp/L3+njMweB6B83Gj9wj3atOsPWin9WgXCFlVO/3ctf4iD8XkBkH5USlAZlNPZAQqARr5vxu1yjmH0givbX0UQKI63o0Wun/xHuR8E4VnPK5JQLd4VNttTBvK2uoiKOUf/f+GjwMNBh0NMV6J0c0NpcRv7mrYv3kh8/uHxYp+bVpwLp3R7sts2YzouSq3KGa+q7+x7Co4nazAerRKsVlV1QitF59dyyFZaYY0HMu9mWL3gtvZXMbymBIFMZ1ov2h0B+LTLisxgW+Eq5uU92iZ72ud9vvR+4JFp4NjkRh2ONi0OB1/UBCkvEYRhfuNs4OmhhiPKnFQlx6aAjMnSXJUAACAASURBVPjmz1w41nnwO4cCIBvBwZgTAOUHRq3gyDExD4zRGVYEnpm5LqmQc0M5esFt7acFl0SlHiBxuTkYxxdaihUC4QVXFu5FCUD5QtJl85sjGA0ziQxqeu/fem+hw0F2fLLQGxFlYMRvo7v1WmIVtpt1DFkXvOR7LwJ2HSkyoZmEypoVVe8p7b6qEMnidGG/Vl/L2aPOIwuA1pAIQE3DAmFa4j9f7CPaFpCHKujr5xzZesGdHqAqKz5X+FLRAl58le+jui+kTBALMcgZ73CDBkpN2/7+bfcWOhwUyCEAjQTcAVhKdjkPc2RajewKyu/n1//qJcA2uhBMRGXQOcn9U6JIOjXHQqSYOsVoQp1HNgAvz8yny80H5PVz9H6RqVd849WtXQ/zA0Ow2ayGLJ474L0G79vvbulwkJi8BGCg4S01SKqofoNvSIC+5zkhFUupV8rUTpJN06KpaBkFQm5M1HlkA3AyM5/u9Zl38zrk6f0iU6/4hmscgK5ISUtCTowyDqb7UxwsqFJW3fo/vbuIBJEZ1YRgyHwQKNi0KEl1OKTCZJdxtPDn//v8ooaDaVgqFyiTD2IKfcjZS4Fo+7g+HXOPv84jG4DIzKfLzQf8KVfI/FNKrQ6h94tfz+vOA9cGAAbrpylY2SDlVTTt+uCnV3/V3a7DQQAysJAwobZJgUXi78Qayhd812WeiOAZzEyUiAkHMeu5BF5FwZQAWLPwknkLQy9CrPMy8+lIHZFzvN3T+YbV+8X7c64OHHix74V6zIxB+RJ0wQ+UU992tYoFy3fcXcTDxQkoPsCUhFIczKVCegSg5B8A/PILN9ZwxBSxtiKiUAOi7JW0dLTustF8AGbm0/1o3vjjnSGdj+lYlGwdRO8XN+c1wABIoHk6k61yuSCJITq3jDY9Vx0BqK++uwAfX6JkI/hME0SC1EGguiQ+isqcQRLrF6/0jO2w+6FMnZhyZYsQ1W50qOHgPX1NXndtODsfgMwHzMin+0+ZN0S9YOllMzWfLwKQSS396P3iY3kNOLDPM1y065H4gOW3p4uTDkB8zWdb7FgbdDhEgJkCUDRvogTmd/vPv3BVAUBuvylNzAAYi4hisVQnEHoIqWblrxqm4Mx8ujfljT+YjsWBYgIOc0oJPsq1slCpH71fKybJOEoAuuVTRSCnYlmU6P/Z4iSJEcbLv+Yu9/1EAh7JKEXDKxq4ChUiKymRbwjgHdcUWTARgLYXHSr2LOU+BV7MVwzxwOfkOWybYAGZD5iRT0edjpxD6VhcOQ6j94tP51wdOHBdMeXa9OqWRcmWXA1XLUIUH6zyCwlAs3z+YBkfs1u+VIejJEF3ckrjI9T0y/aMA2+/tgAg08VURKT8vbKMUgAMIGzzAcOi5HknHQAz8+l+MW/829KxhtH7tTz+jIMAJPCYMULAWd6fvi+EY9ouoZBM/Kx/4LUBgFLgNC5o16FrE8JJVJgkiFhaQQBv3+dVbMrWVsC8UxFRkjjaVsW2DtRdOJ/vAyohVYK7A+bTvTdj8HlqTMcaRu/XxHkzjgNkIOWuDr8jnYYDKDutgpUhra0uAlAyCCUAK8BXcjBXgLCk/h0D/hcByDxFAdAzoFUqUBYRJTUcMWdPP7ONL6i5bLQeALJRQ+bT/W7G4AuAOXq/lsGdcRgAY+glLkYclJVTsa6ptCX3uQjAKINQstFrAZKIwWxQIhIJuovB/Nx+r2LzFCwlj8Y0evl/MYk0kieVtcvrwGUnHQCVjjVkPl3mItQsIPuElx9G79dOzDgMgGkAWlNyBJn8xKprBRC+zgEo4LWRgcdVcOCjjlNvmx84DrzNAahaFZWLygKWxUNibIhTcPD9BMLLa65bzreAMSGVoXvJ/Cgh1WUfO+XTZS5CDYDs9GH1fnOrIDcAkABTTDCCLYK0Cwi/586WcKJUiEpC8CCBYDsiiSplqUIUmOjf+o2tIiKVUJbgU5uSWl4DWwX4+PcXnrQATBNS+8yny1yEopdcay+930y5YhgAg+9n2OoUeI5TdQer+32fdhmGoOBZanBo+g1yEKU4dYgFSvqB//vZBIBt9RshkTbW8ZZZ2hUgvDL3iU3uux4LSBM0ZD7dPRnTH08VAIfV+2XAOucQAMuVcKfFSD/+IAABsEoGwYAoHZIKEEYxRIHwLS8pUuhjFVs6/ZZhIVWyxVKBBIRXnbQATBNS+8ynI4tBzkEACv+chlUVIKE/5cRGsWmlKfIzudc3APLQSlg3E2OCyVRc1kpU3DgBmKoQsWtlBcswjPu+nfTYtBL+GQdgOf16GCZW6pXlBCqWSgqJypoOAFfXXDifbwFJLvi5HAjlnUsiIe6AjOp4iQNQHRlT2PlgJCUbbc2s+v/hFwFb/q7gm6HlYpBbmTV2sscQyy/qFBj2v0/cAdz/HGD7NDA1AUyOOU+1CwWOewNjKj6/O03F1/WuugW4/XJgfBoYmwDGdH7IxB5kLPIB+I8AfNwZgga5ck2fJbEm8V9zNWPfrasbgMuPAcuseJ8Exsb9FdBhA+7gaQNKB6TfcgCYug+YJT+g89aoBDMmIMScP12uTKj13uDv8zsKig/uJ1uQOsnojm3qB5P5ACRBH3OhPuzzRN9DV88HqQLEWPJnvTy5nm/t/1s4BcuSpRZtGAu4fi+wtBVYEyccrYwn6hF8/FkJp9bKxAKVFsn/d8urgbHPA9NPOEOWl4+2cfoFHhfVrJTZPKHSj5daOtup6JyCpPx8rHWRVQ7WOlrYCMx8AHIzlxkALPD9c0VB+x/A3E/+E2fUYHXdF7KTGwdvTd0AHP9r4PgWYG0KWBdfsBdsMPfPrKKsoL9XAVLAvO2fFylCE4cKliyrDVZNcGS1CqEYhWFiAZV+XntaURdTLmpCEbpchTYLqi6NrkMCzLzt5Xc4HwyJmmkJ+Z73jQOh4NWeDUZiK1K08f0EXt7CMHVawIk7gaVpYJUA9LI1Ao8bzKX1cytoFtFfpdCIWz7rgzHgth8u0oPGDwETc8CEMySUzFaikgtlpW1Ta8JqNba7lVljSRgW+Q6ZP/57WQvj6fydBjXfAjKbgEvMLwWCvhNoipgNpnQshlS4IGFWzIk6ylWwAz93ETLxGWB5ClidLABoIOS7pmGfG+33YAG5mND0G8F4678vkiPJczNOAC4UyQm2N8w94kirFlfIAl7i402d6dbPWWAtrsjOFiuCvAJZOQE0pHTFsckHYDeCvhNgipQNxoAz8/8IPr5nbvH2jd+6AThJAE4AqwTdZKEBLDoDgU4+YVkPHIBoPwareOt/BkDexsMFAFnbzNJYm0IDnVwbt4uyur1kwL7Tp+iZM/08WT9Rc7DHUmuYTr/x+6o4ovvu9fjBbgR9JyA+omwwxvZI5ULg6ZW7y9FPf9QNwKm/CgCcKABovh8ByVy/UCtJq2f+X1yYJPGU27lIZLbuEWDsWBHesZeDz4iURLUWa1TE47LqK12fZmd3OXidFctqm92KatVs1jAEsNv6sdymaa2g8+xUL4I+Pn2beCgbLGWHI/h8G3oTr45iK86POlbBU9yKI/AcfLR+ouQwH9BfmmbLlTHboOnZ/T9+5vaf8FUaAThXsFOQ45mUcgZCWTAxe0UQ+urYMO1/37GtxQmoLCBtRSp30LrDp2SFdzYMgk/R+VNwvwR9mwQDsaspGSfJgYDYNTbp8psCQFJxEIBkQjDrxt8dXCUIY+COH5MVFPi8SOn2n/QYLZ9Gp0cxANIP5IvAkzVzxivRydnKNzBa8fddM84b6AFyAriMF2pajk9kYIeoClXmA3AQgr5NQEHMBqMVFMNaIOayNRL/vhlH3RZwmhbQQUcAasrVVGz4EtjCu/3dfb/ID3PbT7uKAZ/MhcIC0vqRTo4W0IBIEAmEtFwCYqjW03bcmdwBYeoWgetUbrR8snrloiR2drpACf+rD4D9EvTVjIJu7HBV+781X752Czj9lwUZkTEgcPoNPp5Nv4oBRhCG6dd+1DkMz1JIhR1BAHJ7zwqO3fIRRM5tmDK5CoQKsSgOeBYBKFZULTqcB9r6Ni5KYmd3WKDUA0BlhNLM8EbT1QBXBU72aI5ZjUcVOxz7WLkQ8d37vsart/uA6RcPsxNSAtAXHDYNC1AEpf9s01kKwuBwGU7HgVt/1jtD1e60fgQigSe/j5bQp+KYpGB+H62jT7P8/ZypBIC8Dhcx8eY9wF015abhmnoAyJ5WSrKeNgKO9SHxnT/LSasJBim5lRjWBEIVeROInKL1qunybRawLgASdEy74qjaNNzJCgqEEYzBGvK0297mAFSHEIB6ebKDgc8J1ksmV8t29f1en6L5v6cxIK5iK6Xne/5jCTiFcTqVn/r/tWDPWwXnEPTVgIKUHU7ljASawKefIwDpMdRxRB+wFgD+RREDJABpwSzz2c0LfxczVjkVKwaYgtBBezu3SvX08d39P5uO3QKahXMQciourZRAGKZWar/YZ1xXRPe8wQr2AUK7TvbOVTZBXx4MBECRnConUBSFEXT6mf/TK+/qmzAF/0UBOPqBZYF52HrTFCw2LH5G8UCzJEko5nZqmRnPh/uCXmpnVpDTsIPPwKApOaSA2QLDLSHf97iPx0tpISLfz7bl4iFfsUsnj+HZWEeOYDCDnDmCvZkEgedcCjxGseIhBYt3vx049HwMLRh8gA9gh2MoH9ABqKJzxf0McO7XlSAU4HzhYYFq+5D7hwBu/98OQLlIBCKnW39SlXNY+nqeiq2dkQg+gnGPb9/ZpT0lq6MV5D96gLCwgDmCwbdnCvZmCgY/dxy47xxg5SWuUjigYPHFbwA+fyGwfr2rXrMvPB+vp3L3GHCgi9JOHQCkRVPppeUBigXLFymyejYTB4YsgfA20ofRAlYB0FfAlvQqP0/TsX5PLOB5DNu471cmIwiBaRww/F01J+mz2pqChxUMZvpJlmBv3iTocsW4dzewfhkGFix+2febXDAeJO/YEILBB7pU1g8LQFo98QASVGYNQ6DZfEG3fnEqrgLhbf/HV15anbkFNCvohWSl9XPQ2XTM/2s3I4DwPIZwBEDfgitH0Ek6N6x+u/iD7T4g/YdBBYPpWHEaHlqwNw+AQa4Yj54JrJO+aQDB4pt+oCAyYvOPEIQDCgYfeF/9U3AbAMX7ItAlVtAspKZdz5SOlvA2pstxjES3wJ+92NgAGK2gwi78QoVfEhBeQACqNNP1RdoA18kKdgDhxkUI/zKIYDCnqyzB3jwAJnLFOEIW7QEEi1/1Y21ywVglCAcQDD5/Efj7M4CVrZ5AKlkhxeQUaxBI4nvFzxf8IfCVC4HV7cC6ZEX5nen3VX1vAGLZq8ysrvHY+QBwbGfI2E6JpLvdX+ksthpUvQrmX/sVDGZVUJZgb17vJHLFeGQcmCdVb5+Cxd/5xjZ6QzzMLOQBBIOfTV2Ps4HFHQ7CLQUQmUrV0rgKJMsCjsxGAqTn/hzw0EXA4tnAyg5gbTYBorKkUyLnkB9YVhTxu+kT13iccwtwdBewPAus+b2ar9xJAafqfgMQO4dh+J9+BHe5gqZZZzYok1JJUcpaR6bp93P+W/N6p0KuGIemgEWKgPQhWPxdP7NBLhiHKYHUp2DwpZ8rLOD8tmJQVplOLxAqmbRKC6EDYC7/CeCRPcCx3cDSrsISrs04CPm9ArZk55UvKAspYLqPaPdR4/H0g8DRHcDyVr/X6VabLHk2PhjpPVZY7d5xwF6CwS9y/4LbbVyQsEKIufGiKe0p2JvXOx3kinF0GjhOQY+oNRtljji9TQPf/fOV9IZY4Gq4D8Hgy/4W+Oo2YG5bUUy04vUcLCqSJVRWszJbNgxSmMau+q/Ao2cBR88EjtOqbgNWWaTkIFz3YiWrF4nAjtN0nBZrJnU+/8PA3CxwfMYB6LUra3oglL0tps6wlVha5rLiqd9AdDfB4Je6U0s/0BXTDYh80Sr2FOzNA2AXuWIszABL1JaKWq1R+nwGeM17OsoFY5XTVw/B4Cv+Djg0C8xvLYqJCECzgsxmZlq9T8e0XGUyaUizavPtxoFr/zvw2BnA0Z3A8e2FVV3x6c4sqwObckeyhiXAowUSADhD1XhceDMwx37lvU4XxVN2n3rJIocygkr/Vbs7fe+EdBLcfaXXQ3IPWIrpBB6XlnwpR76jYG9e7/SQKzarxM7qJFj8mg8UarMV9IZ4gvNDD8HgKx8HDs8A8zMFAFnPYQPDl0Co2g4fpDZLqKCxT0/7fhJ4fCdwbFvhRiwRgJruCOwUgCpeCvUjZmEFxhfk9W969kW/B8xvKQqnVgg+B6CB0MsI7P70AHgmd2n1NQ0rv7FvALIlVYK73MnQCDLThSGZoDpuP7uCeuX5n8zroB5yxThGnQ0CgyBMxY63Aq/5aBHG6EBviDlOLV0Eg1+0AByZLgbl+HRxnZXJoqqttA4ODovlJZVuSjTQFtq+NwNPbHMAzramdVpVs6wEoPtdNg37wJfvsYiJP9NFqvHY+7vAwjSwxAeNxVO8T6aNVRRRlT6hHrJ0Ovaw0WDJCKng7g86APvNB9wg2JvXO33IFWOBgn8EIf2nRLD4tbe1+AU7yAWbZeskGHwVdd2mgAUCcNKnJgLQrZ/V9/Jnn5JUYmnAE3hCmv3+t8AWQfSzyPK/POOgJgDdsgqA5nfJAvLdLV+bz0kK4RqPZ3wQWJxyAPqDVhZQyQr7gyaXI9axWCFVAGLvRUhV46PgLnUWBs0HbBPszeudPuWKsTRZAJDTo8l8ui/42juL5veQC7ZpsEow+OrZQlqVVuH4FLA8WVyDAOTAmHUQCAWQkOlsQAwDt/9/AE8SgPQpNa07+AhAA6HLXbb5Xr4IaAMfv/eGvP5NzyYA7UGjBWTWjh40v9fSyscHLtaxhJWxFVsNNAXH1khw983+DYPmA5aCvXkdNIBccemfceooAfhAAcA+6A2xLuAGucxrzgKOMexDfV9OwbS2BB/BEoqLSrBoYGgJ3E8qLcIEsP/ngCPuUy7S13L3wb6PU56/m/Xj4Ps0TKCXQA6AXuNeZY3HMz5QANAeND1kwcKXlj6wOZQ+b7R+Pi0PD0DeFAfk590CKg8qncfoFzIRVWVqfFfBhgn25vXOAHLFWCDbvPstBsJZ4LUPt+jdesgFg+qVptWq11bg2gtgfuLiRAAgQeg+oEmsOujsXb5SsAoCIN/3vx04OlNM6Yv0tdx1MKvK7/TFjVmeCD4HQQQhf159eV7/pmc/kwCcKABoeYvR0oept7SEoZQ0Tr1lPuPQFlAtO0nyAcWhpzw/FSjFzGjLx+RGvxzoSeC1hwsA9klvaFN5FAy+9mJgnhaQ0qqagglADo4c9AhCDpJPl5ZommQ8738HcGw6AJBW1VecZv0cePwOY0/wl1lAD/WUCx0mMlDLr8bjmb+Dwp3x4nkDYbD0thIO5aNtfmDi/xGEeRawxhs7Vb/q2huABQJwAlhyy2cC0xoggjAAUCWWAkksOiIY978TmOOqeqqwqAx3WGhHK06n7TDwOcAV/iipPAKjwgrZm2o8nkUA0gKmAHTrp+o9MTrEYvq44o9pZIOtgmu8mafCV72YAKT/RwAy5OPOuVlAAk9Oule6xQRTWUKlWtkU/IvAHAHti5oIwDK841ZPFtCmdr0U8PaC9hVultd4CIC8P2Ztt/m5/qC11TJXlJDGGpfGAmYODgFoCxACkLpuWh3KCgqE8gNVZK4KtxgjJAB/2X1Krao1rfN7CWZf3LSBT4uAEIyWBVpipL7GgwA0AW25GbGENBTRx3rm1M2w39mmrFVwjTd1Kn+VAZALEE5LtIDyMWUBvbLNLGHgd5H/V07BDp7r3uU+Jadgn3ptxekA5MBri0/Wp4wzBjDbCnkMWMqVpE8GJwLQqvfc0pqbkVj5aNk7gbCxgJno30cAjntowtXNaZ1suvSKNhsYTcVKmw9F5xGE+94dfEoP+JYhD/8OC8eIPUsUHokVVKB78XszbzAF4Pvd//PCKVGIpOAr78mn4DZOm8YC1jco+w6EFTDDPJqeCEBZBa5GffVbhmQ8DtZW5TYOvPhXip0GTuu22lTMLSw+aAVl9QhEWjurI/aQiLJkTMLsX9R3r/ymZ73fp1+37OU9hunXSkdl7T3QrhKCtlCM59k2i5CMMSIAGdqxEIwrmptzTsCEut5yilKoJLAcxCq3fe8tLCDBFwO+tKjyuxSCMdYEXoeDrHcHvu0tTwLzmwHA4N/Gh6zNCqqeOSxC2lb8tQSiMwbuqXIqAcjFh2JjBKGJyShQG6ygVbfJegULWBYcMR3rvb6oCRaQwFPgl1M5rR7/JtBZOIZWx/0+s4QeY5z/1/X2tFnAxPpFELaVkdLN8MWGVr4pCBsfMHN8bmTKfCjZ0Ncp456/x58zLzfw6Qf3ABd8pUgEYmqk5bGyek06IQl1bkXScnlN/u8L24Gdx1qVq91KQvrpgwaAAw9p+wnXPw1YjyWMGtDo2ASOFGMU7SIEUzdYD34vMPmXwLbHgdkFYAtlGiim6DpxJtvq9LtlVr/aWKEB8pUXAOOPAFPzwBTZ9r04vdQ9Ts4pAZ3cd+yHxgfMAOH+vcA69/9Uxijmz/AerYpdar1lNSMYzV+vWY/34I8DY58Gph8Bpo8A04vAFEFIknIHohGVR62QhFRSYjQE6qFri2z3iaPAhHNNlxKwArI0Q1IAxwfReacbC5gBPp66/5ICgLKCtqnsrKKlrFZUFPKOr7osMTtdsxzqQRZ93Q1MPARMPllohUxRqkEK6gShOP0S+dY2hlRv99y+ovRi7IiTnTvLqmg6xDPYpqAUgRgsoR7MxgJmgHD/c4E1FXu7FRRbvEgd7evXWlbPpp9EgUjiJpwe6zwOMlvpAWCMVusJYPIYMOlSDZRpoGiNxKzbdIQlXONMWJbGtw4svdgz3El47nzTRvPrrKptAJT6ZrzfintvAJgx4vsvdQvIXK5VYF3sUZxmJUvgA1FOvwF8spKyBtM1y6EepI4LqVMedbEaTp0EIKdPKh5FqYYqSxgo2jgFr13j6XXHnOiSZOeBVSvyC8qC2r05FVvVw9cAMAOA178AWPMp2LJaaekiCPXExwHw660n1oB/niGQazwOkkSepbJ/72I1x4CJ+cJ6lYI1riccrVicUuVSmIW82pkwnHHVOKbFsOozQGkFkwewnBES37ABYMaAX39ZAUCCb82nIlo+40p2gNnvsoKunxH1xGwA/LOzdQOQJPIuHzV2GBg7Cow7AI0l33XfjOsv6oVodes6ISbBsAZMX+kJxU56KY7pkmFVhOciuvTzSt05v0+ryuT/9gDrZNe4wPMsI7VJP3GcP7gUOOdvgL1rRYJ0ZI5IV3hV4/wrGYPPU3/AiRhYusy2K7mU999P+z90ObD7LuBZK0Xdkeq9NSX2+o4HLwfWlopFCC0fgciBMtAFC8CGrYXVoVjnU2G7rTXrzh4kfRzLY1kyGwBoeiGcPiXb5eAzdXWnazPCSScb4j3xfmav8Cx2p50lAMW0VXINitCogl2r9H2dcctWwQxQsn6ZTBbMNtcgdKIbiZj51VcBk38CXPxoQcfCUg8pjcYgZScw/momACnXyr4leBhs5QaBTHpf7X8dMPYJYO8XgAv9e8QJlAZZq8D4xSuANYKPJQn0AR2AHKy1MACKe9nfFI6IEqduEWoHIJ9wlsVKLekoMCa9EAegSTYQeM4TXco2SEMkAHEbBZoj4bbYtdyCVrFqGXgTSxgXYTZeHLi9AMjEQRCVUXP/n4KUaaT8vVTi+Rtg7GPAuYcAWlMCgUVkQfJ2Q12yBvPXMwHImhDWwf81imsTiLSEvHZkr+jY/p9CQRD4p8DOBwteItai05qn31FFdfLlFxYWgCDUIkRkj/TxbCEi/89jfPZ3X2VqYSJQbmUNQY3HQT7hbv2sLoerVwKQHNEEoCsm8R4MhPRjXUGzVEIKIoY7yaEYuY4dgGb5RXruoSgtSCLLarkICQ9f6QNykGjFdjsIBaI4kGlt8W+Rg5g0HJ8qAp47nihAzFpuWtPIMBZJlASILvR6fQ0DCVbJCkJOJCqnk4pGpb99tZ8MopyiKDX7WWDiwYKXiEQOehCrgKh+eJQ+EQHo1Lby/zRlyf8TIbf9XS5ftIb8I92YugH4ay2pLusorl7dAoonWtMwQSTdOFuQSLTGHyIC8kxSIQuA4hwU2WUAoO4/grBcDbsfWElSzg+JCoYDoEGM1ixSkHzgF/wG7y8sIa3J7JPAGWuFJSQIaU01iJHUiYP4e33BrPOHmG/JMaOfTZVYRhwGav87vWKPJ9/rSH4IOGO5sITqg/ggxXs4TOaBAECbeoOsgfl+DrQShFqcEIhyyt0MbMusEkx76iAZXKM8BvXiZAGlF+KaIbaadYpem4aDgpJZQz6YJABV5VcHAJZ0v4FxX6KG5UpYs0KnqjhRuagEVgPglYAl9ciHf8mdUrJh0Qx9vkDBzBywfbkYQIGwahA/kglATsHsDzKA0BATiPyZ4NEDwIeoa/uFYKKXL2f24nQoIgd9R3yQCMTFqwIAfdBWI7+yB5ZLECYLETd85YJl+2YAUNosLIel/xYlu4Jsl6bhNhD6it4WJCvA2Zc4Gxo73RcgJeOqFmGR6rcChLYACyGojmEYdj59KnZ+tIQRhH9IvWA2hiREjDeRI9Cly7fMF3EtWRFawhQIf5IJwE56wdTIYdt7tp9ys1K8JnoJvod9Wn682PNkP4hUy1ndWgstAtBDMLYN5/6PAc5DGNoF4SrZfN+4+IhT8jqwg2Cp8ThIJ5vfSWBXAVCrWN9SMxDK+skaOvhoAc8me654pmUB3f0wyt+E8FyRAGmPlOEoiSD2qgvmAKoOm52fAuiTDHSyIRxx+lI0QxxADubfF5vffMmSajrWlP7nmZ3dSy+4r/ZzAUEHnQ8R70HsXlK+PgJsW68G4XYGZj0EY2EYATCAT6tAhmE0DXcC4faapcwMgAIfLb0kuzT9Qmw5uwAAIABJREFUSi+EfeALkSrpBovbrQDnkm8wAo8/E3i+CCsZ98NCpAp8cUekZyBavI4ET/TnaAk/RQCyAXy6uNSPA0i+wMeB6ePA5HFgZq2wpNGK3FUDAHmv3fSCe7afX8CB4UNEEOolVi/3obastNwJ9cO5BOBKEQMsAcifHWzRAigWWAlCn5K2bQYAOe1KMjTIR2kRUhKVS7IrLia0v+3xwHMZMCbYNP0KfG79zAqK5DxOvyEuWu6VD5KSHy2YAEQAfpaRdl5UkuUctIpBnCIIl4psD03FtIIP1ADAlBuJM47EqqUX3LX9kSBQcuuyftK78xUkHyQ+RLqHZ3Fv1KcgLj5kAQ1s0Qo6IA1nHhNLQzA8ZxvBXuNx8DcS5UYpNnoYxsCnUIqvZo0F3wPTMa7Hv53HOJVbS/l+5bumX7d+5WLE44hxIRJB2NMCqj9ixwuE90svWCaIA6bAp959EKeWChAyA0PTOV2unGMQveCO7bfqHbcS4rJR7Ewqnw5AWhLuImg2uFQAXAVs8RGmntW4+g2hB3P79L/EJ9zGvqrxOPibiVihAOgrWQOf/EBfBcsPNBBqW9Hv6zzGqFzmoXz3B9AePgXiq6bgiv4YOB9QHS8AfpkAFMMjrWAcQA0iO9XJiQyAnos2vV7ESHOOQfWCO7Zf7F40mZFQScRKAYBaSU6vAVcTgN7xXHiUFpDTMK2dFh56912BTiDcvpkATIXzCL4g3WXTZ4jpGfjoF/oihL+fx+0yWUABLwIwtYKKIabgCzHQvi2ggBKn0McEQDaKT5cGkIOo6SuyYzEfjQB0EM5nZgAPoxe8of3sgSqCQM3jkdFLvpRvR13+7UVRuhUFSavNO6otwp88ZZ3+t4M6HLtch6OT9AG/q9cmtf//gV1JDYcnQ2zY6/YakfSrU+Pg1M45NqPt3IEtoM7WFHokyrWKkooglCMWLYjiUXMtK3g8Uzd1WL3gDe3vRRCoUEYCwGtYFxxqgA2E/jI20F5hhmQod98BHNnlxOTig1aGiDanO21yV4DygWuB8YeB6fnC9WEtiKVVKeE0ZGiXWczeJoWMIig5a9V5DA1ANoKDeDylZ9NSXxyAsiKawrQqmCv2HVf5e8aRoxfc1n7xs+khItAUvojvyWryxVcWJZksVSyZoQRA3dcAoHzax4Gj2wtu6FVKM7gMgti02jbV476oUJJs1j/AbA1mQ3Pm8eTRsoZDtR+xZKCiEKmMXTIeXHPGdhYArX8FwG4DGMEnAHIK4yvT58nWC2b73cexaZgWWaEKgU1gjNbPP7PvOYGsUSBkv3hBtmRWNzxjTk9RWktvxp6POj0vARjY9sWkFel8RWxegjIF4RjwAOnZWMPBTGjqvHmszxJOBUD3xyznL2bqROvoP3N3q84jG4C7M/PpcvMBef0cvV9k6hXv+2Yno5QfGArRbaCC0mWv2YtF3ecerNDhkNZIIsXQRv5dlTtGADJSz2gEE1EJQM//026HdIEZLC8B6A0tk0g1Ja8DuzJdphS82QBEZj5dbj7gxZN5er/IZI+67pscgE7QaDOUMyC0Wb8+gXjuR4F5J6YsaXnFhBoAGEVvUhb60jISgCQnoh/OLBgvIrL8v7DdFkEYM5dtNg97tvz5zJqzdfIBmJlPl5sP+DJP5xtW7xffnzeh7H+Z+3+RpkyWT1YxuURJYVtx6T0fCTocouQV85VkHRIGegEuEv/YKpkA/JceVmL8kv6t5/9pu62tfiPWcFQVEa0DZ9WcLJEPwMx8uvfnjT9IgZyj94t/ldeA/S9tMaGa9SNdmsIxbvVscVJ1GScoMt4UPwhAsmMZ0aXzQBsvdGRBjQz0FUpEJRAJQOq4KAnBdz+sfiPJ3bOYn8fsykyVWMfiN3BOzckS+QDMzKe7OW/88aqQzsfE5kH1fvGjeQ0wADodmVGwOeiMsUqHrGOnS4UFy9P/wAEojkEnI+IqOIJQNLgpCXhcmLAtD/D+kgQE235L93tj+YBqgTX9BiCeW/NedT4AmQ+YkU/3sbzxBymQuZhm8g1T+QbV+wWFdjKO/Te2mEFNlCb6gPF708VJ1TXHgKd91GnZpDfi1k/gM2vqU3DUnCuBmNQe3P9vw6pe229KOvB0K1k+ZS+rnrfM2AlA3JMZtah/EZKZT3drxuDz1O/yxAwu9JgJxr3lQfR+8aa8Buy/wdWQZAVl+ZzCrG3q9c/YrkmHy3IRYryAAqAkEBIlopJxNNUbER+fA/H+/+AAdP9PmS9dazicJybm7mlB8nR2dI1HvgVkOlZGPt2nM29GCamcGZjAwlQ+vvrV+8X/zGsAAUiLVPp/wd+zaTMFWw+/kAA0GQQnpCw5mDsAMIrcRB5mC/+MAffTwgfwKY2KfmCZ6ZIkUShrxXxBX4yYaV8Hzmcn13jUA8CMfDqWYeQcSkhVOl8U6uxH7xekrsg49h8oiCENgC5TUG5vKxxT8f2aRtOtcAKQ1s8soPuOVUIwpchNlEEIOyNSIrrvv3hwnckWIZPZsnbcDyzTpvg3lU8mpZQqozyfK74aj3wAKh1LgrsD5tMxiz/nkGD1sHq/YNFOxkEAcuW7oqmXlisuQOT7VV2jwi/kTgj1RkoZhBje8Z83SCAEEJZW0C3gff8tADCt4VASaWIBK0HI9q8BF5yUAMzIp8tNx5Jg9bB6v/jdDPSRns0BWIZeUitIo9IhHmhXTvzCPQddccnZ76U1V/IvC4SBCFyg26DFNg7c++Mhhb6qiCikT7WVUmr6lYn2nRKyrdZ51GMBlZIc07GUBdMjny6XCiUmpA6j94vMZbgBMFo552pu27PXAqXTyAUQcitOQjAm9xX0N9pIwIPmSCmH5QuPqER0L4kDYgp9zOUL6fYxkbZcFceyAreAF3GlV+NRDwAz8uksnT3jiILVSmpWNlhMze+k94vMZfgGAPJeHDjpCrgM01Tdry9OzvmYAzAqLVWIwEShwzbRwwSEn+MqP6bQK5tZlWyhjCCCsC19Xv7gOnBRbgp7cu/5AOyVjqVMmA75dJZ9nHF0yohWNlhMxKnS+0XmMtwAmFq4imnYbrEqNJPc+9kfd62RKh0On8qV9hXZ9askEPgAfI56ziocUgVbzGT28lEtRMoKtg7lBHtznfZNA+CQ+XQWM8k4uglWK/NLYKzS+8U9GReXD0g/Tyvh4Ne17Yb4Zbr6g6y7/aNWcoPpjKRTsJIags5IJwkEAv6en05S6GUBfRWsUExZyVZVQCQwrgN7Wfdd41GPBczIp8ODeXfTSbBa6YYxlY8/p3q/udc3C+jTbtvqt2oadnB2m4oNgMn0W0p+hYWHWbwg9yU/0Kb9EIy+5y2hiCit4UgKyTeAkN8Valk4Le/ldlONRz4AWWBRM6fdIPfHstw/G+SE5rMnVQ/kA5AkLHS0ak7V7reXfhgACaBqDtD3e/nmc5k9kA/A80JReq+U38zGVp3ObJo/BvAOD3dtwiWar9zEHsgHIGlFubqSx7+Jja36anLLcDvvgwA+NDpDfILv+qlzuXwAXuSjrkKemlO2e3U1uWUYnL8dwB/5e2apca9LNv+vsQfyAUheX4VguB+mzIsaG9ntqxhF4Xbe3QD+n7/uHLAW9wQ1tblMRQ/UA0CaHC7plXEh+q4T0OWcfhleYTSHBK0EH/mi+fcRuKQn4I6fWpeoB4AevCz3HOOm9yb3F5mBlZBNclYCj1aRfyfrbgPCTR6AzK+vD4CyglX7jpmN7HY66d1E0ctdIrEEE4wEIMlam+Pk7YF6AMj7EwAVbU82vTerCwhAXopJN9zVI+AYrOeULLZgErY2x8nZA/kAJGWr0naUWdFpy2cT+oCWjpdjLFxE5UzYIBBpEUX5nLnlvAktb76SPVAfAOUHpiAMm96bsVtCAMaKALICMyxDq6cXfycA+b/mOLl6oF4AiqBRIEzBp7/X2Af0+fi1XIioMIlAI+AIPIGPmeROWV3j1Zuvyu2B+gHoFfZiDS2lC0LiY52WUADkQoTTMH1BFSYRdHoRfKSu5v9qrizMHYPT+vx6ARhSuDcAzzmDo5ZGHT1PAKYMwQxME2jiSo/gEwBrrq+u41ZOy++oD4BaCcsXTPiSI3ey8s4KGoG8QwCMFM+0ggQhLR0BF19SXuD/ayakz7uR0/TsMcxg3SjfqWNA0hsrga/ojaq/8WPcC+YIk4Ke4CMSuB2XVht1Oj8zIfXlU8BtU8DhmYRXWdfrdF1fgr3+S8At48CD04DVjXQSDO70PTUnaJ5uOCwsIIFHSSFy1pKPWCDsZxCpw8UVgKSPxLXM937OzxxAljzcPAbcswU4Qh4V3UN8mKoeKm/bu78IfKJQa8VD48CylHQiL3O3/qg5Rf30BKACMtJXjXKQcfBSK8Dfqc3KVCwuN2VFGRnm/yKZtq4Re5ifyQQgM2A+BeB3GHaZBo5MAIue0l7Kt3cC4xhw+5eL7TuCkJk1jBtyerbUfYG5ExjZ/pqrxE5fAOrOq5SmowVIrRp1IyT2R6+fg0bgVYG4CsyZe2UsaiOGKXr4Sfp9k8CxCYAFSKyvXeY1o1BxQux91yMtfsHPutgnnyUuUvhc0ZsgUXib+nVkq6+ZKaABIHsgVZnuwD9sVo66rrR4ImdhLGSQ8zPL/JgBQxeU1ouWkO9PTgDzbgmXxrzMkatl3keivfG5x4r4IRcz5BfkO5vEZ0kgpIfBZ8yKjlL17syy0tMNcOn9dl4Fy6dLFabj1Mpvow9Ify+I4Nlo9Xt+ZqU9VdJpqZh4QDDyxUyYOYJwHDg+DhgI/WUVZl7aSEt93+GO9Ia2iuZKOfA7lhp9JpvAVy61w2mOwO5hmCgMHC1H9O24gu6UD9jP+ZmbtLRaSsei9SL4XDPbAEh/kGQ/pSUcc0lbApFWb67lQUhpVnLBsoKqqZclFMmUtrxPcwxl3X7vOCAtYLSCcugFQmqhdssH7HU+RznjiOlYXA8wqkOfkItTAom+oKygca4ES8jY+N3z7fSG4hfUtp3ihUHruVSsFy1iRvNP+1N7A5BdJACmVpAgZPhGOyCigEjlPLudn7kvFtOxuB4g6OjD8UWLRkCZFRwrLCEXJQQhp2K+37lQeBCRX1A7KPQto1prFEmSYn2mB9EAsO+kYfk8KQhZF8yjVz5gp/MztyOUjiW9bCUhEBhKRCCgSis45uQ/PhX/xfFWMgOnWu2gxB0TF/o0kEZ/kCDM1Ts+3RHYnwVUL6XhDFrAswfIB6w6P1MrTulY0sum1VICglKwCEACqvQFCUK3gHcsFQCM/ILayqP1k9JshVqrncMalOYYvgcGAyCvIwuod8YBJQmZpmGJeyRwkGw4n8jJOJQNw3idLFhMRNB0SgASTJyKoy/4ieXCeFfJBUeV2SoAclFyR0bbm1OHTUiN0/DTAwD7zQeM52dqj8VsGEkVE2jKetG7AEhQ0frJAv6RC0trC1skl+IWlNinGLbSaZg7Mc0xfA8MbgF1LQV1z08A2G8+oM7PVF9Ms2GUE0gQyp+Lwu2yagLgR9ZaYpkSypQ6a6Q2DCqzpkvietXIFdoZfuieGmcOD0DeP0HEbBhNwYPmA/L8zJQsATAKnguEqS+XTqkE4YfWWwCUFZTksYAYwZfIBeN9Tw0cjOwu8gDIZqsoSSvhEeQDiiGYFoyWiSDRypWgi69UP5sc5fIcquSCNeXqe2X9ZAHfM7Khe2pcOB+AT41+aO5iRD3QAHBEHd9ctuiBBoANEkbaAw0AR9r9zcUbADYYGGkPNAAcafc3F28A2GBgpD3QAHCk3d9cvAFgg4GR9kADwJF2f3PxBoANBkbaAw0AR9r9zcUbADYYGGkPNAAcafc3F28A2GBgpD3QAHCk3d9cfOxqYJ2au9RdPtdp/khoEOlglDYT39V1PzQFXLsMXAlgt9PCxJKPbufyf8/KHIPfBPAZABf79Xc5XQ0ZQ1Q7360NbxoHrlsDvs5ZRsgo0une06by6X1mZvtP99PNAp4F4LsBXA5gjw8EGTeqaGF4QhzQF80CX7cAvGIdeDYAfhdZ2sTKUcVrpE7nd31N5gj8e2dIo2osk7NZpMdK0Z19tv+bJ4F9K8D1ACj8yfNSikHeg+5Z969m57Y/8/ZP+dPLKZhP/rcA+AYAF7g1oRUhEMUzFMt6eSJfX78b2DkPfM0i8GIAX+uWlAMppreUUErn8p2gzTl+2flg/sDbTkvIOik+CP20//mzwAXzwDcCuNTPJeFXpEpM6QEjIHm/zTF8D7T5gATYNQCe69aAloRTGulfBESBSYNyxR5g/Bhw7hKwZwl4vk9LnM5JmsBzUyDGAX3B8G23Mz/g9BuUa/0IiutfMkj7zwKmngAuXSvOpUvAWYBtF4BTnspIj/O8zPaf7qdvWITw6eZA0JLQEhKEGgxZhUj/dz3NzSKwbR44exnYvVKcy+mM5Km0JhxInUtrGkmzCPicg3W5LMGkQiZZTm9xS9Z3+4m2o8C5c4X15pTKW2Lb+fCx7WLtjYxzqiql29Icw/dA5SqYf6RTTilg+lYCIXmICKQ4IK9wxfSJY8AZK8CuFWDnanEua9ZTAMsaCog3Dt92O/MvnRGBtGwkqKRmMEkqCaa+2k+0LQDTh4rP88UHj74kF1WaATo9QHQ7mmP4HugYhtEKj4PB6ZQ+FS0hQahpldPya1kXTOqNY8DscgG+HavAttUCvBxInitrkgL4lcO33c7spBdM3kAuSnq2nx9gQfAh4JyVwvrxwel2z3p4aMlzH6DM2z/lT+8aB+Q/OT4EEqckWQSBkGD6EQKQnDCLwBSnYgcf32fXioGUFawC4esyu7CXXnDP9tOCsyD4KLB1rmgvX7zfbu2WG/Jtme0/3U/vKxBNAMoi0KcjkATCN3HOEr3UAjDrwOP71rXixYEkeKMFlSX8ocwR6KUXTJ7AaNE2tF8WfA4Ye7Kw1mwvX/yZn+eKnvcrfzC6IK/ObP/pfnpfAGQnySoISBqUXyAASS1AK0JfagWYcRDOrAF66TxZQU7jBOEbM0egH71gcgXSFZAV54NQtj9YcNIpbONCyh8Ygi8CVospApDuB63g92W2/3Q/vW8AsqM4gLIKBBIH8bcJwMCNMX68BTqBb8s6sGWtsIA6jwDk662ZI9CvXjA5A6NVa2t/IAicnC/aGV+8T74IQPm/AmGuBc+8/VP+9IEAyLslAKMV/LgAyIUInfnjwPQqMOOgI/DstQ5Mr7UAqMF8V2YXDqoXXNl+EQQ6N9v29aKdesUpWJZbAPyPme0/3U8fGIDssDid/pUASCvCaXgJmFguAEfgEXT27gDkuwaUg/nbmSMwjF7whvbLhSDL5TwwvdRqo9oqHzACkCB8U2b7T/fThwIgO01T1IMCoAZxGRhbKoAXQUcQTjkI+a4B5e5FzjGsXvCG9gdqrLGFYrpVG/UuHzBOw2/LaXxzbh43DKeoJwlAHqLndSs4udoCoIBHQE45EPk3DuitmYOQoxdctp8+rFwIWsGFYiFFoLGNchcEQC6e+OJC5J2Z7T/dTx/aApYdJ37AyJK/DIwvFxYvWr0IwEn/H1Opco5sveDUhSAAF4HJpQJkWixp6k2n4IYfMGf0amDHev2I8+l4/UbvNw8Eozw72wJePOJ8und7EkKj9ztKGA1/7WwATo44n45pWI3e7/AAGPWZ2QBkYHCU+XTMfGGQmYIxjd7vqOE0+PXzATjifDrKtTZ6v4MP/MlyRj4AR5xPF+VaqZLJF1UzKdPV6P2eLDDr3I58AI44n07ZMARbo/d78gMubWE+AEecT8e9YOn2Uheu0fs9tUCYD8AR59MpG6bR+z21gKfW1gNAz4geRT5dTEZo9H5PPRDmAzBmRM8BJzqfLiYjSKKr0fs9dYBYDwBHmE9XtRfMsIz04aQZ1+j9npygrA+Akqs8wfl0BCCTWRq935MTYL1aVQ8Ao1zlAnAi8+kEQGZTNXq/vYb75Pt/fQAcUT5dBGCj93vyAaxXi+oDoFLyT3A+3Rcavd9eY3xS/z8fgCQX/LPR3SOzkon55jg1eyAfgD8M4NcAPD6aDmBtB1e4NMDNcer1QD4AbwbwxwDe4UvRE9wHZG1gNSXDLlwLNcep1QP5APxzzwj9IIAPnXhT5ORc5EYCA9HNcWr1QD4AmRH6FQBMTSZZH98ZmD5Bh5g1FopiNns1x6nTA/kAvAfAEwDudnI+EvQxPfkEzYfaCXRSBluQMB7YHKdGD+QDsBNBH/9+AkAobqTADGK7Inw1x8nfA/kA7EXQt8kgrGAGMfBxZ5Cv5ji5eyAfgL0I+r68uR0QmUFoBQU8vfNvzXHy9kA9AORoMw7CdGQCjoUZDwL4kv/+8OZ1gJhBIjGDgMh3vTavBc035/RAPgD7JegjODfhiMwgoqeJwNPPTaB6Ezq/hq+sB4AcXeXEP+ZhGVo9vRimIQD5v5oPAZCupgDI9wg8/qz/1Xz55usyeyAfgMMQ9GU2Op4eAchpOIJQQEz/VuPlm6/K7IH6AMjgGzdl6QtyX5jWjpQFevF3lq3xf6yhrOlIAUgQCojR8gmE+l9Nl2++JrMH6gEgR5UA5KYsc+AZmCbQCDi+IvgEQMob1XBEAHIajgBMLV+0kCdws6aGu3zqfkV9AGTwjftg3JRVVRAtHQEXX/wbAcoXP5d5CID8GoJKvqDAloKOoIz/y7x8c3pmD4zhaqwjRzCYyQg5gr2ZgsFTLweWr8XQgsXjbwLWrnNtMlKgNoLBmZAa7PTCAuYIBlMvlWQswwr2UlUw45jdDSx8HbD+Ctd+HVCwePKbgJV9aASDM8Yg59TWFDysYPBtmYK91IbNOHaPA/M7gUXKXA4hWDz79cA8+W0aweCMURj+1HYfcBjBYO54MMY3tGDv8I3nmWSHOzYOLJ0LLPGXAQWLz3oB8MQUsEa16kYwOG8whjh74yJkUMFgbsNlCfYO0epwissVY34bsHw2sEIRkAEEi/dcU0SP5qhF1ggG5w3GEGdXr4L5134Fg4kAjuDQgr1DtDqcUmZETwArZwAru4BVqsv0KVh8/o3F4v0QXZBGMDhvMIY4u3MYhv95Zh+Cu1xBcxuOU/HfeDIq5cv7FuwdotXhlCBXjOXZAnyrO4BV6in0IVh8wStLuWCsUAyvEQzOG5ABz+4eB+R/ewnu/kOP/3G/l4kJTERlljQtIot2e53/IwO2OPl4FLtcnCqAp9cahT56CBZf+LpSLhhz1N5qBIPzBmTAs/sLRHcTDKbiNHdBGGymOC/3hglEvgjAnoK9A7Y4+XgiV4zVWYDAs/etxaubYPFFP1QkLtCIP8neaASD8wZkwLP7AyC/tJNg8L/xLNBu+YBdBXsHbHEFAINcMVamgdWZAoRrfPdXm8KitLdmgYveWAq+2y7iMqfuRjA4b1AGOLt/APJLqwSD3+y5T1yI0AoSbAxMMzGV1o8/My2ro2DvAK2t+GgiV4zj4+3AIwDXtwBrVJeuECze+9aW4Dut4PxkIhYsdetGMDhvoDqcPRgA+SWp4O4veQ5Uv/mAGwR78+6rQq4Yq9PAOi2fA4/vBkKudKVU7VZw77uKvWFuZbtcMNb5v0YwOG9g+jx7cADyi6Pg7gccgIxlcA5TKhaD01yYKBmVFpBZMfx/m2Bvny3t8LGqoqTliZbVI+gMgHwnMAnCIFi897cLAAZ6QyzFzzSCwXkD1OPs4QDIL5XgLmk5JHk/SD5gKdibd38VcsVYGmuBTaAzEHLHgyCcaokB7/1IkUET5IKxwF5pBIPzBqbPs4cHIC/AaeqvPL9pmHxAE+zts6VdLCD/lcgVY3UyWD0Bj1ZwqgCggXA7sPfWAoAJvaEtZBrB4Lyx6efsPADyCtmCvf00s/NnOsgVY3m8BTRZPZuGBUACdArY+5lWDqGmYbIrLHEx0ggG5w1OH2fnA7CPizQfaXqgUw80AGywMdIeaAA40u5vLt4AsMHASHugAeBIu7+5eAPABgMj7YEGgCPt/ubiDQAbDIy0BxoAjrT7m4s3AGwwMNIeaAA40u5vLt4AsMHASHugAeBIu7+5eAPABgMj7YEGgCPt/ubiDQAbDIy0B8ZYNMbkX+ZekpuIiOQrPar+xs889HJg6jZg5jAwvVZ8B+ll9PlO5/Fc/o+ECjnHfi8zYfkvM5ulmp4qJXVqx5deD4zfAkw/CGxdAZgoHfuh131QkaI5hu8Bs4Ds8B0AWLnIRGCBsFfn87JffDMwdjOw5R5g8giwZa34jnQQUwDo99wBfJ4TM7COiNdlaj2rA/jeV/vfDeATAP4UGH8I2Lrc6gc+SHqY4oMZ74VSKM0xfA+UUzB/oBUUCKMl6zSQ/PsXqZD5KQC/A0w/DEwcAcYXgYnVwppwADuBkefnCim90FmBWXwnK87Uen53BI8sbuwqaz9p5UgnQhBS+ZN1zE8Ak0utviCwq8DI8/nx5hi+Bzb4gJzKZE1SEFZZgS9/2pWR/gTAJ4HJQ8DEMWB8ARhfBsaWCwDquwQKvvNgHXvOcYVbPFJPkw+dDxC/W1Y4tWDpw/Rlgo4lo1T4/KxTihDNpJwj3/UiMLXemprjffC7eWpzDN8DlYsQDiKtVxzEqoHkyX9HRizW+nIgaQnvAiaeBCbmC0s4tgSMu2rMePAR9X252jXklaTFU108K0MHav/nvJ6ZxVVk9OI7GR2IZoGQNc/HgbHgIwqILIVujuF7oOMqWFawCoRxkfEIB5CWgkREBCNf9wMTc8A4QciBWyoGz16rwNgaML5eWKpctYZL3N+TWLX0gvtuP0HHk2n16JDyxXmVhfU0qywbJbr5GSuXKxA/sV5Y9UYWdnjwyS3qKKgarWA69Wg6fjQOIK0HadnIjPVFB+AiME4AuiUkCFnESyCSkmAuU7Cjm15wX+2X2ifBRn9A8mKcW2UFjULVQcgVDl80u40SYh763FfvquhLCxitoBYUsoJfjXKttByMq9CKcHn4sPuCbgXNJwyWkECcz5Q376UX3LNncZyQAAADEklEQVT9fFgIJs6lBBwtn3Tt6FpIz4RWnuQxPh2XIGzm4CwQ9hWIFgBTK0gQHiIAJddKq0ELQh+KL1qUR4MvSEsoENIKrgALHNiMox+94K7tl9qnnMio8MSf6SNwGpYVjCDk/Ju7isq496fCqX0BkDeqlWwKwic1gAQSpzGREnFgREz01eALLvvq2Kfi45m6cf3qBXdsfxRbJMho8dimqOhEK8cXQRr9QVpvPoDNMXQP9A3ACELFxPh+jACkP0fLIKFCCRRqKuPUdqjlC9o07JZwKVNHeBC94DQcZO0XAAkmgotAk9QYrR9f/BvByYfMSATDVMzwTXMM3QMDAVAgVHCZ7/MaQK4QZUHiNCbBQlqUw74YCb7gcmYkelC9YFlwvVv7RRAorTuBkECU9asCID9/x9B935zYzyKkqpfiNHxcA0gLQgvBAaPVkCqm3h2AtC5m/RyEqzw/4xhGL3hD++MmslgqCbgUfLKAcRrmTlBzDN0DA1tAXUlWcDm1IOIIJAjlT/Fd05lbFQFwjdtgGcewesFt7Rc/Gx8iWjUCjGCT1YvWT1MwgUqrf3NG45tTbcu0aximWx9xENcEQHGbcYAEwtSXSqY0gnCdgeuMI0cvuGx/FUGgFhwEYrR80QckWN+X0fjm1DwAWv8RgJFilJZBznz0pQg+AZAAlVWh1GvGka0XzB0cCQi30aSGVa9AF62fLOB7MhrfnJoPwPER59Px+o3e76mL5Kwp2G57xPl0kxc3er+nLvyKtLmhfUC78RHn081ONnq/pzcAR5xPR9mRRu/31IVgvgUccT4dNaobvd/TGYAjzqejumqj93s6A3DE+XRUg2VSCjdaGr3fUw+I+VPwiPPpqJjO8J1Nw43e7ymHwHoAKMFd7QErAeEE5NNJMb3R+z3lsGcNzgfgiPPpomJ6o/d76oGwPgCOKJ8uKqY3er+nKwBHmE+noqRG7/fUA199U/AI8+kEwEbv93QHoEhZTnA+nYqSGr3fBoAtaiqBUImdm5hPJwA2er+nKwBHnE+X1gUzSbnR+z11wPj/AeCpPDD3t7rvAAAAAElFTkSuQmCC\";\n\n// src/effects/glsl/smaa.frag\nvar smaa_default = \"uniform sampler2D weightMap;varying vec2 vOffset0;varying vec2 vOffset1;void movec(const in bvec2 c,inout vec2 variable,const in vec2 value){if(c.x){variable.x=value.x;}if(c.y){variable.y=value.y;}}void movec(const in bvec4 c,inout vec4 variable,const in vec4 value){movec(c.xy,variable.xy,value.xy);movec(c.zw,variable.zw,value.zw);}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec4 a;a.x=texture2D(weightMap,vOffset0).a;a.y=texture2D(weightMap,vOffset1).g;a.wz=texture2D(weightMap,uv).rb;vec4 color=inputColor;if(dot(a,vec4(1.0))>=1e-5){bool h=max(a.x,a.z)>max(a.y,a.w);vec4 blendingOffset=vec4(0.0,a.y,0.0,a.w);vec2 blendingWeight=a.yw;movec(bvec4(h),blendingOffset,vec4(a.x,0.0,a.z,0.0));movec(bvec2(h),blendingWeight,a.xz);blendingWeight/=dot(blendingWeight,vec2(1.0));vec4 blendingCoord=blendingOffset*vec4(texelSize,-texelSize)+uv.xyxy;color=blendingWeight.x*texture2D(inputBuffer,blendingCoord.xy);color+=blendingWeight.y*texture2D(inputBuffer,blendingCoord.zw);}outputColor=color;}\";\n\n// src/effects/glsl/smaa.vert\nvar smaa_default2 = \"varying vec2 vOffset0;varying vec2 vOffset1;void mainSupport(const in vec2 uv){vOffset0=uv+texelSize*vec2(1.0,0.0);vOffset1=uv+texelSize*vec2(0.0,1.0);}\";\n\n// src/effects/SMAAEffect.js\nvar SMAAEffect = class extends Effect {\n /**\n * Constructs a new SMAA effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {SMAAPreset} [options.preset=SMAAPreset.MEDIUM] - The quality preset.\n * @param {EdgeDetectionMode} [options.edgeDetectionMode=EdgeDetectionMode.COLOR] - The edge detection mode.\n * @param {PredicationMode} [options.predicationMode=PredicationMode.DISABLED] - The predication mode.\n */\n constructor({\n blendFunction = BlendFunction.SRC,\n preset = SMAAPreset.MEDIUM,\n edgeDetectionMode = EdgeDetectionMode.COLOR,\n predicationMode = PredicationMode.DISABLED\n } = {}) {\n super(\"SMAAEffect\", smaa_default, {\n vertexShader: smaa_default2,\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,\n uniforms: /* @__PURE__ */ new Map([\n [\"weightMap\", new import_three53.Uniform(null)]\n ])\n });\n let searchImage, areaImage;\n if (arguments.length > 1) {\n searchImage = arguments[0];\n areaImage = arguments[1];\n if (arguments.length > 2) {\n preset = arguments[2];\n }\n if (arguments.length > 3) {\n edgeDetectionMode = arguments[3];\n }\n }\n this.renderTargetEdges = new import_three53.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetEdges.texture.name = \"SMAA.Edges\";\n this.renderTargetWeights = this.renderTargetEdges.clone();\n this.renderTargetWeights.texture.name = \"SMAA.Weights\";\n this.uniforms.get(\"weightMap\").value = this.renderTargetWeights.texture;\n this.clearPass = new ClearPass(true, false, false);\n this.clearPass.overrideClearColor = new import_three53.Color(0);\n this.clearPass.overrideClearAlpha = 1;\n this.edgeDetectionPass = new ShaderPass(new EdgeDetectionMaterial());\n this.edgeDetectionMaterial.edgeDetectionMode = edgeDetectionMode;\n this.edgeDetectionMaterial.predicationMode = predicationMode;\n this.weightsPass = new ShaderPass(new SMAAWeightsMaterial());\n const loadingManager = new import_three53.LoadingManager();\n loadingManager.onLoad = () => {\n const searchTexture = new import_three53.Texture(searchImage);\n searchTexture.name = \"SMAA.Search\";\n searchTexture.magFilter = import_three53.NearestFilter;\n searchTexture.minFilter = import_three53.NearestFilter;\n searchTexture.generateMipmaps = false;\n searchTexture.needsUpdate = true;\n searchTexture.flipY = true;\n this.weightsMaterial.searchTexture = searchTexture;\n const areaTexture = new import_three53.Texture(areaImage);\n areaTexture.name = \"SMAA.Area\";\n areaTexture.magFilter = import_three53.LinearFilter;\n areaTexture.minFilter = import_three53.LinearFilter;\n areaTexture.generateMipmaps = false;\n areaTexture.needsUpdate = true;\n areaTexture.flipY = false;\n this.weightsMaterial.areaTexture = areaTexture;\n this.dispatchEvent({ type: \"load\" });\n };\n loadingManager.itemStart(\"search\");\n loadingManager.itemStart(\"area\");\n if (searchImage !== void 0 && areaImage !== void 0) {\n loadingManager.itemEnd(\"search\");\n loadingManager.itemEnd(\"area\");\n } else if (typeof Image !== \"undefined\") {\n searchImage = new Image();\n areaImage = new Image();\n searchImage.addEventListener(\"load\", () => loadingManager.itemEnd(\"search\"));\n areaImage.addEventListener(\"load\", () => loadingManager.itemEnd(\"area\"));\n searchImage.src = searchImageDataURL_default;\n areaImage.src = areaImageDataURL_default;\n }\n this.applyPreset(preset);\n }\n /**\n * The edges texture.\n *\n * @type {Texture}\n */\n get edgesTexture() {\n return this.renderTargetEdges.texture;\n }\n /**\n * Returns the edges texture.\n *\n * @deprecated Use edgesTexture instead.\n * @return {Texture} The texture.\n */\n getEdgesTexture() {\n return this.edgesTexture;\n }\n /**\n * The edge weights texture.\n *\n * @type {Texture}\n */\n get weightsTexture() {\n return this.renderTargetWeights.texture;\n }\n /**\n * Returns the edge weights texture.\n *\n * @deprecated Use weightsTexture instead.\n * @return {Texture} The texture.\n */\n getWeightsTexture() {\n return this.weightsTexture;\n }\n /**\n * The edge detection material.\n *\n * @type {EdgeDetectionMaterial}\n */\n get edgeDetectionMaterial() {\n return this.edgeDetectionPass.fullscreenMaterial;\n }\n /**\n * The edge detection material.\n *\n * @type {EdgeDetectionMaterial}\n * @deprecated Use edgeDetectionMaterial instead.\n */\n get colorEdgesMaterial() {\n return this.edgeDetectionMaterial;\n }\n /**\n * Returns the edge detection material.\n *\n * @deprecated Use edgeDetectionMaterial instead.\n * @return {EdgeDetectionMaterial} The material.\n */\n getEdgeDetectionMaterial() {\n return this.edgeDetectionMaterial;\n }\n /**\n * The edge weights material.\n *\n * @type {SMAAWeightsMaterial}\n */\n get weightsMaterial() {\n return this.weightsPass.fullscreenMaterial;\n }\n /**\n * Returns the edge weights material.\n *\n * @deprecated Use weightsMaterial instead.\n * @return {SMAAWeightsMaterial} The material.\n */\n getWeightsMaterial() {\n return this.weightsMaterial;\n }\n /**\n * Sets the edge detection sensitivity.\n *\n * See {@link EdgeDetectionMaterial#setEdgeDetectionThreshold} for more details.\n *\n * @deprecated Use edgeDetectionMaterial instead.\n * @param {Number} threshold - The edge detection sensitivity. Range: [0.05, 0.5].\n */\n setEdgeDetectionThreshold(threshold) {\n this.edgeDetectionMaterial.edgeDetectionThreshold = threshold;\n }\n /**\n * Sets the maximum amount of horizontal/vertical search steps.\n *\n * See {@link SMAAWeightsMaterial#setOrthogonalSearchSteps} for more details.\n *\n * @deprecated Use weightsMaterial instead.\n * @param {Number} steps - The search steps. Range: [0, 112].\n */\n setOrthogonalSearchSteps(steps) {\n this.weightsMaterial.orthogonalSearchSteps = steps;\n }\n /**\n * Applies the given quality preset.\n *\n * @param {SMAAPreset} preset - The preset.\n */\n applyPreset(preset) {\n const edgeDetectionMaterial = this.edgeDetectionMaterial;\n const weightsMaterial = this.weightsMaterial;\n switch (preset) {\n case SMAAPreset.LOW:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.15;\n weightsMaterial.orthogonalSearchSteps = 4;\n weightsMaterial.diagonalDetection = false;\n weightsMaterial.cornerDetection = false;\n break;\n case SMAAPreset.MEDIUM:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.1;\n weightsMaterial.orthogonalSearchSteps = 8;\n weightsMaterial.diagonalDetection = false;\n weightsMaterial.cornerDetection = false;\n break;\n case SMAAPreset.HIGH:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.1;\n weightsMaterial.orthogonalSearchSteps = 16;\n weightsMaterial.diagonalSearchSteps = 8;\n weightsMaterial.cornerRounding = 25;\n weightsMaterial.diagonalDetection = true;\n weightsMaterial.cornerDetection = true;\n break;\n case SMAAPreset.ULTRA:\n edgeDetectionMaterial.edgeDetectionThreshold = 0.05;\n weightsMaterial.orthogonalSearchSteps = 32;\n weightsMaterial.diagonalSearchSteps = 16;\n weightsMaterial.cornerRounding = 25;\n weightsMaterial.diagonalDetection = true;\n weightsMaterial.cornerDetection = true;\n break;\n }\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three53.BasicDepthPacking) {\n this.edgeDetectionMaterial.depthBuffer = depthTexture;\n this.edgeDetectionMaterial.depthPacking = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n this.clearPass.render(renderer, this.renderTargetEdges);\n this.edgeDetectionPass.render(renderer, inputBuffer, this.renderTargetEdges);\n this.weightsPass.render(renderer, this.renderTargetEdges, this.renderTargetWeights);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.edgeDetectionMaterial.setSize(width, height);\n this.weightsMaterial.setSize(width, height);\n this.renderTargetEdges.setSize(width, height);\n this.renderTargetWeights.setSize(width, height);\n }\n /**\n * Deletes internal render targets and textures.\n */\n dispose() {\n const { searchTexture, areaTexture } = this.weightsMaterial;\n if (searchTexture !== null && areaTexture !== null) {\n searchTexture.dispose();\n areaTexture.dispose();\n }\n super.dispose();\n }\n /**\n * The SMAA search image, encoded as a base64 data URL.\n *\n * @type {String}\n * @deprecated\n */\n static get searchImageDataURL() {\n return searchImageDataURL_default;\n }\n /**\n * The SMAA area image, encoded as a base64 data URL.\n *\n * @type {String}\n * @deprecated\n */\n static get areaImageDataURL() {\n return areaImageDataURL_default;\n }\n};\n\n// src/effects/SSAOEffect.js\nvar import_three57 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/SSAOMaterial.js\nvar import_three54 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/ssao.frag\nvar ssao_default = \"#include \\n#include \\n#ifdef NORMAL_DEPTH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){return texture2D(normalDepthBuffer,uv).a;}\\n#else\\nuniform lowp sampler2D normalBuffer;\\n#if DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}\\n#endif\\nuniform lowp sampler2D noiseTexture;uniform mat4 inverseProjectionMatrix;uniform mat4 projectionMatrix;uniform vec2 texelSize;uniform vec2 cameraNearFar;uniform float intensity;uniform float minRadiusScale;uniform float fade;uniform float bias;uniform vec2 distanceCutoff;uniform vec2 proximityCutoff;varying vec2 vUv;varying vec2 vUv2;float getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#endif\\n}vec3 getViewPosition(const in vec2 screenPosition,const in float depth,const in float viewZ){vec4 clipPosition=vec4(vec3(screenPosition,depth)*2.0-1.0,1.0);float clipW=projectionMatrix[2][3]*viewZ+projectionMatrix[3][3];clipPosition*=clipW;return(inverseProjectionMatrix*clipPosition).xyz;}float getAmbientOcclusion(const in vec3 p,const in vec3 n,const in float depth,const in vec2 uv){float radiusScale=1.0-smoothstep(0.0,distanceCutoff.y,depth);radiusScale=radiusScale*(1.0-minRadiusScale)+minRadiusScale;float radius=RADIUS*radiusScale;float noise=texture2D(noiseTexture,vUv2).r;float baseAngle=noise*PI2;float rings=SPIRAL_TURNS*PI2;float occlusion=0.0;int taps=0;for(int i=0;i1.0||coords.t<0.0||coords.t>1.0){continue;}float sampleDepth=readDepth(coords);float viewZ=getViewZ(sampleDepth);\\n#ifdef PERSPECTIVE_CAMERA\\nfloat linearSampleDepth=viewZToOrthographicDepth(viewZ,cameraNearFar.x,cameraNearFar.y);\\n#else\\nfloat linearSampleDepth=sampleDepth;\\n#endif\\nfloat proximity=abs(depth-linearSampleDepth);if(proximity\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\n#ifdef DOWNSAMPLE_NORMALS\\nuniform lowp sampler2D normalBuffer;\\n#endif\\nvarying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;float readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}int findBestDepth(const in float samples[4]){float c=(samples[0]+samples[1]+samples[2]+samples[3])*0.25;float distances[4];distances[0]=abs(c-samples[0]);distances[1]=abs(c-samples[1]);distances[2]=abs(c-samples[2]);distances[3]=abs(c-samples[3]);float maxDistance=max(max(distances[0],distances[1]),max(distances[2],distances[3]));int remaining[3];int rejected[3];int i,j,k;for(i=0,j=0,k=0;i<4;++i){if(distances[i] this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n /**\n * The normal(RGB) + depth(A) texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the normal(RGB) + depth(A) texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthTexture(depthTexture, depthPacking = import_three56.BasicDepthPacking) {\n this.fullscreenMaterial.depthBuffer = depthTexture;\n this.fullscreenMaterial.depthPacking = depthPacking;\n }\n /**\n * Downsamples depth and scene normals.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n this.fullscreenMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n const gl = renderer.getContext();\n const renderable = gl.getExtension(\"EXT_color_buffer_float\") || gl.getExtension(\"EXT_color_buffer_half_float\");\n if (!renderable) {\n throw new Error(\"Rendering to float texture is not supported.\");\n }\n }\n};\n\n// src/effects/glsl/ssao.frag\nvar ssao_default3 = \"uniform lowp sampler2D aoBuffer;uniform float luminanceInfluence;uniform float intensity;\\n#if defined(DEPTH_AWARE_UPSAMPLING) && defined(NORMAL_DEPTH)\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\n#endif\\n#ifdef COLORIZE\\nuniform vec3 color;\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,const in float depth,out vec4 outputColor){float aoLinear=texture2D(aoBuffer,uv).r;\\n#if defined(DEPTH_AWARE_UPSAMPLING) && defined(NORMAL_DEPTH) && __VERSION__ == 300\\nvec4 normalDepth[4];normalDepth[0]=textureOffset(normalDepthBuffer,uv,ivec2(0,0));normalDepth[1]=textureOffset(normalDepthBuffer,uv,ivec2(0,1));normalDepth[2]=textureOffset(normalDepthBuffer,uv,ivec2(1,0));normalDepth[3]=textureOffset(normalDepthBuffer,uv,ivec2(1,1));float dot01=dot(normalDepth[0].rgb,normalDepth[1].rgb);float dot02=dot(normalDepth[0].rgb,normalDepth[2].rgb);float dot03=dot(normalDepth[0].rgb,normalDepth[3].rgb);float minDot=min(dot01,min(dot02,dot03));float s=step(THRESHOLD,minDot);float smallestDistance=1.0;int index;for(int i=0;i<4;++i){float distance=abs(depth-normalDepth[i].a);if(distance this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.camera = camera;\n this.depthDownsamplingPass = new DepthDownsamplingPass({ normalBuffer, resolutionScale });\n this.depthDownsamplingPass.enabled = normalDepthBuffer === null;\n this.ssaoPass = new ShaderPass(new SSAOMaterial(camera));\n const noiseTexture = new NoiseTexture(NOISE_TEXTURE_SIZE, NOISE_TEXTURE_SIZE, import_three57.RGBAFormat);\n noiseTexture.wrapS = noiseTexture.wrapT = import_three57.RepeatWrapping;\n const ssaoMaterial = this.ssaoMaterial;\n ssaoMaterial.normalBuffer = normalBuffer;\n ssaoMaterial.noiseTexture = noiseTexture;\n ssaoMaterial.minRadiusScale = minRadiusScale;\n ssaoMaterial.samples = samples;\n ssaoMaterial.radius = radius;\n ssaoMaterial.rings = rings;\n ssaoMaterial.fade = fade;\n ssaoMaterial.bias = bias;\n ssaoMaterial.distanceThreshold = distanceThreshold;\n ssaoMaterial.distanceFalloff = distanceFalloff;\n ssaoMaterial.proximityThreshold = rangeThreshold;\n ssaoMaterial.proximityFalloff = rangeFalloff;\n if (worldDistanceThreshold !== void 0) {\n ssaoMaterial.worldDistanceThreshold = worldDistanceThreshold;\n }\n if (worldDistanceFalloff !== void 0) {\n ssaoMaterial.worldDistanceFalloff = worldDistanceFalloff;\n }\n if (worldProximityThreshold !== void 0) {\n ssaoMaterial.worldProximityThreshold = worldProximityThreshold;\n }\n if (worldProximityFalloff !== void 0) {\n ssaoMaterial.worldProximityFalloff = worldProximityFalloff;\n }\n if (normalDepthBuffer !== null) {\n this.ssaoMaterial.normalDepthBuffer = normalDepthBuffer;\n this.defines.set(\"NORMAL_DEPTH\", \"1\");\n }\n this.depthAwareUpsampling = depthAwareUpsampling;\n this.color = color2;\n }\n set mainCamera(value) {\n this.camera = value;\n this.ssaoMaterial.copyCameraSettings(value);\n }\n /**\n * Sets the normal buffer.\n *\n * @type {Texture}\n */\n get normalBuffer() {\n return this.ssaoMaterial.normalBuffer;\n }\n set normalBuffer(value) {\n this.ssaoMaterial.normalBuffer = value;\n this.depthDownsamplingPass.fullscreenMaterial.normalBuffer = value;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * The SSAO material.\n *\n * @type {SSAOMaterial}\n */\n get ssaoMaterial() {\n return this.ssaoPass.fullscreenMaterial;\n }\n /**\n * Returns the SSAO material.\n *\n * @deprecated Use ssaoMaterial instead.\n * @return {SSAOMaterial} The material.\n */\n getSSAOMaterial() {\n return this.ssaoMaterial;\n }\n /**\n * The amount of occlusion samples per pixel.\n *\n * @type {Number}\n * @deprecated Use ssaoMaterial.samples instead.\n */\n get samples() {\n return this.ssaoMaterial.samples;\n }\n set samples(value) {\n this.ssaoMaterial.samples = value;\n }\n /**\n * The amount of spiral turns in the occlusion sampling pattern.\n *\n * @type {Number}\n * @deprecated Use ssaoMaterial.rings instead.\n */\n get rings() {\n return this.ssaoMaterial.rings;\n }\n set rings(value) {\n this.ssaoMaterial.rings = value;\n }\n /**\n * The occlusion sampling radius.\n *\n * @type {Number}\n * @deprecated Use ssaoMaterial.radius instead.\n */\n get radius() {\n return this.ssaoMaterial.radius;\n }\n set radius(value) {\n this.ssaoMaterial.radius = value;\n }\n /**\n * Indicates whether depth-aware upsampling is enabled.\n *\n * @type {Boolean}\n */\n get depthAwareUpsampling() {\n return this.defines.has(\"DEPTH_AWARE_UPSAMPLING\");\n }\n set depthAwareUpsampling(value) {\n if (this.depthAwareUpsampling !== value) {\n if (value) {\n this.defines.set(\"DEPTH_AWARE_UPSAMPLING\", \"1\");\n } else {\n this.defines.delete(\"DEPTH_AWARE_UPSAMPLING\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether depth-aware upsampling is enabled.\n *\n * @deprecated Use depthAwareUpsampling instead.\n * @return {Boolean} Whether depth-aware upsampling is enabled.\n */\n isDepthAwareUpsamplingEnabled() {\n return this.depthAwareUpsampling;\n }\n /**\n * Enables or disables depth-aware upsampling.\n *\n * @deprecated Use depthAwareUpsampling instead.\n * @param {Boolean} value - Whether depth-aware upsampling should be enabled.\n */\n setDepthAwareUpsamplingEnabled(value) {\n this.depthAwareUpsampling = value;\n }\n /**\n * Indicates whether distance-based radius scaling is enabled.\n *\n * @type {Boolean}\n * @deprecated\n */\n get distanceScaling() {\n return true;\n }\n set distanceScaling(value) {\n }\n /**\n * The color of the ambient occlusion. Set to `null` to disable.\n *\n * @type {Color}\n */\n get color() {\n return this.uniforms.get(\"color\").value;\n }\n set color(value) {\n const uniforms = this.uniforms;\n const defines = this.defines;\n if (value !== null) {\n if (defines.has(\"COLORIZE\")) {\n uniforms.get(\"color\").value.set(value);\n } else {\n defines.set(\"COLORIZE\", \"1\");\n uniforms.get(\"color\").value = new import_three57.Color(value);\n this.setChanged();\n }\n } else if (defines.has(\"COLORIZE\")) {\n defines.delete(\"COLORIZE\");\n uniforms.get(\"color\").value = null;\n this.setChanged();\n }\n }\n /**\n * The luminance influence factor. Range: [0.0, 1.0].\n *\n * @type {Boolean}\n */\n get luminanceInfluence() {\n return this.uniforms.get(\"luminanceInfluence\").value;\n }\n set luminanceInfluence(value) {\n this.uniforms.get(\"luminanceInfluence\").value = value;\n }\n /**\n * The intensity.\n *\n * @type {Number}\n */\n get intensity() {\n return this.uniforms.get(\"intensity\").value;\n }\n set intensity(value) {\n this.uniforms.get(\"intensity\").value = value;\n }\n /**\n * Returns the color of the ambient occlusion.\n *\n * @deprecated Use color instead.\n * @return {Color} The color.\n */\n getColor() {\n return this.color;\n }\n /**\n * Sets the color of the ambient occlusion. Set to `null` to disable colorization.\n *\n * @deprecated Use color instead.\n * @param {Color} value - The color.\n */\n setColor(value) {\n this.color = value;\n }\n /**\n * Sets the occlusion distance cutoff.\n *\n * @deprecated Use ssaoMaterial instead.\n * @param {Number} threshold - The distance threshold. Range [0.0, 1.0].\n * @param {Number} falloff - The falloff. Range [0.0, 1.0].\n */\n setDistanceCutoff(threshold, falloff) {\n this.ssaoMaterial.distanceThreshold = threshold;\n this.ssaoMaterial.distanceFalloff = falloff;\n }\n /**\n * Sets the occlusion proximity cutoff.\n *\n * @deprecated Use ssaoMaterial instead.\n * @param {Number} threshold - The proximity threshold. Range [0.0, 1.0].\n * @param {Number} falloff - The falloff. Range [0.0, 1.0].\n */\n setProximityCutoff(threshold, falloff) {\n this.ssaoMaterial.proximityThreshold = threshold;\n this.ssaoMaterial.proximityFalloff = falloff;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three57.BasicDepthPacking) {\n this.depthDownsamplingPass.setDepthTexture(depthTexture, depthPacking);\n this.ssaoMaterial.depthBuffer = depthTexture;\n this.ssaoMaterial.depthPacking = depthPacking;\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n const renderTarget = this.renderTarget;\n if (this.depthDownsamplingPass.enabled) {\n this.depthDownsamplingPass.render(renderer);\n }\n this.ssaoPass.render(renderer, null, renderTarget);\n }\n /**\n * Sets the size.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.ssaoMaterial.copyCameraSettings(this.camera);\n this.ssaoMaterial.setSize(w, h);\n this.renderTarget.setSize(w, h);\n this.depthDownsamplingPass.resolution.scale = resolution.scale;\n this.depthDownsamplingPass.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n try {\n let normalDepthBuffer = this.uniforms.get(\"normalDepthBuffer\").value;\n if (normalDepthBuffer === null) {\n this.depthDownsamplingPass.initialize(renderer, alpha, frameBufferType);\n normalDepthBuffer = this.depthDownsamplingPass.texture;\n this.uniforms.get(\"normalDepthBuffer\").value = normalDepthBuffer;\n this.ssaoMaterial.normalDepthBuffer = normalDepthBuffer;\n this.defines.set(\"NORMAL_DEPTH\", \"1\");\n }\n } catch (e) {\n this.depthDownsamplingPass.enabled = false;\n }\n }\n};\n\n// src/effects/TextureEffect.js\nvar import_three58 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/texture.frag\nvar texture_default = \"#ifdef TEXTURE_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nvarying vec2 vUv2;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){\\n#ifdef UV_TRANSFORM\\nvec4 texel=texture2D(map,vUv2);\\n#else\\nvec4 texel=texture2D(map,uv);\\n#endif\\noutputColor=TEXEL;}\";\n\n// src/effects/glsl/texture.vert\nvar texture_default2 = \"#ifdef ASPECT_CORRECTION\\nuniform float scale;\\n#else\\nuniform mat3 uvTransform;\\n#endif\\nvarying vec2 vUv2;void mainSupport(const in vec2 uv){\\n#ifdef ASPECT_CORRECTION\\nvUv2=uv*vec2(aspect,1.0)*scale;\\n#else\\nvUv2=(uvTransform*vec3(uv,1.0)).xy;\\n#endif\\n}\";\n\n// src/effects/TextureEffect.js\nvar TextureEffect = class extends Effect {\n /**\n * Constructs a new texture effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Texture} [options.texture] - A texture.\n * @param {Boolean} [options.aspectCorrection=false] - Deprecated. Adjust the texture's offset, repeat and center instead.\n */\n constructor({ blendFunction, texture = null, aspectCorrection = false } = {}) {\n super(\"TextureEffect\", texture_default, {\n blendFunction,\n defines: /* @__PURE__ */ new Map([\n [\"TEXEL\", \"texel\"]\n ]),\n uniforms: /* @__PURE__ */ new Map([\n [\"map\", new import_three58.Uniform(null)],\n [\"scale\", new import_three58.Uniform(1)],\n [\"uvTransform\", new import_three58.Uniform(null)]\n ])\n });\n this.texture = texture;\n this.aspectCorrection = aspectCorrection;\n }\n /**\n * The texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.uniforms.get(\"map\").value;\n }\n set texture(value) {\n const prevTexture = this.texture;\n const uniforms = this.uniforms;\n const defines = this.defines;\n if (prevTexture !== value) {\n uniforms.get(\"map\").value = value;\n uniforms.get(\"uvTransform\").value = value.matrix;\n defines.delete(\"TEXTURE_PRECISION_HIGH\");\n if (value !== null) {\n if (value.matrixAutoUpdate) {\n defines.set(\"UV_TRANSFORM\", \"1\");\n this.setVertexShader(texture_default2);\n } else {\n defines.delete(\"UV_TRANSFORM\");\n this.setVertexShader(null);\n }\n if (value.type !== import_three58.UnsignedByteType) {\n defines.set(\"TEXTURE_PRECISION_HIGH\", \"1\");\n }\n if (prevTexture === null || prevTexture.type !== value.type || prevTexture.encoding !== value.encoding) {\n this.setChanged();\n }\n }\n }\n }\n /**\n * Returns the texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.texture;\n }\n /**\n * Sets the texture.\n *\n * @deprecated Use texture instead.\n * @param {Texture} value - The texture.\n */\n setTexture(value) {\n this.texture = value;\n }\n /**\n * Indicates whether aspect correction is enabled.\n *\n * @type {Number}\n * @deprecated Adjust the texture's offset, repeat, rotation and center instead.\n */\n get aspectCorrection() {\n return this.defines.has(\"ASPECT_CORRECTION\");\n }\n set aspectCorrection(value) {\n if (this.aspectCorrection !== value) {\n if (value) {\n this.defines.set(\"ASPECT_CORRECTION\", \"1\");\n } else {\n this.defines.delete(\"ASPECT_CORRECTION\");\n }\n this.setChanged();\n }\n }\n /**\n * Indicates whether the texture UV coordinates will be transformed using the transformation matrix of the texture.\n *\n * @type {Boolean}\n * @deprecated Use texture.matrixAutoUpdate instead.\n */\n get uvTransform() {\n const texture = this.texture;\n return texture !== null && texture.matrixAutoUpdate;\n }\n set uvTransform(value) {\n const texture = this.texture;\n if (texture !== null) {\n texture.matrixAutoUpdate = value;\n }\n }\n /**\n * Sets the swizzles that will be applied to the components of a texel before it is written to the output color.\n *\n * @param {ColorChannel} r - The swizzle for the `r` component.\n * @param {ColorChannel} [g=r] - The swizzle for the `g` component.\n * @param {ColorChannel} [b=r] - The swizzle for the `b` component.\n * @param {ColorChannel} [a=r] - The swizzle for the `a` component.\n */\n setTextureSwizzleRGBA(r, g = r, b = r, a = r) {\n const rgba = \"rgba\";\n let swizzle = \"\";\n if (r !== ColorChannel.RED || g !== ColorChannel.GREEN || b !== ColorChannel.BLUE || a !== ColorChannel.ALPHA) {\n swizzle = [\".\", rgba[r], rgba[g], rgba[b], rgba[a]].join(\"\");\n }\n this.defines.set(\"TEXEL\", \"texel\" + swizzle);\n this.setChanged();\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n if (this.texture.matrixAutoUpdate) {\n this.texture.updateMatrix();\n }\n }\n};\n\n// src/effects/TiltShiftEffect.js\nvar import_three60 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/TiltShiftBlurMaterial.js\nvar import_three59 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.tilt-shift.frag\nvar convolution_tilt_shift_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform vec4 maskParams;varying vec2 vUv;varying vec2 vUv2;varying vec2 vOffset;float linearGradientMask(const in float x){return smoothstep(maskParams.x,maskParams.y,x)-smoothstep(maskParams.w,maskParams.z,x);}void main(){vec2 dUv=vOffset*(1.0-linearGradientMask(vUv2.y));vec4 sum=texture2D(inputBuffer,vec2(vUv.x-dUv.x,vUv.y+dUv.y));sum+=texture2D(inputBuffer,vec2(vUv.x+dUv.x,vUv.y+dUv.y));sum+=texture2D(inputBuffer,vec2(vUv.x+dUv.x,vUv.y-dUv.y));sum+=texture2D(inputBuffer,vec2(vUv.x-dUv.x,vUv.y-dUv.y));gl_FragColor=sum*0.25;\\n#include \\n}\";\n\n// src/materials/glsl/convolution.tilt-shift.vert\nvar convolution_tilt_shift_default2 = \"uniform vec4 texelSize;uniform float kernel;uniform float scale;uniform float aspect;uniform vec2 rotation;varying vec2 vUv;varying vec2 vUv2;varying vec2 vOffset;void main(){vec2 uv=position.xy*0.5+0.5;vUv=uv;vUv2=(uv-0.5)*2.0*vec2(aspect,1.0);vUv2=vec2(dot(rotation,vUv2),dot(rotation,vec2(vUv2.y,-vUv2.x)));vOffset=(texelSize.xy*vec2(kernel)+texelSize.zw)*scale;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/TiltShiftBlurMaterial.js\nvar TiltShiftBlurMaterial = class extends KawaseBlurMaterial {\n /**\n * Constructs a new tilt shift blur material.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.offset=0.0] - The relative offset of the focus area.\n * @param {Number} [options.rotation=0.0] - The rotation of the focus area in radians.\n * @param {Number} [options.focusArea=0.4] - The relative size of the focus area.\n * @param {Number} [options.feather=0.3] - The softness of the focus area edges.\n */\n constructor({\n kernelSize = KernelSize.MEDIUM,\n offset = 0,\n rotation = 0,\n focusArea = 0.4,\n feather = 0.3\n } = {}) {\n super();\n this.fragmentShader = convolution_tilt_shift_default;\n this.vertexShader = convolution_tilt_shift_default2;\n this.kernelSize = kernelSize;\n this.uniforms.aspect = new import_three59.Uniform(1);\n this.uniforms.rotation = new import_three59.Uniform(new import_three59.Vector2());\n this.uniforms.maskParams = new import_three59.Uniform(new import_three59.Vector4());\n this._offset = offset;\n this._focusArea = focusArea;\n this._feather = feather;\n this.rotation = rotation;\n this.updateParams();\n }\n /**\n * The relative offset of the focus area.\n *\n * @private\n */\n updateParams() {\n const params = this.uniforms.maskParams.value;\n const a = Math.max(this.focusArea, 0);\n const b = Math.max(a - this.feather, 0);\n params.set(\n this.offset - a,\n this.offset - b,\n this.offset + a,\n this.offset + b\n );\n }\n /**\n * The rotation of the focus area in radians.\n *\n * @type {Number}\n */\n get rotation() {\n return Math.acos(this.uniforms.rotation.value.x);\n }\n set rotation(value) {\n this.uniforms.rotation.value.set(Math.cos(value), Math.sin(value));\n }\n /**\n * The relative offset of the focus area.\n *\n * @type {Number}\n */\n get offset() {\n return this._offset;\n }\n set offset(value) {\n this._offset = value;\n this.updateParams();\n }\n /**\n * The relative size of the focus area.\n *\n * @type {Number}\n */\n get focusArea() {\n return this._focusArea;\n }\n set focusArea(value) {\n this._focusArea = value;\n this.updateParams();\n }\n /**\n * The softness of the focus area edges.\n *\n * @type {Number}\n */\n get feather() {\n return this._feather;\n }\n set feather(value) {\n this._feather = value;\n this.updateParams();\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n super.setSize(width, height);\n this.uniforms.aspect.value = width / height;\n }\n};\n\n// src/passes/TiltShiftBlurPass.js\nvar TiltShiftBlurPass = class extends KawaseBlurPass {\n /**\n * Constructs a new Kawase blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.offset=0.0] - The relative offset of the focus area.\n * @param {Number} [options.rotation=0.0] - The rotation of the focus area in radians.\n * @param {Number} [options.focusArea=0.4] - The relative size of the focus area.\n * @param {Number} [options.feather=0.3] - The softness of the focus area edges.\n * @param {KernelSize} [options.kernelSize=KernelSize.MEDIUM] - The blur kernel size.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n offset = 0,\n rotation = 0,\n focusArea = 0.4,\n feather = 0.3,\n kernelSize = KernelSize.MEDIUM,\n resolutionScale = 0.5,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super({ kernelSize, resolutionScale, resolutionX, resolutionY });\n this.blurMaterial = new TiltShiftBlurMaterial({ kernelSize, offset, rotation, focusArea, feather });\n }\n};\n\n// src/effects/glsl/tilt-shift.frag\nvar tilt_shift_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D map;\\n#else\\nuniform lowp sampler2D map;\\n#endif\\nuniform vec2 maskParams;varying vec2 vUv2;float linearGradientMask(const in float x){return step(maskParams.x,x)-step(maskParams.y,x);}void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){float mask=linearGradientMask(vUv2.y);vec4 texel=texture2D(map,uv);outputColor=mix(texel,inputColor,mask);}\";\n\n// src/effects/glsl/tilt-shift.vert\nvar tilt_shift_default2 = \"uniform vec2 rotation;varying vec2 vUv2;void mainSupport(const in vec2 uv){vUv2=(uv-0.5)*2.0*vec2(aspect,1.0);vUv2=vec2(dot(rotation,vUv2),dot(rotation,vec2(vUv2.y,-vUv2.x)));}\";\n\n// src/effects/TiltShiftEffect.js\nvar TiltShiftEffect = class extends Effect {\n /**\n * Constructs a new tilt shift Effect\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {Number} [options.offset=0.0] - The relative offset of the focus area.\n * @param {Number} [options.rotation=0.0] - The rotation of the focus area in radians.\n * @param {Number} [options.focusArea=0.4] - The relative size of the focus area.\n * @param {Number} [options.feather=0.3] - The softness of the focus area edges.\n * @param {Number} [options.bias=0.06] - Deprecated.\n * @param {KernelSize} [options.kernelSize=KernelSize.MEDIUM] - The blur kernel size.\n * @param {Number} [options.resolutionScale=0.5] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n blendFunction,\n offset = 0,\n rotation = 0,\n focusArea = 0.4,\n feather = 0.3,\n kernelSize = KernelSize.MEDIUM,\n resolutionScale = 0.5,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super(\"TiltShiftEffect\", tilt_shift_default, {\n vertexShader: tilt_shift_default2,\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"rotation\", new import_three60.Uniform(new import_three60.Vector2())],\n [\"maskParams\", new import_three60.Uniform(new import_three60.Vector2())],\n [\"map\", new import_three60.Uniform(null)]\n ])\n });\n this._offset = offset;\n this._focusArea = focusArea;\n this._feather = feather;\n this.renderTarget = new import_three60.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTarget.texture.name = \"TiltShift.Target\";\n this.uniforms.get(\"map\").value = this.renderTarget.texture;\n this.blurPass = new TiltShiftBlurPass({\n kernelSize,\n resolutionScale,\n resolutionX,\n resolutionY,\n offset,\n rotation,\n focusArea,\n feather\n });\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.rotation = rotation;\n this.updateParams();\n }\n /**\n * Updates the mask params.\n *\n * @private\n */\n updateParams() {\n const params = this.uniforms.get(\"maskParams\").value;\n const x = Math.max(this.focusArea - this.feather, 0);\n params.set(this.offset - x, this.offset + x);\n }\n /**\n * The rotation of the focus area in radians.\n *\n * @type {Number}\n */\n get rotation() {\n return Math.acos(this.uniforms.get(\"rotation\").value.x);\n }\n set rotation(value) {\n this.uniforms.get(\"rotation\").value.set(Math.cos(value), Math.sin(value));\n this.blurPass.blurMaterial.rotation = value;\n }\n /**\n * The relative offset of the focus area.\n *\n * @type {Number}\n */\n get offset() {\n return this._offset;\n }\n set offset(value) {\n this._offset = value;\n this.blurPass.blurMaterial.offset = value;\n this.updateParams();\n }\n /**\n * The relative size of the focus area.\n *\n * @type {Number}\n */\n get focusArea() {\n return this._focusArea;\n }\n set focusArea(value) {\n this._focusArea = value;\n this.blurPass.blurMaterial.focusArea = value;\n this.updateParams();\n }\n /**\n * The softness of the focus area edges.\n *\n * @type {Number}\n */\n get feather() {\n return this._feather;\n }\n set feather(value) {\n this._feather = value;\n this.blurPass.blurMaterial.feather = value;\n this.updateParams();\n }\n /**\n * A blend bias.\n *\n * @type {Number}\n * @deprecated\n */\n get bias() {\n return 0;\n }\n set bias(value) {\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n this.blurPass.render(renderer, inputBuffer, this.renderTarget);\n }\n /**\n * Updates the size of internal render targets.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n this.blurPass.resolution.copy(resolution);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.blurPass.initialize(renderer, alpha, frameBufferType);\n if (frameBufferType !== void 0) {\n this.renderTarget.texture.type = frameBufferType;\n if (renderer !== null && renderer.outputColorSpace === import_three60.SRGBColorSpace) {\n this.renderTarget.texture.colorSpace = import_three60.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/effects/ToneMappingEffect.js\nvar import_three63 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/passes/AdaptiveLuminancePass.js\nvar import_three62 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/AdaptiveLuminanceMaterial.js\nvar import_three61 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/adaptive-luminance.frag\nvar adaptive_luminance_default = \"#include \\n#define packFloatToRGBA(v) packDepthToRGBA(v)\\n#define unpackRGBAToFloat(v) unpackRGBAToDepth(v)\\nuniform lowp sampler2D luminanceBuffer0;uniform lowp sampler2D luminanceBuffer1;uniform float minLuminance;uniform float deltaTime;uniform float tau;varying vec2 vUv;void main(){float l0=unpackRGBAToFloat(texture2D(luminanceBuffer0,vUv));\\n#if __VERSION__ < 300\\nfloat l1=texture2DLodEXT(luminanceBuffer1,vUv,MIP_LEVEL_1X1).r;\\n#else\\nfloat l1=textureLod(luminanceBuffer1,vUv,MIP_LEVEL_1X1).r;\\n#endif\\nl0=max(minLuminance,l0);l1=max(minLuminance,l1);float adaptedLum=l0+(l1-l0)*(1.0-exp(-deltaTime*tau));gl_FragColor=(adaptedLum==1.0)?vec4(1.0):packFloatToRGBA(adaptedLum);}\";\n\n// src/materials/AdaptiveLuminanceMaterial.js\nvar AdaptiveLuminanceMaterial = class extends import_three61.ShaderMaterial {\n /**\n * Constructs a new adaptive luminance material.\n */\n constructor() {\n super({\n name: \"AdaptiveLuminanceMaterial\",\n defines: {\n MIP_LEVEL_1X1: \"0.0\"\n },\n uniforms: {\n luminanceBuffer0: new import_three61.Uniform(null),\n luminanceBuffer1: new import_three61.Uniform(null),\n minLuminance: new import_three61.Uniform(0.01),\n deltaTime: new import_three61.Uniform(0),\n tau: new import_three61.Uniform(1)\n },\n extensions: {\n shaderTextureLOD: true\n },\n blending: import_three61.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: adaptive_luminance_default,\n vertexShader: common_default\n });\n }\n /**\n * The primary luminance buffer that contains the downsampled average luminance.\n *\n * @type {Texture}\n */\n set luminanceBuffer0(value) {\n this.uniforms.luminanceBuffer0.value = value;\n }\n /**\n * Sets the primary luminance buffer that contains the downsampled average luminance.\n *\n * @deprecated Use luminanceBuffer0 instead.\n * @param {Texture} value - The buffer.\n */\n setLuminanceBuffer0(value) {\n this.uniforms.luminanceBuffer0.value = value;\n }\n /**\n * The secondary luminance buffer.\n *\n * @type {Texture}\n */\n set luminanceBuffer1(value) {\n this.uniforms.luminanceBuffer1.value = value;\n }\n /**\n * Sets the secondary luminance buffer.\n *\n * @deprecated Use luminanceBuffer1 instead.\n * @param {Texture} value - The buffer.\n */\n setLuminanceBuffer1(value) {\n this.uniforms.luminanceBuffer1.value = value;\n }\n /**\n * The 1x1 mipmap level.\n *\n * This level is used to identify the smallest mipmap of the primary luminance buffer.\n *\n * @type {Number}\n */\n set mipLevel1x1(value) {\n this.defines.MIP_LEVEL_1X1 = value.toFixed(1);\n this.needsUpdate = true;\n }\n /**\n * Sets the 1x1 mipmap level.\n *\n * @deprecated Use mipLevel1x1 instead.\n * @param {Number} value - The level.\n */\n setMipLevel1x1(value) {\n this.mipLevel1x1 = value;\n }\n /**\n * The delta time.\n *\n * @type {Number}\n */\n set deltaTime(value) {\n this.uniforms.deltaTime.value = value;\n }\n /**\n * Sets the delta time.\n *\n * @deprecated Use deltaTime instead.\n * @param {Number} value - The delta time.\n */\n setDeltaTime(value) {\n this.uniforms.deltaTime.value = value;\n }\n /**\n * The lowest possible luminance value.\n *\n * @type {Number}\n */\n get minLuminance() {\n return this.uniforms.minLuminance.value;\n }\n set minLuminance(value) {\n this.uniforms.minLuminance.value = value;\n }\n /**\n * Returns the lowest possible luminance value.\n *\n * @deprecated Use minLuminance instead.\n * @return {Number} The minimum luminance.\n */\n getMinLuminance() {\n return this.uniforms.minLuminance.value;\n }\n /**\n * Sets the minimum luminance.\n *\n * @deprecated Use minLuminance instead.\n * @param {Number} value - The minimum luminance.\n */\n setMinLuminance(value) {\n this.uniforms.minLuminance.value = value;\n }\n /**\n * The luminance adaptation rate.\n *\n * @type {Number}\n */\n get adaptationRate() {\n return this.uniforms.tau.value;\n }\n set adaptationRate(value) {\n this.uniforms.tau.value = value;\n }\n /**\n * Returns the luminance adaptation rate.\n *\n * @deprecated Use adaptationRate instead.\n * @return {Number} The adaptation rate.\n */\n getAdaptationRate() {\n return this.uniforms.tau.value;\n }\n /**\n * Sets the luminance adaptation rate.\n *\n * @deprecated Use adaptationRate instead.\n * @param {Number} value - The adaptation rate.\n */\n setAdaptationRate(value) {\n this.uniforms.tau.value = value;\n }\n};\n\n// src/passes/AdaptiveLuminancePass.js\nvar AdaptiveLuminancePass = class extends Pass {\n /**\n * Constructs a new adaptive luminance pass.\n *\n * @param {Texture} luminanceBuffer - A buffer that contains the current scene luminance.\n * @param {Object} [options] - The options.\n * @param {Number} [options.minLuminance=0.01] - The minimum luminance.\n * @param {Number} [options.adaptationRate=1.0] - The luminance adaptation rate.\n */\n constructor(luminanceBuffer, { minLuminance = 0.01, adaptationRate = 1 } = {}) {\n super(\"AdaptiveLuminancePass\");\n this.fullscreenMaterial = new AdaptiveLuminanceMaterial();\n this.needsSwap = false;\n this.renderTargetPrevious = new import_three62.WebGLRenderTarget(1, 1, {\n minFilter: import_three62.NearestFilter,\n magFilter: import_three62.NearestFilter,\n depthBuffer: false\n });\n this.renderTargetPrevious.texture.name = \"Luminance.Previous\";\n const material = this.fullscreenMaterial;\n material.luminanceBuffer0 = this.renderTargetPrevious.texture;\n material.luminanceBuffer1 = luminanceBuffer;\n material.minLuminance = minLuminance;\n material.adaptationRate = adaptationRate;\n this.renderTargetAdapted = this.renderTargetPrevious.clone();\n this.renderTargetAdapted.texture.name = \"Luminance.Adapted\";\n this.copyPass = new CopyPass(this.renderTargetPrevious, false);\n }\n /**\n * The adaptive luminance texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTargetAdapted.texture;\n }\n /**\n * Returns the adaptive 1x1 luminance texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTargetAdapted.texture;\n }\n /**\n * Sets the 1x1 mipmap level.\n *\n * This level is used to identify the smallest mipmap of the main luminance texture which contains the downsampled\n * average scene luminance.\n *\n * @type {Number}\n * @deprecated Use fullscreenMaterial.mipLevel1x1 instead.\n */\n set mipLevel1x1(value) {\n this.fullscreenMaterial.mipLevel1x1 = value;\n }\n /**\n * The luminance adaptation rate.\n *\n * @type {Number}\n * @deprecated Use fullscreenMaterial.adaptationRate instead.\n */\n get adaptationRate() {\n return this.fullscreenMaterial.adaptationRate;\n }\n /**\n * @type {Number}\n * @deprecated Use fullscreenMaterial.adaptationRate instead.\n */\n set adaptationRate(value) {\n this.fullscreenMaterial.adaptationRate = value;\n }\n /**\n * Renders the scene normals.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n this.fullscreenMaterial.deltaTime = deltaTime;\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTargetAdapted);\n renderer.render(this.scene, this.camera);\n this.copyPass.render(renderer, this.renderTargetAdapted);\n }\n};\n\n// src/effects/glsl/tone-mapping.frag\nvar tone_mapping_default = \"#include \\nuniform float whitePoint;\\n#if TONE_MAPPING_MODE == 2 || TONE_MAPPING_MODE == 3\\nuniform float middleGrey;\\n#if TONE_MAPPING_MODE == 3\\nuniform lowp sampler2D luminanceBuffer;\\n#else\\nuniform float averageLuminance;\\n#endif\\nvec3 Reinhard2ToneMapping(vec3 color){color*=toneMappingExposure;float l=luminance(color);\\n#if TONE_MAPPING_MODE == 3\\nfloat lumAvg=unpackRGBAToFloat(texture2D(luminanceBuffer,vec2(0.5)));\\n#else\\nfloat lumAvg=averageLuminance;\\n#endif\\nfloat lumScaled=(l*middleGrey)/max(lumAvg,1e-6);float lumCompressed=lumScaled*(1.0+lumScaled/(whitePoint*whitePoint));lumCompressed/=(1.0+lumScaled);return clamp(lumCompressed*color,0.0,1.0);}\\n#elif TONE_MAPPING_MODE == 4\\n#define A 0.15\\n#define B 0.50\\n#define C 0.10\\n#define D 0.20\\n#define E 0.02\\n#define F 0.30\\nvec3 Uncharted2Helper(const in vec3 x){return((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;}vec3 Uncharted2ToneMapping(vec3 color){color*=toneMappingExposure;return clamp(Uncharted2Helper(color)/Uncharted2Helper(vec3(whitePoint)),0.0,1.0);}\\n#endif\\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){\\n#if TONE_MAPPING_MODE == 2 || TONE_MAPPING_MODE == 3\\noutputColor=vec4(Reinhard2ToneMapping(inputColor.rgb),inputColor.a);\\n#elif TONE_MAPPING_MODE == 4\\noutputColor=vec4(Uncharted2ToneMapping(inputColor.rgb),inputColor.a);\\n#else\\noutputColor=vec4(toneMapping(inputColor.rgb),inputColor.a);\\n#endif\\n}\";\n\n// src/effects/ToneMappingEffect.js\nvar ToneMappingEffect = class extends Effect {\n /**\n * Constructs a new tone mapping effect.\n *\n * The additional parameters only affect the Reinhard2 operator.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction=BlendFunction.SRC] - The blend function of this effect.\n * @param {Boolean} [options.adaptive=false] - Deprecated. Use mode instead.\n * @param {ToneMappingMode} [options.mode=ToneMappingMode.AGX] - The tone mapping mode.\n * @param {Number} [options.resolution=256] - The resolution of the luminance texture. Must be a power of two.\n * @param {Number} [options.maxLuminance=4.0] - Deprecated. Same as whitePoint.\n * @param {Number} [options.whitePoint=4.0] - The white point.\n * @param {Number} [options.middleGrey=0.6] - The middle grey factor.\n * @param {Number} [options.minLuminance=0.01] - The minimum luminance. Prevents very high exposure in dark scenes.\n * @param {Number} [options.averageLuminance=1.0] - The average luminance. Used for the non-adaptive Reinhard operator.\n * @param {Number} [options.adaptationRate=1.0] - The luminance adaptation rate.\n */\n constructor({\n blendFunction = BlendFunction.SRC,\n adaptive = false,\n mode = adaptive ? ToneMappingMode.REINHARD2_ADAPTIVE : ToneMappingMode.AGX,\n resolution = 256,\n maxLuminance = 4,\n whitePoint = maxLuminance,\n middleGrey = 0.6,\n minLuminance = 0.01,\n averageLuminance = 1,\n adaptationRate = 1\n } = {}) {\n super(\"ToneMappingEffect\", tone_mapping_default, {\n blendFunction,\n uniforms: /* @__PURE__ */ new Map([\n [\"luminanceBuffer\", new import_three63.Uniform(null)],\n [\"maxLuminance\", new import_three63.Uniform(maxLuminance)],\n // Unused\n [\"whitePoint\", new import_three63.Uniform(whitePoint)],\n [\"middleGrey\", new import_three63.Uniform(middleGrey)],\n [\"averageLuminance\", new import_three63.Uniform(averageLuminance)]\n ])\n });\n this.renderTargetLuminance = new import_three63.WebGLRenderTarget(1, 1, {\n minFilter: import_three63.LinearMipmapLinearFilter,\n depthBuffer: false\n });\n this.renderTargetLuminance.texture.generateMipmaps = true;\n this.renderTargetLuminance.texture.name = \"Luminance\";\n this.luminancePass = new LuminancePass({\n renderTarget: this.renderTargetLuminance\n });\n this.adaptiveLuminancePass = new AdaptiveLuminancePass(this.luminancePass.texture, {\n minLuminance,\n adaptationRate\n });\n this.uniforms.get(\"luminanceBuffer\").value = this.adaptiveLuminancePass.texture;\n this.resolution = resolution;\n this.mode = mode;\n }\n /**\n * The tone mapping mode.\n *\n * @type {ToneMappingMode}\n */\n get mode() {\n return Number(this.defines.get(\"TONE_MAPPING_MODE\"));\n }\n set mode(value) {\n if (this.mode !== value) {\n this.defines.clear();\n this.defines.set(\"TONE_MAPPING_MODE\", value.toFixed(0));\n switch (value) {\n case ToneMappingMode.LINEAR:\n this.defines.set(\"toneMapping(texel)\", \"LinearToneMapping(texel)\");\n break;\n case ToneMappingMode.REINHARD:\n this.defines.set(\"toneMapping(texel)\", \"ReinhardToneMapping(texel)\");\n break;\n case ToneMappingMode.OPTIMIZED_CINEON:\n this.defines.set(\"toneMapping(texel)\", \"OptimizedCineonToneMapping(texel)\");\n break;\n case ToneMappingMode.ACES_FILMIC:\n this.defines.set(\"toneMapping(texel)\", \"ACESFilmicToneMapping(texel)\");\n break;\n case ToneMappingMode.AGX:\n this.defines.set(\"toneMapping(texel)\", \"AgXToneMapping(texel)\");\n break;\n case ToneMappingMode.NEUTRAL:\n this.defines.set(\"toneMapping(texel)\", \"NeutralToneMapping(texel)\");\n break;\n default:\n this.defines.set(\"toneMapping(texel)\", \"texel\");\n break;\n }\n this.adaptiveLuminancePass.enabled = value === ToneMappingMode.REINHARD2_ADAPTIVE;\n this.setChanged();\n }\n }\n /**\n * Returns the current tone mapping mode.\n *\n * @deprecated Use mode instead.\n * @return {ToneMappingMode} The tone mapping mode.\n */\n getMode() {\n return this.mode;\n }\n /**\n * Sets the tone mapping mode.\n *\n * @deprecated Use mode instead.\n * @param {ToneMappingMode} value - The tone mapping mode.\n */\n setMode(value) {\n this.mode = value;\n }\n /**\n * The white point. Default is `4.0`.\n *\n * Only applies to Reinhard2 (Modified & Adaptive).\n *\n * @type {Number}\n */\n get whitePoint() {\n return this.uniforms.get(\"whitePoint\").value;\n }\n set whitePoint(value) {\n this.uniforms.get(\"whitePoint\").value = value;\n }\n /**\n * The middle grey factor. Default is `0.6`.\n *\n * Only applies to Reinhard2 (Modified & Adaptive).\n *\n * @type {Number}\n */\n get middleGrey() {\n return this.uniforms.get(\"middleGrey\").value;\n }\n set middleGrey(value) {\n this.uniforms.get(\"middleGrey\").value = value;\n }\n /**\n * The average luminance.\n *\n * Only applies to Reinhard2 (Modified).\n *\n * @type {Number}\n */\n get averageLuminance() {\n return this.uniforms.get(\"averageLuminance\").value;\n }\n set averageLuminance(value) {\n this.uniforms.get(\"averageLuminance\").value = value;\n }\n /**\n * The adaptive luminance material.\n *\n * @type {AdaptiveLuminanceMaterial}\n */\n get adaptiveLuminanceMaterial() {\n return this.adaptiveLuminancePass.fullscreenMaterial;\n }\n /**\n * Returns the adaptive luminance material.\n *\n * @deprecated Use adaptiveLuminanceMaterial instead.\n * @return {AdaptiveLuminanceMaterial} The material.\n */\n getAdaptiveLuminanceMaterial() {\n return this.adaptiveLuminanceMaterial;\n }\n /**\n * The resolution of the luminance texture. Must be a power of two.\n *\n * @type {Number}\n */\n get resolution() {\n return this.luminancePass.resolution.width;\n }\n set resolution(value) {\n const exponent = Math.max(0, Math.ceil(Math.log2(value)));\n const size = Math.pow(2, exponent);\n this.luminancePass.resolution.setPreferredSize(size, size);\n this.adaptiveLuminanceMaterial.mipLevel1x1 = exponent;\n }\n /**\n * Returns the resolution of the luminance texture.\n *\n * @deprecated Use resolution instead.\n * @return {Number} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Sets the resolution of the luminance texture. Must be a power of two.\n *\n * @deprecated Use resolution instead.\n * @param {Number} value - The resolution.\n */\n setResolution(value) {\n this.resolution = value;\n }\n /**\n * Indicates whether this pass uses adaptive luminance.\n *\n * @type {Boolean}\n * @deprecated Use mode instead.\n */\n get adaptive() {\n return this.mode === ToneMappingMode.REINHARD2_ADAPTIVE;\n }\n set adaptive(value) {\n this.mode = value ? ToneMappingMode.REINHARD2_ADAPTIVE : ToneMappingMode.REINHARD2;\n }\n /**\n * The luminance adaptation rate.\n *\n * @type {Number}\n * @deprecated Use adaptiveLuminanceMaterial.adaptationRate instead.\n */\n get adaptationRate() {\n return this.adaptiveLuminanceMaterial.adaptationRate;\n }\n set adaptationRate(value) {\n this.adaptiveLuminanceMaterial.adaptationRate = value;\n }\n /**\n * @type {Number}\n * @deprecated\n */\n get distinction() {\n console.warn(this.name, \"distinction was removed.\");\n return 1;\n }\n set distinction(value) {\n console.warn(this.name, \"distinction was removed.\");\n }\n /**\n * Updates this effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n */\n update(renderer, inputBuffer, deltaTime) {\n if (this.adaptiveLuminancePass.enabled) {\n this.luminancePass.render(renderer, inputBuffer);\n this.adaptiveLuminancePass.render(renderer, null, null, deltaTime);\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.adaptiveLuminancePass.initialize(renderer, alpha, frameBufferType);\n }\n};\n\n// src/effects/VignetteEffect.js\nvar import_three64 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/effects/glsl/vignette.frag\nvar vignette_default = \"uniform float offset;uniform float darkness;void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){const vec2 center=vec2(0.5);vec3 color=inputColor.rgb;\\n#if VIGNETTE_TECHNIQUE == 0\\nfloat d=distance(uv,center);color*=smoothstep(0.8,offset*0.799,d*(darkness+offset));\\n#else\\nvec2 coord=(uv-center)*vec2(offset);color=mix(color,vec3(1.0-darkness),dot(coord,coord));\\n#endif\\noutputColor=vec4(color,inputColor.a);}\";\n\n// src/effects/VignetteEffect.js\nvar VignetteEffect = class extends Effect {\n /**\n * Constructs a new Vignette effect.\n *\n * @param {Object} [options] - The options.\n * @param {BlendFunction} [options.blendFunction] - The blend function of this effect.\n * @param {VignetteTechnique} [options.technique=VignetteTechnique.DEFAULT] - The Vignette technique.\n * @param {Boolean} [options.eskil=false] - Deprecated. Use technique instead.\n * @param {Number} [options.offset=0.5] - The Vignette offset.\n * @param {Number} [options.darkness=0.5] - The Vignette darkness.\n */\n constructor({\n blendFunction,\n eskil = false,\n technique = eskil ? VignetteTechnique.ESKIL : VignetteTechnique.DEFAULT,\n offset = 0.5,\n darkness = 0.5\n } = {}) {\n super(\"VignetteEffect\", vignette_default, {\n blendFunction,\n defines: /* @__PURE__ */ new Map([\n [\"VIGNETTE_TECHNIQUE\", technique.toFixed(0)]\n ]),\n uniforms: /* @__PURE__ */ new Map([\n [\"offset\", new import_three64.Uniform(offset)],\n [\"darkness\", new import_three64.Uniform(darkness)]\n ])\n });\n }\n /**\n * The Vignette technique.\n *\n * @type {VignetteTechnique}\n */\n get technique() {\n return Number(this.defines.get(\"VIGNETTE_TECHNIQUE\"));\n }\n set technique(value) {\n if (this.technique !== value) {\n this.defines.set(\"VIGNETTE_TECHNIQUE\", value.toFixed(0));\n this.setChanged();\n }\n }\n /**\n * Indicates whether Eskil's Vignette technique is enabled.\n *\n * @type {Boolean}\n * @deprecated Use technique instead.\n */\n get eskil() {\n return this.technique === VignetteTechnique.ESKIL;\n }\n /**\n * Indicates whether Eskil's Vignette technique is enabled.\n *\n * @type {Boolean}\n * @deprecated Use technique instead.\n */\n set eskil(value) {\n this.technique = value ? VignetteTechnique.ESKIL : VignetteTechnique.DEFAULT;\n }\n /**\n * Returns the Vignette technique.\n *\n * @deprecated Use technique instead.\n * @return {VignetteTechnique} The technique.\n */\n getTechnique() {\n return this.technique;\n }\n /**\n * Sets the Vignette technique.\n *\n * @deprecated Use technique instead.\n * @param {VignetteTechnique} value - The technique.\n */\n setTechnique(value) {\n this.technique = value;\n }\n /**\n * The Vignette offset.\n *\n * @type {Number}\n */\n get offset() {\n return this.uniforms.get(\"offset\").value;\n }\n set offset(value) {\n this.uniforms.get(\"offset\").value = value;\n }\n /**\n * Returns the Vignette offset.\n *\n * @deprecated Use offset instead.\n * @return {Number} The offset.\n */\n getOffset() {\n return this.offset;\n }\n /**\n * Sets the Vignette offset.\n *\n * @deprecated Use offset instead.\n * @param {Number} value - The offset.\n */\n setOffset(value) {\n this.offset = value;\n }\n /**\n * The Vignette darkness.\n *\n * @type {Number}\n */\n get darkness() {\n return this.uniforms.get(\"darkness\").value;\n }\n set darkness(value) {\n this.uniforms.get(\"darkness\").value = value;\n }\n /**\n * Returns the Vignette darkness.\n *\n * @deprecated Use darkness instead.\n * @return {Number} The darkness.\n */\n getDarkness() {\n return this.darkness;\n }\n /**\n * Sets the Vignette darkness.\n *\n * @deprecated Use darkness instead.\n * @param {Number} value - The darkness.\n */\n setDarkness(value) {\n this.darkness = value;\n }\n};\n\n// src/loaders/LUT3dlLoader.js\nvar import_three65 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar LUT3dlLoader = class extends import_three65.Loader {\n /**\n * Loads a LUT.\n *\n * @param {String} url - The URL of the 3dl-file.\n * @param {Function} [onLoad] - A callback that receives the loaded lookup texture.\n * @param {Function} [onProgress] - A progress callback that receives the XMLHttpRequest instance.\n * @param {Function} [onError] - An error callback that receives the URL of the file that failed to load.\n * @return {Promise} A promise that returns the lookup texture.\n */\n load(url, onLoad = () => {\n }, onProgress = () => {\n }, onError = null) {\n const externalManager = this.manager;\n const internalManager = new import_three65.LoadingManager();\n const loader = new import_three65.FileLoader(internalManager);\n loader.setPath(this.path);\n loader.setResponseType(\"text\");\n return new Promise((resolve, reject) => {\n internalManager.onError = (url2) => {\n externalManager.itemError(url2);\n if (onError !== null) {\n onError(`Failed to load ${url2}`);\n resolve();\n } else {\n reject(`Failed to load ${url2}`);\n }\n };\n externalManager.itemStart(url);\n loader.load(url, (data) => {\n try {\n const result = this.parse(data);\n externalManager.itemEnd(url);\n onLoad(result);\n resolve(result);\n } catch (e) {\n console.error(e);\n internalManager.onError(url);\n }\n }, onProgress);\n });\n }\n /**\n * Parses the given data.\n *\n * @param {String} input - The LUT data.\n * @return {LookupTexture} The lookup texture.\n * @throws {Error} Fails if the data is invalid.\n */\n parse(input) {\n const regExpGridInfo = /^[\\d ]+$/m;\n const regExpDataPoints = /^([\\d.e+-]+) +([\\d.e+-]+) +([\\d.e+-]+) *$/gm;\n let result = regExpGridInfo.exec(input);\n if (result === null) {\n throw new Error(\"Missing grid information\");\n }\n const gridLines = result[0].trim().split(/\\s+/g).map((n) => Number(n));\n const gridStep = gridLines[1] - gridLines[0];\n const size = gridLines.length;\n const sizeSq = size ** 2;\n for (let i = 1, l = gridLines.length; i < l; ++i) {\n if (gridStep !== gridLines[i] - gridLines[i - 1]) {\n throw new Error(\"Inconsistent grid size\");\n }\n }\n const data = new Float32Array(size ** 3 * 4);\n let maxValue = 0;\n let index = 0;\n while ((result = regExpDataPoints.exec(input)) !== null) {\n const r = Number(result[1]);\n const g = Number(result[2]);\n const b = Number(result[3]);\n maxValue = Math.max(maxValue, r, g, b);\n const bLayer = index % size;\n const gLayer = Math.floor(index / size) % size;\n const rLayer = Math.floor(index / sizeSq) % size;\n const d4 = (bLayer * sizeSq + gLayer * size + rLayer) * 4;\n data[d4 + 0] = r;\n data[d4 + 1] = g;\n data[d4 + 2] = b;\n data[d4 + 3] = 1;\n ++index;\n }\n const bits = Math.ceil(Math.log2(maxValue));\n const maxBitValue = Math.pow(2, bits);\n for (let i = 0, l = data.length; i < l; i += 4) {\n data[i + 0] /= maxBitValue;\n data[i + 1] /= maxBitValue;\n data[i + 2] /= maxBitValue;\n }\n return new LookupTexture(data, size);\n }\n};\n\n// src/loaders/LUTCubeLoader.js\nvar import_three66 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar LUTCubeLoader = class extends import_three66.Loader {\n /**\n * Loads a LUT.\n *\n * @param {String} url - The URL of the CUBE-file.\n * @param {Function} [onLoad] - A callback that receives the loaded lookup texture.\n * @param {Function} [onProgress] - A progress callback that receives the XMLHttpRequest instance.\n * @param {Function} [onError] - An error callback that receives the URL of the file that failed to load.\n * @return {Promise} A promise that returns the lookup texture.\n */\n load(url, onLoad = () => {\n }, onProgress = () => {\n }, onError = null) {\n const externalManager = this.manager;\n const internalManager = new import_three66.LoadingManager();\n const loader = new import_three66.FileLoader(internalManager);\n loader.setPath(this.path);\n loader.setResponseType(\"text\");\n return new Promise((resolve, reject) => {\n internalManager.onError = (url2) => {\n externalManager.itemError(url2);\n if (onError !== null) {\n onError(`Failed to load ${url2}`);\n resolve();\n } else {\n reject(`Failed to load ${url2}`);\n }\n };\n externalManager.itemStart(url);\n loader.load(url, (data) => {\n try {\n const result = this.parse(data);\n externalManager.itemEnd(url);\n onLoad(result);\n resolve(result);\n } catch (e) {\n console.error(e);\n internalManager.onError(url);\n }\n }, onProgress);\n });\n }\n /**\n * Parses the given data.\n *\n * @param {String} input - The LUT data.\n * @return {LookupTexture} The lookup texture.\n * @throws {Error} Fails if the data is invalid.\n */\n parse(input) {\n const regExpTitle = /TITLE +\"([^\"]*)\"/;\n const regExpSize = /LUT_3D_SIZE +(\\d+)/;\n const regExpDomainMin = /DOMAIN_MIN +([\\d.]+) +([\\d.]+) +([\\d.]+)/;\n const regExpDomainMax = /DOMAIN_MAX +([\\d.]+) +([\\d.]+) +([\\d.]+)/;\n const regExpDataPoints = /^([\\d.e+-]+) +([\\d.e+-]+) +([\\d.e+-]+) *$/gm;\n let result = regExpTitle.exec(input);\n const title = result !== null ? result[1] : null;\n result = regExpSize.exec(input);\n if (result === null) {\n throw new Error(\"Missing LUT_3D_SIZE information\");\n }\n const size = Number(result[1]);\n const data = new Float32Array(size ** 3 * 4);\n const domainMin = new import_three66.Vector3(0, 0, 0);\n const domainMax = new import_three66.Vector3(1, 1, 1);\n result = regExpDomainMin.exec(input);\n if (result !== null) {\n domainMin.set(Number(result[1]), Number(result[2]), Number(result[3]));\n }\n result = regExpDomainMax.exec(input);\n if (result !== null) {\n domainMax.set(Number(result[1]), Number(result[2]), Number(result[3]));\n }\n if (domainMin.x > domainMax.x || domainMin.y > domainMax.y || domainMin.z > domainMax.z) {\n domainMin.set(0, 0, 0);\n domainMax.set(1, 1, 1);\n throw new Error(\"Invalid input domain\");\n }\n let i = 0;\n while ((result = regExpDataPoints.exec(input)) !== null) {\n data[i++] = Number(result[1]);\n data[i++] = Number(result[2]);\n data[i++] = Number(result[3]);\n data[i++] = 1;\n }\n const lut = new LookupTexture(data, size);\n lut.domainMin.copy(domainMin);\n lut.domainMax.copy(domainMax);\n if (title !== null) {\n lut.name = title;\n }\n return lut;\n }\n};\n\n// src/loaders/SMAAImageLoader.js\nvar import_three67 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar SMAAImageLoader = class extends import_three67.Loader {\n /**\n * Loads the SMAA data images.\n *\n * @param {Function} [onLoad] - A callback that receives the search image and area image as a pair.\n * @param {Function} [onError] - An error callback that receives the URL of the image that failed to load.\n * @return {Promise} A promise that returns the search image and area image as a pair.\n */\n load(onLoad = () => {\n }, onError = null) {\n if (arguments.length === 4) {\n onLoad = arguments[1];\n onError = arguments[3];\n } else if (arguments.length === 3 || typeof arguments[0] !== \"function\") {\n onLoad = arguments[1];\n onError = null;\n }\n const externalManager = this.manager;\n const internalManager = new import_three67.LoadingManager();\n return new Promise((resolve, reject) => {\n const searchImage = new Image();\n const areaImage = new Image();\n internalManager.onError = (url) => {\n externalManager.itemError(url);\n if (onError !== null) {\n onError(`Failed to load ${url}`);\n resolve();\n } else {\n reject(`Failed to load ${url}`);\n }\n };\n internalManager.onLoad = () => {\n const result = [searchImage, areaImage];\n onLoad(result);\n resolve(result);\n };\n searchImage.addEventListener(\"error\", (e) => {\n internalManager.itemError(\"smaa-search\");\n });\n areaImage.addEventListener(\"error\", (e) => {\n internalManager.itemError(\"smaa-area\");\n });\n searchImage.addEventListener(\"load\", () => {\n externalManager.itemEnd(\"smaa-search\");\n internalManager.itemEnd(\"smaa-search\");\n });\n areaImage.addEventListener(\"load\", () => {\n externalManager.itemEnd(\"smaa-area\");\n internalManager.itemEnd(\"smaa-area\");\n });\n externalManager.itemStart(\"smaa-search\");\n externalManager.itemStart(\"smaa-area\");\n internalManager.itemStart(\"smaa-search\");\n internalManager.itemStart(\"smaa-area\");\n searchImage.src = searchImageDataURL_default;\n areaImage.src = areaImageDataURL_default;\n });\n }\n};\n\n// src/materials/BoxBlurMaterial.js\nvar import_three68 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.box.frag\nvar convolution_box_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#ifdef BILATERAL\\n#include \\nuniform vec2 cameraNearFar;\\n#ifdef NORMAL_DEPTH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){return texture2D(normalDepthBuffer,uv).a;}\\n#else\\n#if DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}\\n#endif\\nfloat getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNearFar.x,cameraNearFar.y);\\n#endif\\n}\\n#ifdef PERSPECTIVE_CAMERA\\n#define linearDepth(v) viewZToOrthographicDepth(getViewZ(readDepth(v)), cameraNearFar.x, cameraNearFar.y)\\n#else\\n#define linearDepth(v) readDepth(v)\\n#endif\\n#endif\\n#define getTexel(v) texture2D(inputBuffer, v)\\n#if KERNEL_SIZE == 3\\nvarying vec2 vUv00,vUv01,vUv02;varying vec2 vUv03,vUv04,vUv05;varying vec2 vUv06,vUv07,vUv08;\\n#elif KERNEL_SIZE == 5 && MAX_VARYING_VECTORS >= 13\\nvarying vec2 vUv00,vUv01,vUv02,vUv03,vUv04;varying vec2 vUv05,vUv06,vUv07,vUv08,vUv09;varying vec2 vUv10,vUv11,vUv12,vUv13,vUv14;varying vec2 vUv15,vUv16,vUv17,vUv18,vUv19;varying vec2 vUv20,vUv21,vUv22,vUv23,vUv24;\\n#else\\nuniform vec2 texelSize;uniform float scale;varying vec2 vUv;\\n#endif\\nvoid main(){\\n#if KERNEL_SIZE == 3\\nvec4 c[]=vec4[KERNEL_SIZE_SQ](getTexel(vUv00),getTexel(vUv01),getTexel(vUv02),getTexel(vUv03),getTexel(vUv04),getTexel(vUv05),getTexel(vUv06),getTexel(vUv07),getTexel(vUv08));\\n#ifdef BILATERAL\\nfloat z[]=float[KERNEL_SIZE_SQ](linearDepth(vUv00),linearDepth(vUv01),linearDepth(vUv02),linearDepth(vUv03),linearDepth(vUv04),linearDepth(vUv05),linearDepth(vUv06),linearDepth(vUv07),linearDepth(vUv08));\\n#endif\\n#elif KERNEL_SIZE == 5 && MAX_VARYING_VECTORS >= 13\\nvec4 c[]=vec4[KERNEL_SIZE_SQ](getTexel(vUv00),getTexel(vUv01),getTexel(vUv02),getTexel(vUv03),getTexel(vUv04),getTexel(vUv05),getTexel(vUv06),getTexel(vUv07),getTexel(vUv08),getTexel(vUv09),getTexel(vUv10),getTexel(vUv11),getTexel(vUv12),getTexel(vUv13),getTexel(vUv14),getTexel(vUv15),getTexel(vUv16),getTexel(vUv17),getTexel(vUv18),getTexel(vUv19),getTexel(vUv20),getTexel(vUv21),getTexel(vUv22),getTexel(vUv23),getTexel(vUv24));\\n#ifdef BILATERAL\\nfloat z[]=float[KERNEL_SIZE_SQ](linearDepth(vUv00),linearDepth(vUv01),linearDepth(vUv02),linearDepth(vUv03),linearDepth(vUv04),linearDepth(vUv05),linearDepth(vUv06),linearDepth(vUv07),linearDepth(vUv08),linearDepth(vUv09),linearDepth(vUv10),linearDepth(vUv11),linearDepth(vUv12),linearDepth(vUv13),linearDepth(vUv14),linearDepth(vUv15),linearDepth(vUv16),linearDepth(vUv17),linearDepth(vUv18),linearDepth(vUv19),linearDepth(vUv20),linearDepth(vUv21),linearDepth(vUv22),linearDepth(vUv23),linearDepth(vUv24));\\n#endif\\n#endif\\nvec4 result=vec4(0.0);\\n#ifdef BILATERAL\\nfloat w=0.0;\\n#if KERNEL_SIZE == 3 || (KERNEL_SIZE == 5 && MAX_VARYING_VECTORS >= 13)\\nfloat centerDepth=z[KERNEL_SIZE_SQ_HALF];for(int i=0;i= 13)\\nfor(int i=0;i= 13\\nvarying vec2 vUv00,vUv01,vUv02,vUv03,vUv04;varying vec2 vUv05,vUv06,vUv07,vUv08,vUv09;varying vec2 vUv10,vUv11,vUv12,vUv13,vUv14;varying vec2 vUv15,vUv16,vUv17,vUv18,vUv19;varying vec2 vUv20,vUv21,vUv22,vUv23,vUv24;\\n#else\\nvarying vec2 vUv;\\n#endif\\nvoid main(){vec2 uv=position.xy*0.5+0.5;\\n#if KERNEL_SIZE == 3\\nvec2 s=texelSize*scale;vUv00=uv+s*vec2(-1.0,-1.0);vUv01=uv+s*vec2(0.0,-1.0);vUv02=uv+s*vec2(1.0,-1.0);vUv03=uv+s*vec2(-1.0,0.0);vUv04=uv;vUv05=uv+s*vec2(1.0,0.0);vUv06=uv+s*vec2(-1.0,1.0);vUv07=uv+s*vec2(0.0,1.0);vUv08=uv+s*vec2(1.0,1.0);\\n#elif KERNEL_SIZE == 5\\nvec2 s=texelSize*scale;vUv00=uv+s*vec2(-2.0,-2.0);vUv01=uv+s*vec2(-1.0,-2.0);vUv02=uv+s*vec2(0.0,-2.0);vUv03=uv+s*vec2(1.0,-2.0);vUv04=uv+s*vec2(2.0,-2.0);vUv05=uv+s*vec2(-2.0,-1.0);vUv06=uv+s*vec2(-1.0,-1.0);vUv07=uv+s*vec2(0.0,-1.0);vUv08=uv+s*vec2(1.0,-1.0);vUv09=uv+s*vec2(2.0,-1.0);vUv10=uv+s*vec2(-2.0,0.0);vUv11=uv+s*vec2(-1.0,0.0);vUv12=uv;vUv13=uv+s*vec2(1.0,0.0);vUv14=uv+s*vec2(2.0,0.0);vUv15=uv+s*vec2(-2.0,1.0);vUv16=uv+s*vec2(-1.0,1.0);vUv17=uv+s*vec2(0.0,1.0);vUv18=uv+s*vec2(1.0,1.0);vUv19=uv+s*vec2(2.0,1.0);vUv20=uv+s*vec2(-2.0,2.0);vUv21=uv+s*vec2(-1.0,2.0);vUv22=uv+s*vec2(0.0,2.0);vUv23=uv+s*vec2(1.0,2.0);vUv24=uv+s*vec2(2.0,2.0);\\n#else\\nvUv=uv;\\n#endif\\ngl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/BoxBlurMaterial.js\nvar BoxBlurMaterial = class extends import_three68.ShaderMaterial {\n /**\n * Constructs a new box blur material.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.bilateral=false] - Enables or disables bilateral blurring.\n * @param {Number} [options.kernelSize=5] - The kernel size.\n */\n constructor({ bilateral = false, kernelSize = 5 } = {}) {\n super({\n name: \"BoxBlurMaterial\",\n defines: {\n DEPTH_PACKING: \"0\",\n DISTANCE_THRESHOLD: \"0.1\"\n },\n uniforms: {\n inputBuffer: new import_three68.Uniform(null),\n depthBuffer: new import_three68.Uniform(null),\n normalDepthBuffer: new import_three68.Uniform(null),\n texelSize: new import_three68.Uniform(new import_three68.Vector2()),\n cameraNearFar: new import_three68.Uniform(new import_three68.Vector2()),\n scale: new import_three68.Uniform(1)\n },\n blending: import_three68.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_box_default,\n vertexShader: convolution_box_default2\n });\n this.bilateral = bilateral;\n this.kernelSize = kernelSize;\n this.maxVaryingVectors = 8;\n }\n /**\n * The maximum amount of varying vectors.\n *\n * Should be synced with `renderer.capabilities.maxVaryings`. Default is 8.\n *\n * @type {Number}\n */\n set maxVaryingVectors(value) {\n this.defines.MAX_VARYING_VECTORS = value.toFixed(0);\n }\n /**\n * The kernel size.\n *\n * - Must be an odd number\n * - Kernel size 3 and 5 use optimized code paths\n * - Default is 5\n *\n * @type {Number}\n */\n get kernelSize() {\n return Number(this.defines.KERNEL_SIZE);\n }\n set kernelSize(value) {\n if (value % 2 === 0) {\n throw new Error(\"The kernel size must be an odd number\");\n }\n this.defines.KERNEL_SIZE = value.toFixed(0);\n this.defines.KERNEL_SIZE_HALF = Math.floor(value / 2).toFixed(0);\n this.defines.KERNEL_SIZE_SQ = (value ** 2).toFixed(0);\n this.defines.KERNEL_SIZE_SQ_HALF = Math.floor(value ** 2 / 2).toFixed(0);\n this.defines.INV_KERNEL_SIZE_SQ = (1 / value ** 2).toFixed(6);\n this.needsUpdate = true;\n }\n /**\n * The blur scale.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * The current near plane setting.\n *\n * @type {Number}\n * @private\n */\n get near() {\n return this.uniforms.cameraNearFar.value.x;\n }\n /**\n * The current far plane setting.\n *\n * @type {Number}\n * @private\n */\n get far() {\n return this.uniforms.cameraNearFar.value.y;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * A combined normal-depth buffer. Overrides {@link depthBuffer} if set.\n *\n * @type {Texture}\n */\n set normalDepthBuffer(value) {\n this.uniforms.normalDepthBuffer.value = value;\n if (value !== null) {\n this.defines.NORMAL_DEPTH = \"1\";\n } else {\n delete this.defines.NORMAL_DEPTH;\n }\n this.needsUpdate = true;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Indicates whether bilateral filtering is enabled.\n *\n * @type {Boolean}\n */\n get bilateral() {\n return this.defines.BILATERAL !== void 0;\n }\n set bilateral(value) {\n if (value !== null) {\n this.defines.BILATERAL = \"1\";\n } else {\n delete this.defines.BILATERAL;\n }\n this.needsUpdate = true;\n }\n /**\n * The bilateral filter distance threshold in world units.\n *\n * @type {Number}\n */\n get worldDistanceThreshold() {\n return -orthographicDepthToViewZ(Number(this.defines.DISTANCE_THRESHOLD), this.near, this.far);\n }\n set worldDistanceThreshold(value) {\n const threshold = viewZToOrthographicDepth(-value, this.near, this.far);\n this.defines.DISTANCE_THRESHOLD = threshold.toFixed(12);\n this.needsUpdate = true;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNearFar.value.set(camera.near, camera.far);\n if (camera instanceof import_three68.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/materials/DepthCopyMaterial.js\nvar import_three69 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/depth-copy.frag\nvar depth_copy_default = \"#include \\nvarying vec2 vUv;\\n#ifdef NORMAL_DEPTH\\n#ifdef GL_FRAGMENT_PRECISION_HIGH\\nuniform highp sampler2D normalDepthBuffer;\\n#else\\nuniform mediump sampler2D normalDepthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){return texture2D(normalDepthBuffer,uv).a;}\\n#else\\n#if INPUT_DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nfloat readDepth(const in vec2 uv){\\n#if INPUT_DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}\\n#endif\\nvoid main(){\\n#if INPUT_DEPTH_PACKING == OUTPUT_DEPTH_PACKING\\ngl_FragColor=texture2D(depthBuffer,vUv);\\n#else\\nfloat depth=readDepth(vUv);\\n#if OUTPUT_DEPTH_PACKING == 3201\\ngl_FragColor=(depth==1.0)?vec4(1.0):packDepthToRGBA(depth);\\n#else\\ngl_FragColor=vec4(vec3(depth),1.0);\\n#endif\\n#endif\\n}\";\n\n// src/materials/glsl/depth-copy.vert\nvar depth_copy_default2 = \"varying vec2 vUv;\\n#if DEPTH_COPY_MODE == 1\\nuniform vec2 texelPosition;\\n#endif\\nvoid main(){\\n#if DEPTH_COPY_MODE == 1\\nvUv=texelPosition;\\n#else\\nvUv=position.xy*0.5+0.5;\\n#endif\\ngl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/DepthCopyMaterial.js\nvar DepthCopyMaterial = class extends import_three69.ShaderMaterial {\n /**\n * Constructs a new depth copy material.\n */\n constructor() {\n super({\n name: \"DepthCopyMaterial\",\n defines: {\n INPUT_DEPTH_PACKING: \"0\",\n OUTPUT_DEPTH_PACKING: \"0\",\n DEPTH_COPY_MODE: \"0\"\n },\n uniforms: {\n depthBuffer: new import_three69.Uniform(null),\n texelPosition: new import_three69.Uniform(new import_three69.Vector2())\n },\n blending: import_three69.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: depth_copy_default,\n vertexShader: depth_copy_default2\n });\n this.depthCopyMode = DepthCopyMode.FULL;\n }\n /**\n * The input depth buffer.\n *\n * @type {Texture}\n */\n get depthBuffer() {\n return this.uniforms.depthBuffer.value;\n }\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The input depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n set inputDepthPacking(value) {\n this.defines.INPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * The output depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n get outputDepthPacking() {\n return Number(this.defines.OUTPUT_DEPTH_PACKING);\n }\n set outputDepthPacking(value) {\n this.defines.OUTPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the input depth buffer.\n *\n * @deprecated Use depthBuffer and inputDepthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three69.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.inputDepthPacking = depthPacking;\n }\n /**\n * Returns the current input depth packing strategy.\n *\n * @deprecated\n * @return {DepthPackingStrategies} The input depth packing strategy.\n */\n getInputDepthPacking() {\n return Number(this.defines.INPUT_DEPTH_PACKING);\n }\n /**\n * Sets the input depth packing strategy.\n *\n * @deprecated Use inputDepthPacking instead.\n * @param {DepthPackingStrategies} value - The new input depth packing strategy.\n */\n setInputDepthPacking(value) {\n this.defines.INPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the current output depth packing strategy.\n *\n * @deprecated Use outputDepthPacking instead.\n * @return {DepthPackingStrategies} The output depth packing strategy.\n */\n getOutputDepthPacking() {\n return Number(this.defines.OUTPUT_DEPTH_PACKING);\n }\n /**\n * Sets the output depth packing strategy.\n *\n * @deprecated Use outputDepthPacking instead.\n * @param {DepthPackingStrategies} value - The new output depth packing strategy.\n */\n setOutputDepthPacking(value) {\n this.defines.OUTPUT_DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * The screen space position used for single-texel copy operations.\n *\n * @type {Vector2}\n */\n get texelPosition() {\n return this.uniforms.texelPosition.value;\n }\n /**\n * Returns the screen space position used for single-texel copy operations.\n *\n * @deprecated Use texelPosition instead.\n * @return {Vector2} The position.\n */\n getTexelPosition() {\n return this.uniforms.texelPosition.value;\n }\n /**\n * Sets the screen space position used for single-texel copy operations.\n *\n * @deprecated\n * @param {Vector2} value - The position.\n */\n setTexelPosition(value) {\n this.uniforms.texelPosition.value = value;\n }\n /**\n * The depth copy mode.\n *\n * @type {DepthCopyMode}\n */\n get mode() {\n return this.depthCopyMode;\n }\n set mode(value) {\n this.depthCopyMode = value;\n this.defines.DEPTH_COPY_MODE = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Returns the depth copy mode.\n *\n * @deprecated Use mode instead.\n * @return {DepthCopyMode} The depth copy mode.\n */\n getMode() {\n return this.mode;\n }\n /**\n * Sets the depth copy mode.\n *\n * @deprecated Use mode instead.\n * @param {DepthCopyMode} value - The new mode.\n */\n setMode(value) {\n this.mode = value;\n }\n};\n\n// src/materials/EffectMaterial.js\nvar import_three70 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/effect.frag\nvar effect_default = \"#include \\n#include \\n#include \\n#define packFloatToRGBA(v) packDepthToRGBA(v)\\n#define unpackRGBAToFloat(v) unpackRGBAToDepth(v)\\n#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\n#if DEPTH_PACKING == 3201\\nuniform lowp sampler2D depthBuffer;\\n#elif defined(GL_FRAGMENT_PRECISION_HIGH)\\nuniform highp sampler2D depthBuffer;\\n#else\\nuniform mediump sampler2D depthBuffer;\\n#endif\\nuniform vec2 resolution;uniform vec2 texelSize;uniform float cameraNear;uniform float cameraFar;uniform float aspect;uniform float time;varying vec2 vUv;vec4 sRGBToLinear(const in vec4 value){return vec4(mix(pow(value.rgb*0.9478672986+vec3(0.0521327014),vec3(2.4)),value.rgb*0.0773993808,vec3(lessThanEqual(value.rgb,vec3(0.04045)))),value.a);}float readDepth(const in vec2 uv){\\n#if DEPTH_PACKING == 3201\\nreturn unpackRGBAToDepth(texture2D(depthBuffer,uv));\\n#else\\nreturn texture2D(depthBuffer,uv).r;\\n#endif\\n}float getViewZ(const in float depth){\\n#ifdef PERSPECTIVE_CAMERA\\nreturn perspectiveDepthToViewZ(depth,cameraNear,cameraFar);\\n#else\\nreturn orthographicDepthToViewZ(depth,cameraNear,cameraFar);\\n#endif\\n}vec3 RGBToHCV(const in vec3 RGB){vec4 P=mix(vec4(RGB.bg,-1.0,2.0/3.0),vec4(RGB.gb,0.0,-1.0/3.0),step(RGB.b,RGB.g));vec4 Q=mix(vec4(P.xyw,RGB.r),vec4(RGB.r,P.yzx),step(P.x,RGB.r));float C=Q.x-min(Q.w,Q.y);float H=abs((Q.w-Q.y)/(6.0*C+EPSILON)+Q.z);return vec3(H,C,Q.x);}vec3 RGBToHSL(const in vec3 RGB){vec3 HCV=RGBToHCV(RGB);float L=HCV.z-HCV.y*0.5;float S=HCV.y/(1.0-abs(L*2.0-1.0)+EPSILON);return vec3(HCV.x,S,L);}vec3 HueToRGB(const in float H){float R=abs(H*6.0-3.0)-1.0;float G=2.0-abs(H*6.0-2.0);float B=2.0-abs(H*6.0-4.0);return clamp(vec3(R,G,B),0.0,1.0);}vec3 HSLToRGB(const in vec3 HSL){vec3 RGB=HueToRGB(HSL.x);float C=(1.0-abs(2.0*HSL.z-1.0))*HSL.y;return(RGB-0.5)*C+HSL.z;}FRAGMENT_HEAD void main(){FRAGMENT_MAIN_UV vec4 color0=texture2D(inputBuffer,UV);vec4 color1=vec4(0.0);FRAGMENT_MAIN_IMAGE color0.a=clamp(color0.a,0.0,1.0);gl_FragColor=color0;\\n#ifdef ENCODE_OUTPUT\\n#include \\n#endif\\n#include \\n}\";\n\n// src/materials/glsl/effect.vert\nvar effect_default2 = \"uniform vec2 resolution;uniform vec2 texelSize;uniform float cameraNear;uniform float cameraFar;uniform float aspect;uniform float time;varying vec2 vUv;VERTEX_HEAD void main(){vUv=position.xy*0.5+0.5;VERTEX_MAIN_SUPPORT gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/EffectMaterial.js\nvar EffectMaterial = class extends import_three70.ShaderMaterial {\n /**\n * Constructs a new effect material.\n *\n * @param {Map} [shaderParts] - Deprecated. Use setShaderData instead.\n * @param {Map} [defines] - Deprecated. Use setShaderData instead.\n * @param {Map} [uniforms] - Deprecated. Use setShaderData instead.\n * @param {Camera} [camera] - A camera.\n * @param {Boolean} [dithering=false] - Deprecated.\n */\n constructor(shaderParts, defines, uniforms, camera, dithering = false) {\n super({\n name: \"EffectMaterial\",\n defines: {\n THREE_REVISION: import_three70.REVISION.replace(/\\D+/g, \"\"),\n DEPTH_PACKING: \"0\",\n ENCODE_OUTPUT: \"1\"\n },\n uniforms: {\n inputBuffer: new import_three70.Uniform(null),\n depthBuffer: new import_three70.Uniform(null),\n resolution: new import_three70.Uniform(new import_three70.Vector2()),\n texelSize: new import_three70.Uniform(new import_three70.Vector2()),\n cameraNear: new import_three70.Uniform(0.3),\n cameraFar: new import_three70.Uniform(1e3),\n aspect: new import_three70.Uniform(1),\n time: new import_three70.Uniform(0)\n },\n blending: import_three70.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n dithering\n });\n if (shaderParts) {\n this.setShaderParts(shaderParts);\n }\n if (defines) {\n this.setDefines(defines);\n }\n if (uniforms) {\n this.setUniforms(uniforms);\n }\n this.copyCameraSettings(camera);\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * Sets the input buffer.\n *\n * @deprecated Use inputBuffer instead.\n * @param {Texture} value - The input buffer.\n */\n setInputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The depth buffer.\n *\n * @type {Texture}\n */\n get depthBuffer() {\n return this.uniforms.depthBuffer.value;\n }\n set depthBuffer(value) {\n this.uniforms.depthBuffer.value = value;\n }\n /**\n * The depth packing strategy.\n *\n * @type {DepthPackingStrategies}\n */\n get depthPacking() {\n return Number(this.defines.DEPTH_PACKING);\n }\n set depthPacking(value) {\n this.defines.DEPTH_PACKING = value.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the depth buffer.\n *\n * @deprecated Use depthBuffer and depthPacking instead.\n * @param {Texture} buffer - The depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthBuffer(buffer, depthPacking = import_three70.BasicDepthPacking) {\n this.depthBuffer = buffer;\n this.depthPacking = depthPacking;\n }\n /**\n * Sets the shader data.\n *\n * @param {EffectShaderData} data - The shader data.\n * @return {EffectMaterial} This material.\n */\n setShaderData(data) {\n this.setShaderParts(data.shaderParts);\n this.setDefines(data.defines);\n this.setUniforms(data.uniforms);\n this.setExtensions(data.extensions);\n }\n /**\n * Sets the shader parts.\n *\n * @deprecated Use setShaderData instead.\n * @param {Map} shaderParts - A collection of shader snippets. See {@link EffectShaderSection}.\n * @return {EffectMaterial} This material.\n */\n setShaderParts(shaderParts) {\n this.fragmentShader = effect_default.replace(EffectShaderSection.FRAGMENT_HEAD, shaderParts.get(EffectShaderSection.FRAGMENT_HEAD) || \"\").replace(EffectShaderSection.FRAGMENT_MAIN_UV, shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_UV) || \"\").replace(EffectShaderSection.FRAGMENT_MAIN_IMAGE, shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_IMAGE) || \"\");\n this.vertexShader = effect_default2.replace(EffectShaderSection.VERTEX_HEAD, shaderParts.get(EffectShaderSection.VERTEX_HEAD) || \"\").replace(EffectShaderSection.VERTEX_MAIN_SUPPORT, shaderParts.get(EffectShaderSection.VERTEX_MAIN_SUPPORT) || \"\");\n this.needsUpdate = true;\n return this;\n }\n /**\n * Sets the shader macros.\n *\n * @deprecated Use setShaderData instead.\n * @param {Map} defines - A collection of preprocessor macro definitions.\n * @return {EffectMaterial} This material.\n */\n setDefines(defines) {\n for (const entry of defines.entries()) {\n this.defines[entry[0]] = entry[1];\n }\n this.needsUpdate = true;\n return this;\n }\n /**\n * Sets the shader uniforms.\n *\n * @deprecated Use setShaderData instead.\n * @param {Map} uniforms - A collection of uniforms.\n * @return {EffectMaterial} This material.\n */\n setUniforms(uniforms) {\n for (const entry of uniforms.entries()) {\n this.uniforms[entry[0]] = entry[1];\n }\n return this;\n }\n /**\n * Sets the required shader extensions.\n *\n * @deprecated Use setShaderData instead.\n * @param {Set} extensions - A collection of extensions.\n * @return {EffectMaterial} This material.\n */\n setExtensions(extensions) {\n this.extensions = {};\n for (const extension of extensions) {\n this.extensions[extension] = true;\n }\n return this;\n }\n /**\n * Indicates whether output encoding is enabled.\n *\n * @type {Boolean}\n */\n get encodeOutput() {\n return this.defines.ENCODE_OUTPUT !== void 0;\n }\n set encodeOutput(value) {\n if (this.encodeOutput !== value) {\n if (value) {\n this.defines.ENCODE_OUTPUT = \"1\";\n } else {\n delete this.defines.ENCODE_OUTPUT;\n }\n this.needsUpdate = true;\n }\n }\n /**\n * Indicates whether output encoding is enabled.\n *\n * @deprecated Use encodeOutput instead.\n * @return {Boolean} Whether output encoding is enabled.\n */\n isOutputEncodingEnabled(value) {\n return this.encodeOutput;\n }\n /**\n * Enables or disables output encoding.\n *\n * @deprecated Use encodeOutput instead.\n * @param {Boolean} value - Whether output encoding should be enabled.\n */\n setOutputEncodingEnabled(value) {\n this.encodeOutput = value;\n }\n /**\n * The time in seconds.\n *\n * @type {Number}\n */\n get time() {\n return this.uniforms.time.value;\n }\n set time(value) {\n this.uniforms.time.value = value;\n }\n /**\n * Sets the delta time.\n *\n * @deprecated Use time instead.\n * @param {Number} value - The delta time in seconds.\n */\n setDeltaTime(value) {\n this.uniforms.time.value += value;\n }\n /**\n * Copies the settings of the given camera.\n *\n * @deprecated Use copyCameraSettings instead.\n * @param {Camera} camera - A camera.\n */\n adoptCameraSettings(camera) {\n this.copyCameraSettings(camera);\n }\n /**\n * Copies the settings of the given camera.\n *\n * @param {Camera} camera - A camera.\n */\n copyCameraSettings(camera) {\n if (camera) {\n this.uniforms.cameraNear.value = camera.near;\n this.uniforms.cameraFar.value = camera.far;\n if (camera instanceof import_three70.PerspectiveCamera) {\n this.defines.PERSPECTIVE_CAMERA = \"1\";\n } else {\n delete this.defines.PERSPECTIVE_CAMERA;\n }\n this.needsUpdate = true;\n }\n }\n /**\n * Sets the resolution.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const uniforms = this.uniforms;\n uniforms.resolution.value.set(width, height);\n uniforms.texelSize.value.set(1 / width, 1 / height);\n uniforms.aspect.value = width / height;\n }\n /**\n * An enumeration of shader code placeholders.\n *\n * @deprecated Use EffectShaderSection instead.\n * @type {Object}\n */\n static get Section() {\n return EffectShaderSection;\n }\n};\n\n// src/materials/GaussianBlurMaterial.js\nvar import_three71 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/materials/glsl/convolution.gaussian.frag\nvar convolution_gaussian_default = \"#ifdef FRAMEBUFFER_PRECISION_HIGH\\nuniform mediump sampler2D inputBuffer;\\n#else\\nuniform lowp sampler2D inputBuffer;\\n#endif\\nuniform vec2 kernel[STEPS];varying vec2 vOffset;varying vec2 vUv;void main(){vec4 result=texture2D(inputBuffer,vUv)*kernel[0].y;for(int i=1;i\\n}\";\n\n// src/materials/glsl/convolution.gaussian.vert\nvar convolution_gaussian_default2 = \"uniform vec2 texelSize;uniform vec2 direction;uniform float scale;varying vec2 vOffset;varying vec2 vUv;void main(){vOffset=direction*texelSize*scale;vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}\";\n\n// src/materials/GaussianBlurMaterial.js\nvar GaussianBlurMaterial = class extends import_three71.ShaderMaterial {\n /**\n * Constructs a new convolution material.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.kernelSize=35] - The kernel size.\n */\n constructor({ kernelSize = 35 } = {}) {\n super({\n name: \"GaussianBlurMaterial\",\n uniforms: {\n inputBuffer: new import_three71.Uniform(null),\n texelSize: new import_three71.Uniform(new import_three71.Vector2()),\n direction: new import_three71.Uniform(new import_three71.Vector2()),\n kernel: new import_three71.Uniform(null),\n scale: new import_three71.Uniform(1)\n },\n blending: import_three71.NoBlending,\n toneMapped: false,\n depthWrite: false,\n depthTest: false,\n fragmentShader: convolution_gaussian_default,\n vertexShader: convolution_gaussian_default2\n });\n this._kernelSize = 0;\n this.kernelSize = kernelSize;\n }\n /**\n * The input buffer.\n *\n * @type {Texture}\n */\n set inputBuffer(value) {\n this.uniforms.inputBuffer.value = value;\n }\n /**\n * The kernel size.\n *\n * @type {Number}\n */\n get kernelSize() {\n return this._kernelSize;\n }\n set kernelSize(value) {\n this._kernelSize = value;\n this.generateKernel(value);\n }\n /**\n * The blur direction.\n *\n * @type {Vector2}\n */\n get direction() {\n return this.uniforms.direction.value;\n }\n /**\n * The blur kernel scale. Values greater than 1.0 may introduce artifacts.\n *\n * @type {Number}\n */\n get scale() {\n return this.uniforms.scale.value;\n }\n set scale(value) {\n this.uniforms.scale.value = value;\n }\n /**\n * Generates the Gauss kernel.\n *\n * @param {KernelSize} kernelSize - The kernel size. Should be an odd number.\n * @private\n */\n generateKernel(kernelSize) {\n const kernel = new GaussKernel(kernelSize);\n const steps = kernel.linearSteps;\n const kernelData = new Float64Array(steps * 2);\n for (let i = 0, j = 0; i < steps; ++i) {\n kernelData[j++] = kernel.linearOffsets[i];\n kernelData[j++] = kernel.linearWeights[i];\n }\n this.uniforms.kernel.value = kernelData;\n this.defines.STEPS = steps.toFixed(0);\n this.needsUpdate = true;\n }\n /**\n * Sets the size of this object.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.uniforms.texelSize.value.set(1 / width, 1 / height);\n }\n};\n\n// src/passes/BoxBlurPass.js\nvar import_three72 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar BoxBlurPass = class extends Pass {\n /**\n * Constructs a new box blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.kernelSize=5] - Must be an odd number. The sizes 3 and 5 use optimized code paths.\n * @param {Number} [options.iterations=1] - The amount of times the blur should be applied.\n * @param {Number} [options.bilateral=false] - Enables or disables bilateral blurring.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n kernelSize = 5,\n iterations = 1,\n bilateral = false,\n resolutionScale = 1,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super(\"BoxBlurPass\");\n this.needsDepthTexture = bilateral;\n this.renderTargetA = new import_three72.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"Blur.Target.A\";\n this.renderTargetB = new import_three72.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetB.texture.name = \"Blur.Target.B\";\n this.blurMaterial = new BoxBlurMaterial({ bilateral, kernelSize });\n this.copyMaterial = new CopyMaterial();\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.iterations = iterations;\n }\n set mainCamera(value) {\n this.blurMaterial.copyCameraSettings(value);\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.\n */\n setDepthTexture(depthTexture, depthPacking = import_three72.BasicDepthPacking) {\n this.blurMaterial.depthBuffer = depthTexture;\n this.blurMaterial.depthPacking = depthPacking;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const blurMaterial = this.blurMaterial;\n this.fullscreenMaterial = blurMaterial;\n let previousBuffer = inputBuffer;\n for (let i = 0, l = Math.max(this.iterations, 1); i < l; ++i) {\n const buffer = (i & 1) === 0 ? renderTargetA : renderTargetB;\n blurMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(buffer);\n renderer.render(scene, camera);\n previousBuffer = buffer;\n }\n this.copyMaterial.inputBuffer = previousBuffer.texture;\n this.fullscreenMaterial = this.copyMaterial;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.blurMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (renderer !== null) {\n this.blurMaterial.maxVaryingVectors = renderer.capabilities.maxVaryings;\n }\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n if (frameBufferType !== import_three72.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three72.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three72.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three72.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/passes/DepthPickingPass.js\nvar import_three74 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// src/passes/DepthCopyPass.js\nvar import_three73 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar DepthCopyPass = class extends Pass {\n /**\n * Constructs a new depth save pass.\n *\n * @param {Object} [options] - The options.\n * @param {DepthPackingStrategies} [options.depthPacking=RGBADepthPacking] - The output depth packing.\n */\n constructor({ depthPacking = import_three73.RGBADepthPacking } = {}) {\n super(\"DepthCopyPass\");\n const material = new DepthCopyMaterial();\n material.outputDepthPacking = depthPacking;\n this.fullscreenMaterial = material;\n this.needsDepthTexture = true;\n this.needsSwap = false;\n this.renderTarget = new import_three73.WebGLRenderTarget(1, 1, {\n type: depthPacking === import_three73.RGBADepthPacking ? import_three73.UnsignedByteType : import_three73.FloatType,\n minFilter: import_three73.NearestFilter,\n magFilter: import_three73.NearestFilter,\n depthBuffer: false\n });\n this.renderTarget.texture.name = \"DepthCopyPass.Target\";\n }\n /**\n * The output depth texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the output depth texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * The output depth packing.\n *\n * @type {DepthPackingStrategies}\n */\n get depthPacking() {\n return this.fullscreenMaterial.outputDepthPacking;\n }\n /**\n * Returns the output depth packing.\n *\n * @deprecated Use depthPacking instead.\n * @return {DepthPackingStrategies} The depth packing.\n */\n getDepthPacking() {\n return this.fullscreenMaterial.outputDepthPacking;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three73.BasicDepthPacking) {\n this.fullscreenMaterial.depthBuffer = depthTexture;\n this.fullscreenMaterial.inputDepthPacking = depthPacking;\n }\n /**\n * Copies depth from a depth texture.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);\n renderer.render(this.scene, this.camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.renderTarget.setSize(width, height);\n }\n};\n\n// src/passes/DepthPickingPass.js\nvar threeRevision = Number(import_three74.REVISION.replace(/\\D+/g, \"\"));\nvar unpackDownscale = 255 / 256;\nvar unpackFactorsLegacy = new Float32Array([\n unpackDownscale / 256 ** 3,\n unpackDownscale / 256 ** 2,\n unpackDownscale / 256,\n unpackDownscale\n]);\nvar unpackFactors = new Float32Array([\n unpackDownscale,\n unpackDownscale / 256,\n unpackDownscale / 256 ** 2,\n 1 / 256 ** 3\n]);\nfunction unpackRGBAToDepth(packedDepth) {\n const f = threeRevision >= 167 ? unpackFactors : unpackFactorsLegacy;\n return (packedDepth[0] * f[0] + packedDepth[1] * f[1] + packedDepth[2] * f[2] + packedDepth[3] * f[3]) / 255;\n}\nvar DepthPickingPass = class extends DepthCopyPass {\n /**\n * Constructs a new depth picking pass.\n *\n * @param {Object} [options] - The options.\n * @param {DepthPackingStrategies} [options.depthPacking=RGBADepthPacking] - The depth packing.\n * @param {Number} [options.mode=DepthCopyMode.SINGLE] - The depth copy mode.\n */\n constructor({ depthPacking = import_three74.RGBADepthPacking, mode = DepthCopyMode.SINGLE } = {}) {\n if (depthPacking !== import_three74.RGBADepthPacking && depthPacking !== import_three74.BasicDepthPacking) {\n throw new Error(`Unsupported depth packing: ${depthPacking}`);\n }\n super({ depthPacking });\n this.name = \"DepthPickingPass\";\n this.fullscreenMaterial.mode = mode;\n this.pixelBuffer = depthPacking === import_three74.RGBADepthPacking ? new Uint8Array(4) : new Float32Array(4);\n this.callback = null;\n }\n /**\n * Reads depth at a specific screen position.\n *\n * Only one depth value can be picked per frame. Calling this method multiple times per frame will overwrite the\n * picking coordinates. Unresolved promises will be abandoned.\n *\n * @example\n * const ndc = new Vector3();\n * const clientRect = myViewport.getBoundingClientRect();\n * const clientX = pointerEvent.clientX - clientRect.left;\n * const clientY = pointerEvent.clientY - clientRect.top;\n * ndc.x = (clientX / myViewport.clientWidth) * 2.0 - 1.0;\n * ndc.y = -(clientY / myViewport.clientHeight) * 2.0 + 1.0;\n * const depth = await depthPickingPass.readDepth(ndc);\n * ndc.z = depth * 2.0 - 1.0;\n *\n * const worldPosition = ndc.unproject(camera);\n *\n * @param {Vector2|Vector3} ndc - Normalized device coordinates. Only X and Y are relevant.\n * @return {Promise} A promise that returns the depth on the next frame.\n */\n readDepth(ndc) {\n this.fullscreenMaterial.texelPosition.set(ndc.x * 0.5 + 0.5, ndc.y * 0.5 + 0.5);\n return new Promise((resolve) => {\n this.callback = resolve;\n });\n }\n /**\n * Copies depth and resolves depth picking promises.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const material = this.fullscreenMaterial;\n const mode = material.mode;\n if (mode === DepthCopyMode.FULL) {\n super.render(renderer);\n }\n if (this.callback !== null) {\n const renderTarget = this.renderTarget;\n const pixelBuffer = this.pixelBuffer;\n const packed = renderTarget.texture.type !== import_three74.FloatType;\n let x = 0, y = 0;\n if (mode === DepthCopyMode.SINGLE) {\n super.render(renderer);\n } else {\n const texelPosition = material.texelPosition;\n x = Math.round(texelPosition.x * renderTarget.width);\n y = Math.round(texelPosition.y * renderTarget.height);\n }\n renderer.readRenderTargetPixels(renderTarget, x, y, 1, 1, pixelBuffer);\n this.callback(packed ? unpackRGBAToDepth(pixelBuffer) : pixelBuffer[0]);\n this.callback = null;\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n if (this.fullscreenMaterial.mode === DepthCopyMode.FULL) {\n super.setSize(width, height);\n }\n }\n};\n\n// src/passes/EffectPass.js\nvar import_three75 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nfunction prefixSubstrings(prefix, substrings, strings) {\n for (const substring of substrings) {\n const prefixed = \"$1\" + prefix + substring.charAt(0).toUpperCase() + substring.slice(1);\n const regExp = new RegExp(\"([^\\\\.])(\\\\b\" + substring + \"\\\\b)\", \"g\");\n for (const entry of strings.entries()) {\n if (entry[1] !== null) {\n strings.set(entry[0], entry[1].replace(regExp, prefixed));\n }\n }\n }\n}\nfunction integrateEffect(prefix, effect, data) {\n let fragmentShader = effect.getFragmentShader();\n let vertexShader = effect.getVertexShader();\n const mainImageExists = fragmentShader !== void 0 && /mainImage/.test(fragmentShader);\n const mainUvExists = fragmentShader !== void 0 && /mainUv/.test(fragmentShader);\n data.attributes |= effect.getAttributes();\n if (fragmentShader === void 0) {\n throw new Error(`Missing fragment shader (${effect.name})`);\n } else if (mainUvExists && (data.attributes & EffectAttribute.CONVOLUTION) !== 0) {\n throw new Error(`Effects that transform UVs are incompatible with convolution effects (${effect.name})`);\n } else if (!mainImageExists && !mainUvExists) {\n throw new Error(`Could not find mainImage or mainUv function (${effect.name})`);\n } else {\n const functionRegExp = /\\w+\\s+(\\w+)\\([\\w\\s,]*\\)\\s*{/g;\n const shaderParts = data.shaderParts;\n let fragmentHead = shaderParts.get(EffectShaderSection.FRAGMENT_HEAD) || \"\";\n let fragmentMainUv = shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_UV) || \"\";\n let fragmentMainImage = shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_IMAGE) || \"\";\n let vertexHead = shaderParts.get(EffectShaderSection.VERTEX_HEAD) || \"\";\n let vertexMainSupport = shaderParts.get(EffectShaderSection.VERTEX_MAIN_SUPPORT) || \"\";\n const varyings = /* @__PURE__ */ new Set();\n const names = /* @__PURE__ */ new Set();\n if (mainUvExists) {\n fragmentMainUv += `\t${prefix}MainUv(UV);\n`;\n data.uvTransformation = true;\n }\n if (vertexShader !== null && /mainSupport/.test(vertexShader)) {\n const needsUv = /mainSupport *\\([\\w\\s]*?uv\\s*?\\)/.test(vertexShader);\n vertexMainSupport += `\t${prefix}MainSupport(`;\n vertexMainSupport += needsUv ? \"vUv);\\n\" : \");\\n\";\n for (const m2 of vertexShader.matchAll(/(?:varying\\s+\\w+\\s+([\\S\\s]*?);)/g)) {\n for (const n of m2[1].split(/\\s*,\\s*/)) {\n data.varyings.add(n);\n varyings.add(n);\n names.add(n);\n }\n }\n for (const m2 of vertexShader.matchAll(functionRegExp)) {\n names.add(m2[1]);\n }\n }\n for (const m2 of fragmentShader.matchAll(functionRegExp)) {\n names.add(m2[1]);\n }\n for (const d of effect.defines.keys()) {\n names.add(d.replace(/\\([\\w\\s,]*\\)/g, \"\"));\n }\n for (const u of effect.uniforms.keys()) {\n names.add(u);\n }\n names.delete(\"while\");\n names.delete(\"for\");\n names.delete(\"if\");\n effect.uniforms.forEach((val, key) => data.uniforms.set(prefix + key.charAt(0).toUpperCase() + key.slice(1), val));\n effect.defines.forEach((val, key) => data.defines.set(prefix + key.charAt(0).toUpperCase() + key.slice(1), val));\n const shaders = /* @__PURE__ */ new Map([[\"fragment\", fragmentShader], [\"vertex\", vertexShader]]);\n prefixSubstrings(prefix, names, data.defines);\n prefixSubstrings(prefix, names, shaders);\n fragmentShader = shaders.get(\"fragment\");\n vertexShader = shaders.get(\"vertex\");\n const blendMode = effect.blendMode;\n data.blendModes.set(blendMode.blendFunction, blendMode);\n if (mainImageExists) {\n if (effect.inputColorSpace !== null && effect.inputColorSpace !== data.colorSpace) {\n fragmentMainImage += effect.inputColorSpace === import_three75.SRGBColorSpace ? \"color0 = sRGBTransferOETF(color0);\\n\t\" : \"color0 = sRGBToLinear(color0);\\n\t\";\n }\n if (effect.outputColorSpace !== import_three75.NoColorSpace) {\n data.colorSpace = effect.outputColorSpace;\n } else if (effect.inputColorSpace !== null) {\n data.colorSpace = effect.inputColorSpace;\n }\n const depthParamRegExp = /MainImage *\\([\\w\\s,]*?depth[\\w\\s,]*?\\)/;\n fragmentMainImage += `${prefix}MainImage(color0, UV, `;\n if ((data.attributes & EffectAttribute.DEPTH) !== 0 && depthParamRegExp.test(fragmentShader)) {\n fragmentMainImage += \"depth, \";\n data.readDepth = true;\n }\n fragmentMainImage += \"color1);\\n\t\";\n const blendOpacity = prefix + \"BlendOpacity\";\n data.uniforms.set(blendOpacity, blendMode.opacity);\n fragmentMainImage += `color0 = blend${blendMode.blendFunction}(color0, color1, ${blendOpacity});\n\n\t`;\n fragmentHead += `uniform float ${blendOpacity};\n\n`;\n }\n fragmentHead += fragmentShader + \"\\n\";\n if (vertexShader !== null) {\n vertexHead += vertexShader + \"\\n\";\n }\n shaderParts.set(EffectShaderSection.FRAGMENT_HEAD, fragmentHead);\n shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_UV, fragmentMainUv);\n shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_IMAGE, fragmentMainImage);\n shaderParts.set(EffectShaderSection.VERTEX_HEAD, vertexHead);\n shaderParts.set(EffectShaderSection.VERTEX_MAIN_SUPPORT, vertexMainSupport);\n if (effect.extensions !== null) {\n for (const extension of effect.extensions) {\n data.extensions.add(extension);\n }\n }\n }\n}\nvar EffectPass = class extends Pass {\n /**\n * Constructs a new effect pass.\n *\n * @param {Camera} camera - The main camera.\n * @param {...Effect} effects - The effects that will be rendered by this pass.\n */\n constructor(camera, ...effects) {\n super(\"EffectPass\");\n this.fullscreenMaterial = new EffectMaterial(null, null, null, camera);\n this.listener = (event) => this.handleEvent(event);\n this.effects = [];\n this.setEffects(effects);\n this.skipRendering = false;\n this.minTime = 1;\n this.maxTime = Number.POSITIVE_INFINITY;\n this.timeScale = 1;\n }\n set mainScene(value) {\n for (const effect of this.effects) {\n effect.mainScene = value;\n }\n }\n set mainCamera(value) {\n this.fullscreenMaterial.copyCameraSettings(value);\n for (const effect of this.effects) {\n effect.mainCamera = value;\n }\n }\n /**\n * Indicates whether this pass encodes its output when rendering to screen.\n *\n * @type {Boolean}\n * @deprecated Use fullscreenMaterial.encodeOutput instead.\n */\n get encodeOutput() {\n return this.fullscreenMaterial.encodeOutput;\n }\n set encodeOutput(value) {\n this.fullscreenMaterial.encodeOutput = value;\n }\n /**\n * Indicates whether dithering is enabled.\n *\n * @type {Boolean}\n */\n get dithering() {\n return this.fullscreenMaterial.dithering;\n }\n set dithering(value) {\n const material = this.fullscreenMaterial;\n material.dithering = value;\n material.needsUpdate = true;\n }\n /**\n * Sets the effects.\n *\n * @param {Effect[]} effects - The effects.\n * @protected\n */\n setEffects(effects) {\n for (const effect of this.effects) {\n effect.removeEventListener(\"change\", this.listener);\n }\n this.effects = effects.sort((a, b) => b.attributes - a.attributes);\n for (const effect of this.effects) {\n effect.addEventListener(\"change\", this.listener);\n }\n }\n /**\n * Updates the compound shader material.\n *\n * @protected\n */\n updateMaterial() {\n const data = new EffectShaderData();\n let id = 0;\n for (const effect of this.effects) {\n if (effect.blendMode.blendFunction === BlendFunction.DST) {\n data.attributes |= effect.getAttributes() & EffectAttribute.DEPTH;\n } else if ((data.attributes & effect.getAttributes() & EffectAttribute.CONVOLUTION) !== 0) {\n throw new Error(`Convolution effects cannot be merged (${effect.name})`);\n } else {\n integrateEffect(\"e\" + id++, effect, data);\n }\n }\n let fragmentHead = data.shaderParts.get(EffectShaderSection.FRAGMENT_HEAD);\n let fragmentMainImage = data.shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_IMAGE);\n let fragmentMainUv = data.shaderParts.get(EffectShaderSection.FRAGMENT_MAIN_UV);\n const blendRegExp = /\\bblend\\b/g;\n for (const blendMode of data.blendModes.values()) {\n fragmentHead += blendMode.getShaderCode().replace(blendRegExp, `blend${blendMode.blendFunction}`) + \"\\n\";\n }\n if ((data.attributes & EffectAttribute.DEPTH) !== 0) {\n if (data.readDepth) {\n fragmentMainImage = \"float depth = readDepth(UV);\\n\\n\t\" + fragmentMainImage;\n }\n this.needsDepthTexture = this.getDepthTexture() === null;\n } else {\n this.needsDepthTexture = false;\n }\n if (data.colorSpace === import_three75.SRGBColorSpace) {\n fragmentMainImage += \"color0 = sRGBToLinear(color0);\\n\t\";\n }\n if (data.uvTransformation) {\n fragmentMainUv = \"vec2 transformedUv = vUv;\\n\" + fragmentMainUv;\n data.defines.set(\"UV\", \"transformedUv\");\n } else {\n data.defines.set(\"UV\", \"vUv\");\n }\n data.shaderParts.set(EffectShaderSection.FRAGMENT_HEAD, fragmentHead);\n data.shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_IMAGE, fragmentMainImage);\n data.shaderParts.set(EffectShaderSection.FRAGMENT_MAIN_UV, fragmentMainUv);\n for (const [key, value] of data.shaderParts) {\n if (value !== null) {\n data.shaderParts.set(key, value.trim().replace(/^#/, \"\\n#\"));\n }\n }\n this.skipRendering = id === 0;\n this.needsSwap = !this.skipRendering;\n this.fullscreenMaterial.setShaderData(data);\n }\n /**\n * Rebuilds the shader material.\n */\n recompile() {\n this.updateMaterial();\n }\n /**\n * Returns the current depth texture.\n *\n * @return {Texture} The current depth texture, or null if there is none.\n */\n getDepthTexture() {\n return this.fullscreenMaterial.depthBuffer;\n }\n /**\n * Sets the depth texture.\n *\n * @param {Texture} depthTexture - A depth texture.\n * @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing.\n */\n setDepthTexture(depthTexture, depthPacking = import_three75.BasicDepthPacking) {\n this.fullscreenMaterial.depthBuffer = depthTexture;\n this.fullscreenMaterial.depthPacking = depthPacking;\n for (const effect of this.effects) {\n effect.setDepthTexture(depthTexture, depthPacking);\n }\n }\n /**\n * Renders the effect.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n for (const effect of this.effects) {\n effect.update(renderer, inputBuffer, deltaTime);\n }\n if (!this.skipRendering || this.renderToScreen) {\n const material = this.fullscreenMaterial;\n material.inputBuffer = inputBuffer.texture;\n material.time += deltaTime * this.timeScale;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(this.scene, this.camera);\n }\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n this.fullscreenMaterial.setSize(width, height);\n for (const effect of this.effects) {\n effect.setSize(width, height);\n }\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n this.renderer = renderer;\n for (const effect of this.effects) {\n effect.initialize(renderer, alpha, frameBufferType);\n }\n this.updateMaterial();\n if (frameBufferType !== void 0 && frameBufferType !== import_three75.UnsignedByteType) {\n this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n }\n }\n /**\n * Deletes disposable objects.\n */\n dispose() {\n super.dispose();\n for (const effect of this.effects) {\n effect.removeEventListener(\"change\", this.listener);\n effect.dispose();\n }\n }\n /**\n * Handles events.\n *\n * @param {Event} event - An event.\n */\n handleEvent(event) {\n switch (event.type) {\n case \"change\":\n this.recompile();\n break;\n }\n }\n};\n\n// src/passes/GaussianBlurPass.js\nvar import_three76 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar GaussianBlurPass = class extends Pass {\n /**\n * Constructs a new Gaussian blur pass.\n *\n * @param {Object} [options] - The options.\n * @param {Number} [options.kernelSize=35] - The kernel size. Should be an odd number in the range [3, 1020].\n * @param {Number} [options.iterations=1] - The amount of times the blur should be applied.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n */\n constructor({\n kernelSize = 35,\n iterations = 1,\n resolutionScale = 1,\n resolutionX = Resolution.AUTO_SIZE,\n resolutionY = Resolution.AUTO_SIZE\n } = {}) {\n super(\"GaussianBlurPass\");\n this.renderTargetA = new import_three76.WebGLRenderTarget(1, 1, { depthBuffer: false });\n this.renderTargetA.texture.name = \"Blur.Target.A\";\n this.renderTargetB = this.renderTargetA.clone();\n this.renderTargetB.texture.name = \"Blur.Target.B\";\n this.blurMaterial = new GaussianBlurMaterial({ kernelSize });\n this.copyMaterial = new CopyMaterial();\n this.copyMaterial.inputBuffer = this.renderTargetB.texture;\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n this.iterations = iterations;\n }\n /**\n * Renders the blur.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const blurMaterial = this.blurMaterial;\n this.fullscreenMaterial = blurMaterial;\n let previousBuffer = inputBuffer;\n for (let i = 0, l = Math.max(this.iterations, 1); i < l; ++i) {\n blurMaterial.direction.set(1, 0);\n blurMaterial.inputBuffer = previousBuffer.texture;\n renderer.setRenderTarget(renderTargetA);\n renderer.render(scene, camera);\n blurMaterial.direction.set(0, 1);\n blurMaterial.inputBuffer = renderTargetA.texture;\n renderer.setRenderTarget(renderTargetB);\n renderer.render(scene, camera);\n if (i === 0 && l > 1) {\n previousBuffer = renderTargetB;\n }\n }\n this.fullscreenMaterial = this.copyMaterial;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n const w = resolution.width, h = resolution.height;\n this.renderTargetA.setSize(w, h);\n this.renderTargetB.setSize(w, h);\n this.blurMaterial.setSize(width, height);\n }\n /**\n * Performs initialization tasks.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\n * @param {Number} frameBufferType - The type of the main frame buffers.\n */\n initialize(renderer, alpha, frameBufferType) {\n if (frameBufferType !== void 0) {\n this.renderTargetA.texture.type = frameBufferType;\n this.renderTargetB.texture.type = frameBufferType;\n if (frameBufferType !== import_three76.UnsignedByteType) {\n this.blurMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n this.copyMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = \"1\";\n } else if (renderer !== null && renderer.outputColorSpace === import_three76.SRGBColorSpace) {\n this.renderTargetA.texture.colorSpace = import_three76.SRGBColorSpace;\n this.renderTargetB.texture.colorSpace = import_three76.SRGBColorSpace;\n }\n }\n }\n};\n\n// src/passes/LambdaPass.js\nvar LambdaPass = class extends Pass {\n /**\n * Constructs a new lambda pass.\n *\n * @param {Function} f - A function.\n */\n constructor(f) {\n super(\"LambdaPass\", null, null);\n this.needsSwap = false;\n this.f = f;\n }\n /**\n * Executes the function.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n this.f();\n }\n};\n\n// src/passes/NormalPass.js\nvar import_three77 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\nvar NormalPass = class extends Pass {\n /**\n * Constructs a new normal pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera to use to render the scene.\n * @param {Object} [options] - The options.\n * @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.\n * @param {Number} [options.resolutionScale=1.0] - The resolution scale.\n * @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.\n * @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.\n * @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.\n * @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.\n */\n constructor(scene, camera, {\n renderTarget,\n resolutionScale = 1,\n width = Resolution.AUTO_SIZE,\n height = Resolution.AUTO_SIZE,\n resolutionX = width,\n resolutionY = height\n } = {}) {\n super(\"NormalPass\");\n this.needsSwap = false;\n this.renderPass = new RenderPass(scene, camera, new import_three77.MeshNormalMaterial());\n const renderPass = this.renderPass;\n renderPass.ignoreBackground = true;\n renderPass.skipShadowMapUpdate = true;\n const clearPass = renderPass.getClearPass();\n clearPass.overrideClearColor = new import_three77.Color(7829503);\n clearPass.overrideClearAlpha = 1;\n this.renderTarget = renderTarget;\n if (this.renderTarget === void 0) {\n this.renderTarget = new import_three77.WebGLRenderTarget(1, 1, {\n minFilter: import_three77.NearestFilter,\n magFilter: import_three77.NearestFilter\n });\n this.renderTarget.texture.name = \"NormalPass.Target\";\n }\n const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);\n resolution.addEventListener(\"change\", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));\n }\n set mainScene(value) {\n this.renderPass.mainScene = value;\n }\n set mainCamera(value) {\n this.renderPass.mainCamera = value;\n }\n /**\n * The normal texture.\n *\n * @type {Texture}\n */\n get texture() {\n return this.renderTarget.texture;\n }\n /**\n * The normal texture.\n *\n * @deprecated Use texture instead.\n * @return {Texture} The texture.\n */\n getTexture() {\n return this.renderTarget.texture;\n }\n /**\n * Returns the resolution settings.\n *\n * @deprecated Use resolution instead.\n * @return {Resolution} The resolution.\n */\n getResolution() {\n return this.resolution;\n }\n /**\n * Returns the current resolution scale.\n *\n * @return {Number} The resolution scale.\n * @deprecated Use resolution.preferredWidth or resolution.preferredHeight instead.\n */\n getResolutionScale() {\n return this.resolution.scale;\n }\n /**\n * Sets the resolution scale.\n *\n * @param {Number} scale - The new resolution scale.\n * @deprecated Use resolution.preferredWidth or resolution.preferredHeight instead.\n */\n setResolutionScale(scale) {\n this.resolution.scale = scale;\n }\n /**\n * Renders the scene normals.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.\n * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.\n * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.\n * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.\n */\n render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {\n const renderTarget = this.renderToScreen ? null : this.renderTarget;\n this.renderPass.render(renderer, renderTarget, renderTarget);\n }\n /**\n * Updates the size of this pass.\n *\n * @param {Number} width - The width.\n * @param {Number} height - The height.\n */\n setSize(width, height) {\n const resolution = this.resolution;\n resolution.setBaseSize(width, height);\n this.renderTarget.setSize(resolution.width, resolution.height);\n }\n};\n\n// src/textures/lut/TetrahedralUpscaler.js\nvar P = [\n new Float32Array(3),\n new Float32Array(3)\n];\nvar C = [\n new Float32Array(3),\n new Float32Array(3),\n new Float32Array(3),\n new Float32Array(3)\n];\nvar T = [\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([1, 0, 0]),\n new Float32Array([1, 1, 0]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([1, 0, 0]),\n new Float32Array([1, 0, 1]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 0, 1]),\n new Float32Array([1, 0, 1]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 1, 0]),\n new Float32Array([1, 1, 0]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 1, 0]),\n new Float32Array([0, 1, 1]),\n new Float32Array([1, 1, 1])\n ],\n [\n new Float32Array([0, 0, 0]),\n new Float32Array([0, 0, 1]),\n new Float32Array([0, 1, 1]),\n new Float32Array([1, 1, 1])\n ]\n];\nfunction calculateTetrahedronVolume(a, b, c2, d) {\n const bcX = c2[0] - b[0];\n const bcY = c2[1] - b[1];\n const bcZ = c2[2] - b[2];\n const baX = a[0] - b[0];\n const baY = a[1] - b[1];\n const baZ = a[2] - b[2];\n const crossX = bcY * baZ - bcZ * baY;\n const crossY = bcZ * baX - bcX * baZ;\n const crossZ = bcX * baY - bcY * baX;\n const length = Math.sqrt(crossX * crossX + crossY * crossY + crossZ * crossZ);\n const triangleArea = length * 0.5;\n const normalX = crossX / length;\n const normalY = crossY / length;\n const normalZ = crossZ / length;\n const constant = -(a[0] * normalX + a[1] * normalY + a[2] * normalZ);\n const dot = d[0] * normalX + d[1] * normalY + d[2] * normalZ;\n const height = Math.abs(dot + constant);\n return height * triangleArea / 3;\n}\nfunction sample(data, size, x, y, z, color2) {\n const i4 = (x + y * size + z * size * size) * 4;\n color2[0] = data[i4 + 0];\n color2[1] = data[i4 + 1];\n color2[2] = data[i4 + 2];\n}\nfunction tetrahedralSample(data, size, u, v3, w, color2) {\n const px = u * (size - 1);\n const py = v3 * (size - 1);\n const pz = w * (size - 1);\n const minX = Math.floor(px);\n const minY = Math.floor(py);\n const minZ = Math.floor(pz);\n const maxX = Math.ceil(px);\n const maxY = Math.ceil(py);\n const maxZ = Math.ceil(pz);\n const su = px - minX;\n const sv = py - minY;\n const sw = pz - minZ;\n if (minX === px && minY === py && minZ === pz) {\n sample(data, size, px, py, pz, color2);\n } else {\n let vertices;\n if (su >= sv && sv >= sw) {\n vertices = T[0];\n } else if (su >= sw && sw >= sv) {\n vertices = T[1];\n } else if (sw >= su && su >= sv) {\n vertices = T[2];\n } else if (sv >= su && su >= sw) {\n vertices = T[3];\n } else if (sv >= sw && sw >= su) {\n vertices = T[4];\n } else if (sw >= sv && sv >= su) {\n vertices = T[5];\n }\n const [P0, P1, P2, P3] = vertices;\n const coords = P[0];\n coords[0] = su;\n coords[1] = sv;\n coords[2] = sw;\n const tmp = P[1];\n const diffX = maxX - minX;\n const diffY = maxY - minY;\n const diffZ = maxZ - minZ;\n tmp[0] = diffX * P0[0] + minX;\n tmp[1] = diffY * P0[1] + minY;\n tmp[2] = diffZ * P0[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[0]);\n tmp[0] = diffX * P1[0] + minX;\n tmp[1] = diffY * P1[1] + minY;\n tmp[2] = diffZ * P1[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[1]);\n tmp[0] = diffX * P2[0] + minX;\n tmp[1] = diffY * P2[1] + minY;\n tmp[2] = diffZ * P2[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[2]);\n tmp[0] = diffX * P3[0] + minX;\n tmp[1] = diffY * P3[1] + minY;\n tmp[2] = diffZ * P3[2] + minZ;\n sample(data, size, tmp[0], tmp[1], tmp[2], C[3]);\n const V0 = calculateTetrahedronVolume(P1, P2, P3, coords) * 6;\n const V1 = calculateTetrahedronVolume(P0, P2, P3, coords) * 6;\n const V2 = calculateTetrahedronVolume(P0, P1, P3, coords) * 6;\n const V3 = calculateTetrahedronVolume(P0, P1, P2, coords) * 6;\n C[0][0] *= V0;\n C[0][1] *= V0;\n C[0][2] *= V0;\n C[1][0] *= V1;\n C[1][1] *= V1;\n C[1][2] *= V1;\n C[2][0] *= V2;\n C[2][1] *= V2;\n C[2][2] *= V2;\n C[3][0] *= V3;\n C[3][1] *= V3;\n C[3][2] *= V3;\n color2[0] = C[0][0] + C[1][0] + C[2][0] + C[3][0];\n color2[1] = C[0][1] + C[1][1] + C[2][1] + C[3][1];\n color2[2] = C[0][2] + C[1][2] + C[2][2] + C[3][2];\n }\n}\nvar TetrahedralUpscaler = class {\n /**\n * Expands the given data to the target size.\n *\n * @param {TypedArray} data - The input RGBA data. Assumed to be cubic.\n * @param {Number} size - The target size.\n * @return {TypedArray} The new data.\n */\n static expand(data, size) {\n const originalSize = Math.cbrt(data.length / 4);\n const rgb = new Float32Array(3);\n const array = new data.constructor(size ** 3 * 4);\n const maxValue = data instanceof Uint8Array ? 255 : 1;\n const sizeSq = size ** 2;\n const s = 1 / (size - 1);\n for (let z = 0; z < size; ++z) {\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n const u = x * s;\n const v3 = y * s;\n const w = z * s;\n const i4 = Math.round(x + y * size + z * sizeSq) * 4;\n tetrahedralSample(data, originalSize, u, v3, w, rgb);\n array[i4 + 0] = rgb[0];\n array[i4 + 1] = rgb[1];\n array[i4 + 2] = rgb[2];\n array[i4 + 3] = maxValue;\n }\n }\n }\n return array;\n }\n};\n\n// src/textures/smaa/SMAAAreaImageData.js\nvar area = [\n new Float32Array(2),\n new Float32Array(2)\n];\nvar ORTHOGONAL_SIZE = 16;\nvar DIAGONAL_SIZE = 20;\nvar DIAGONAL_SAMPLES = 30;\nvar SMOOTH_MAX_DISTANCE = 32;\nvar orthogonalSubsamplingOffsets = new Float32Array([\n 0,\n -0.25,\n 0.25,\n -0.125,\n 0.125,\n -0.375,\n 0.375\n]);\nvar diagonalSubsamplingOffsets = [\n new Float32Array([0, 0]),\n new Float32Array([0.25, -0.25]),\n new Float32Array([-0.25, 0.25]),\n new Float32Array([0.125, -0.125]),\n new Float32Array([-0.125, 0.125])\n];\nvar orthogonalEdges = [\n new Uint8Array([0, 0]),\n new Uint8Array([3, 0]),\n new Uint8Array([0, 3]),\n new Uint8Array([3, 3]),\n new Uint8Array([1, 0]),\n new Uint8Array([4, 0]),\n new Uint8Array([1, 3]),\n new Uint8Array([4, 3]),\n new Uint8Array([0, 1]),\n new Uint8Array([3, 1]),\n new Uint8Array([0, 4]),\n new Uint8Array([3, 4]),\n new Uint8Array([1, 1]),\n new Uint8Array([4, 1]),\n new Uint8Array([1, 4]),\n new Uint8Array([4, 4])\n];\nvar diagonalEdges = [\n new Uint8Array([0, 0]),\n new Uint8Array([1, 0]),\n new Uint8Array([0, 2]),\n new Uint8Array([1, 2]),\n new Uint8Array([2, 0]),\n new Uint8Array([3, 0]),\n new Uint8Array([2, 2]),\n new Uint8Array([3, 2]),\n new Uint8Array([0, 1]),\n new Uint8Array([1, 1]),\n new Uint8Array([0, 3]),\n new Uint8Array([1, 3]),\n new Uint8Array([2, 1]),\n new Uint8Array([3, 1]),\n new Uint8Array([2, 3]),\n new Uint8Array([3, 3])\n];\nfunction lerp(a, b, p) {\n return a + (b - a) * p;\n}\nfunction saturate(a) {\n return Math.min(Math.max(a, 0), 1);\n}\nfunction smoothArea(d) {\n const a1 = area[0];\n const a2 = area[1];\n const b1X = Math.sqrt(a1[0] * 2) * 0.5;\n const b1Y = Math.sqrt(a1[1] * 2) * 0.5;\n const b2X = Math.sqrt(a2[0] * 2) * 0.5;\n const b2Y = Math.sqrt(a2[1] * 2) * 0.5;\n const p = saturate(d / SMOOTH_MAX_DISTANCE);\n a1[0] = lerp(b1X, a1[0], p);\n a1[1] = lerp(b1Y, a1[1], p);\n a2[0] = lerp(b2X, a2[0], p);\n a2[1] = lerp(b2Y, a2[1], p);\n}\nfunction getOrthArea(p1X, p1Y, p2X, p2Y, x, result) {\n const dX = p2X - p1X;\n const dY = p2Y - p1Y;\n const x1 = x;\n const x2 = x + 1;\n const y1 = p1Y + dY * (x1 - p1X) / dX;\n const y2 = p1Y + dY * (x2 - p1X) / dX;\n if (x1 >= p1X && x1 < p2X || x2 > p1X && x2 <= p2X) {\n if (Math.sign(y1) === Math.sign(y2) || Math.abs(y1) < 1e-4 || Math.abs(y2) < 1e-4) {\n const a = (y1 + y2) / 2;\n if (a < 0) {\n result[0] = Math.abs(a);\n result[1] = 0;\n } else {\n result[0] = 0;\n result[1] = Math.abs(a);\n }\n } else {\n const t = -p1Y * dX / dY + p1X;\n const tInt = Math.trunc(t);\n const a1 = t > p1X ? y1 * (t - tInt) / 2 : 0;\n const a2 = t < p2X ? y2 * (1 - (t - tInt)) / 2 : 0;\n const a = Math.abs(a1) > Math.abs(a2) ? a1 : -a2;\n if (a < 0) {\n result[0] = Math.abs(a1);\n result[1] = Math.abs(a2);\n } else {\n result[0] = Math.abs(a2);\n result[1] = Math.abs(a1);\n }\n }\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n return result;\n}\nfunction getOrthAreaForPattern(pattern, left, right, offset, result) {\n const a1 = area[0];\n const a2 = area[1];\n const o1 = 0.5 + offset;\n const o2 = 0.5 + offset - 1;\n const d = left + right + 1;\n switch (pattern) {\n case 0: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n case 1: {\n if (left <= right) {\n getOrthArea(0, o2, d / 2, 0, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 2: {\n if (left >= right) {\n getOrthArea(d / 2, 0, d, o2, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 3: {\n getOrthArea(0, o2, d / 2, 0, left, a1);\n getOrthArea(d / 2, 0, d, o2, left, a2);\n smoothArea(d, area);\n result[0] = a1[0] + a2[0];\n result[1] = a1[1] + a2[1];\n break;\n }\n case 4: {\n if (left <= right) {\n getOrthArea(0, o1, d / 2, 0, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 5: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n case 6: {\n if (Math.abs(offset) > 0) {\n getOrthArea(0, o1, d, o2, left, a1);\n getOrthArea(0, o1, d / 2, 0, left, a2);\n getOrthArea(d / 2, 0, d, o2, left, result);\n a2[0] = a2[0] + result[0];\n a2[1] = a2[1] + result[1];\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n } else {\n getOrthArea(0, o1, d, o2, left, result);\n }\n break;\n }\n case 7: {\n getOrthArea(0, o1, d, o2, left, result);\n break;\n }\n case 8: {\n if (left >= right) {\n getOrthArea(d / 2, 0, d, o1, left, result);\n } else {\n result[0] = 0;\n result[1] = 0;\n }\n break;\n }\n case 9: {\n if (Math.abs(offset) > 0) {\n getOrthArea(0, o2, d, o1, left, a1);\n getOrthArea(0, o2, d / 2, 0, left, a2);\n getOrthArea(d / 2, 0, d, o1, left, result);\n a2[0] = a2[0] + result[0];\n a2[1] = a2[1] + result[1];\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n } else {\n getOrthArea(0, o2, d, o1, left, result);\n }\n break;\n }\n case 10: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n case 11: {\n getOrthArea(0, o2, d, o1, left, result);\n break;\n }\n case 12: {\n getOrthArea(0, o1, d / 2, 0, left, a1);\n getOrthArea(d / 2, 0, d, o1, left, a2);\n smoothArea(d, area);\n result[0] = a1[0] + a2[0];\n result[1] = a1[1] + a2[1];\n break;\n }\n case 13: {\n getOrthArea(0, o2, d, o1, left, result);\n break;\n }\n case 14: {\n getOrthArea(0, o1, d, o2, left, result);\n break;\n }\n case 15: {\n result[0] = 0;\n result[1] = 0;\n break;\n }\n }\n return result;\n}\nfunction isInsideArea(a1X, a1Y, a2X, a2Y, x, y) {\n let result = a1X === a2X && a1Y === a2Y;\n if (!result) {\n const xm = (a1X + a2X) / 2;\n const ym = (a1Y + a2Y) / 2;\n const a = a2Y - a1Y;\n const b = a1X - a2X;\n const c2 = a * (x - xm) + b * (y - ym);\n result = c2 > 0;\n }\n return result;\n}\nfunction getDiagAreaForPixel(a1X, a1Y, a2X, a2Y, pX, pY) {\n let n = 0;\n for (let y = 0; y < DIAGONAL_SAMPLES; ++y) {\n for (let x = 0; x < DIAGONAL_SAMPLES; ++x) {\n const offsetX = x / (DIAGONAL_SAMPLES - 1);\n const offsetY = y / (DIAGONAL_SAMPLES - 1);\n if (isInsideArea(a1X, a1Y, a2X, a2Y, pX + offsetX, pY + offsetY)) {\n ++n;\n }\n }\n }\n return n / (DIAGONAL_SAMPLES * DIAGONAL_SAMPLES);\n}\nfunction getDiagArea(pattern, a1X, a1Y, a2X, a2Y, left, offset, result) {\n const e = diagonalEdges[pattern];\n const e1 = e[0];\n const e2 = e[1];\n if (e1 > 0) {\n a1X += offset[0];\n a1Y += offset[1];\n }\n if (e2 > 0) {\n a2X += offset[0];\n a2Y += offset[1];\n }\n result[0] = 1 - getDiagAreaForPixel(a1X, a1Y, a2X, a2Y, 1 + left, 0 + left);\n result[1] = getDiagAreaForPixel(a1X, a1Y, a2X, a2Y, 1 + left, 1 + left);\n return result;\n}\nfunction getDiagAreaForPattern(pattern, left, right, offset, result) {\n const a1 = area[0];\n const a2 = area[1];\n const d = left + right + 1;\n switch (pattern) {\n case 0: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 1: {\n getDiagArea(pattern, 1, 0, 0 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 2: {\n getDiagArea(pattern, 0, 0, 1 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 3: {\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, result);\n break;\n }\n case 4: {\n getDiagArea(pattern, 1, 1, 0 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 5: {\n getDiagArea(pattern, 1, 1, 0 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 6: {\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, result);\n break;\n }\n case 7: {\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 8: {\n getDiagArea(pattern, 0, 0, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 9: {\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, result);\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, result);\n break;\n }\n case 10: {\n getDiagArea(pattern, 0, 0, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 11: {\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 12: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, result);\n break;\n }\n case 13: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 1 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 14: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 1, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n case 15: {\n getDiagArea(pattern, 1, 1, 1 + d, 1 + d, left, offset, a1);\n getDiagArea(pattern, 1, 0, 1 + d, 0 + d, left, offset, a2);\n result[0] = (a1[0] + a2[0]) / 2;\n result[1] = (a1[1] + a2[1]) / 2;\n break;\n }\n }\n return result;\n}\nfunction generatePatterns(patterns, offset, orthogonal) {\n const result = new Float32Array(2);\n for (let i = 0, l = patterns.length; i < l; ++i) {\n const pattern = patterns[i];\n const data = pattern.data;\n const size = pattern.width;\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n if (orthogonal) {\n getOrthAreaForPattern(i, x, y, offset, result);\n } else {\n getDiagAreaForPattern(i, x, y, offset, result);\n }\n const c2 = (y * size + x) * 2;\n data[c2] = result[0] * 255;\n data[c2 + 1] = result[1] * 255;\n }\n }\n }\n}\nfunction assemble(baseX, baseY, patterns, edges2, size, orthogonal, target) {\n const dstData = target.data;\n const dstWidth = target.width;\n for (let i = 0, l = patterns.length; i < l; ++i) {\n const edge = edges2[i];\n const pattern = patterns[i];\n const srcData = pattern.data;\n const srcWidth = pattern.width;\n for (let y = 0; y < size; ++y) {\n for (let x = 0; x < size; ++x) {\n const pX = edge[0] * size + baseX + x;\n const pY = edge[1] * size + baseY + y;\n const c2 = (pY * dstWidth + pX) * 4;\n const d = orthogonal ? (y * y * srcWidth + x * x) * 2 : (y * srcWidth + x) * 2;\n dstData[c2] = srcData[d];\n dstData[c2 + 1] = srcData[d + 1];\n dstData[c2 + 2] = 0;\n dstData[c2 + 3] = 255;\n }\n }\n }\n}\nvar SMAAAreaImageData = class {\n /**\n * Creates a new area image.\n *\n * @return {RawImageData} The generated image data.\n */\n static generate() {\n const width = 2 * 5 * ORTHOGONAL_SIZE;\n const height = orthogonalSubsamplingOffsets.length * 5 * ORTHOGONAL_SIZE;\n const data = new Uint8ClampedArray(width * height * 4);\n const result = new RawImageData(width, height, data);\n const orthPatternSize = Math.pow(ORTHOGONAL_SIZE - 1, 2) + 1;\n const diagPatternSize = DIAGONAL_SIZE;\n const orthogonalPatterns = [];\n const diagonalPatterns = [];\n for (let i = 3, l = data.length; i < l; i += 4) {\n data[i] = 255;\n }\n for (let i = 0; i < 16; ++i) {\n orthogonalPatterns.push(new RawImageData(\n orthPatternSize,\n orthPatternSize,\n new Uint8ClampedArray(orthPatternSize * orthPatternSize * 2),\n 2\n ));\n diagonalPatterns.push(new RawImageData(\n diagPatternSize,\n diagPatternSize,\n new Uint8ClampedArray(diagPatternSize * diagPatternSize * 2),\n 2\n ));\n }\n for (let i = 0, l = orthogonalSubsamplingOffsets.length; i < l; ++i) {\n generatePatterns(orthogonalPatterns, orthogonalSubsamplingOffsets[i], true);\n assemble(\n 0,\n 5 * ORTHOGONAL_SIZE * i,\n orthogonalPatterns,\n orthogonalEdges,\n ORTHOGONAL_SIZE,\n true,\n result\n );\n }\n for (let i = 0, l = diagonalSubsamplingOffsets.length; i < l; ++i) {\n generatePatterns(diagonalPatterns, diagonalSubsamplingOffsets[i], false);\n assemble(\n 5 * ORTHOGONAL_SIZE,\n 4 * DIAGONAL_SIZE * i,\n diagonalPatterns,\n diagonalEdges,\n DIAGONAL_SIZE,\n false,\n result\n );\n }\n return result;\n }\n};\n\n// src/textures/smaa/SMAAImageGenerator.js\nvar import_three78 = __webpack_require__(/*! three */ \"./node_modules/three/build/three.cjs\");\n\n// tmp/smaa/worker.txt\nvar worker_default2 = '\"use strict\";(()=>{function q(t,a,s){let e=document.createElement(\"canvas\"),n=e.getContext(\"2d\");if(e.width=t,e.height=a,s instanceof Image)n.drawImage(s,0,0);else{let r=n.createImageData(t,a);r.data.set(s),n.putImageData(r,0,0)}return e}var F=class t{constructor(a=0,s=0,e=null){this.width=a,this.height=s,this.data=e}toCanvas(){return typeof document==\"undefined\"?null:q(this.width,this.height,this.data)}static from(a){let{width:s,height:e}=a,n;if(a instanceof Image){let r=q(s,e,a);r!==null&&(n=r.getContext(\"2d\").getImageData(0,0,s,e).data)}else n=a.data;return new t(s,e,n)}};var M=[new Float32Array(2),new Float32Array(2)],D=16,W=20,I=30,j=32,v=new Float32Array([0,-.25,.25,-.125,.125,-.375,.375]),N=[new Float32Array([0,0]),new Float32Array([.25,-.25]),new Float32Array([-.25,.25]),new Float32Array([.125,-.125]),new Float32Array([-.125,.125])],z=[new Uint8Array([0,0]),new Uint8Array([3,0]),new Uint8Array([0,3]),new Uint8Array([3,3]),new Uint8Array([1,0]),new Uint8Array([4,0]),new Uint8Array([1,3]),new Uint8Array([4,3]),new Uint8Array([0,1]),new Uint8Array([3,1]),new Uint8Array([0,4]),new Uint8Array([3,4]),new Uint8Array([1,1]),new Uint8Array([4,1]),new Uint8Array([1,4]),new Uint8Array([4,4])],p=[new Uint8Array([0,0]),new Uint8Array([1,0]),new Uint8Array([0,2]),new Uint8Array([1,2]),new Uint8Array([2,0]),new Uint8Array([3,0]),new Uint8Array([2,2]),new Uint8Array([3,2]),new Uint8Array([0,1]),new Uint8Array([1,1]),new Uint8Array([0,3]),new Uint8Array([1,3]),new Uint8Array([2,1]),new Uint8Array([3,1]),new Uint8Array([2,3]),new Uint8Array([3,3])];function C(t,a,s){return t+(a-t)*s}function B(t){return Math.min(Math.max(t,0),1)}function _(t){let a=M[0],s=M[1],e=Math.sqrt(a[0]*2)*.5,n=Math.sqrt(a[1]*2)*.5,r=Math.sqrt(s[0]*2)*.5,o=Math.sqrt(s[1]*2)*.5,c=B(t/j);a[0]=C(e,a[0],c),a[1]=C(n,a[1],c),s[0]=C(r,s[0],c),s[1]=C(o,s[1],c)}function d(t,a,s,e,n,r){let o=s-t,c=e-a,h=n,i=n+1,w=a+c*(h-t)/o,b=a+c*(i-t)/o;if(h>=t&&ht&&i<=s)if(Math.sign(w)===Math.sign(b)||Math.abs(w)<1e-4||Math.abs(b)<1e-4){let g=(w+b)/2;g<0?(r[0]=Math.abs(g),r[1]=0):(r[0]=0,r[1]=Math.abs(g))}else{let g=-a*o/c+t,k=Math.trunc(g),m=g>t?w*(g-k)/2:0,U=gMath.abs(U)?m:-U)<0?(r[0]=Math.abs(m),r[1]=Math.abs(U)):(r[0]=Math.abs(U),r[1]=Math.abs(m))}else r[0]=0,r[1]=0;return r}function J(t,a,s,e,n){let r=M[0],o=M[1],c=.5+e,h=.5+e-1,i=a+s+1;switch(t){case 0:{n[0]=0,n[1]=0;break}case 1:{a<=s?d(0,h,i/2,0,a,n):(n[0]=0,n[1]=0);break}case 2:{a>=s?d(i/2,0,i,h,a,n):(n[0]=0,n[1]=0);break}case 3:{d(0,h,i/2,0,a,r),d(i/2,0,i,h,a,o),_(i,M),n[0]=r[0]+o[0],n[1]=r[1]+o[1];break}case 4:{a<=s?d(0,c,i/2,0,a,n):(n[0]=0,n[1]=0);break}case 5:{n[0]=0,n[1]=0;break}case 6:{Math.abs(e)>0?(d(0,c,i,h,a,r),d(0,c,i/2,0,a,o),d(i/2,0,i,h,a,n),o[0]=o[0]+n[0],o[1]=o[1]+n[1],n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2):d(0,c,i,h,a,n);break}case 7:{d(0,c,i,h,a,n);break}case 8:{a>=s?d(i/2,0,i,c,a,n):(n[0]=0,n[1]=0);break}case 9:{Math.abs(e)>0?(d(0,h,i,c,a,r),d(0,h,i/2,0,a,o),d(i/2,0,i,c,a,n),o[0]=o[0]+n[0],o[1]=o[1]+n[1],n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2):d(0,h,i,c,a,n);break}case 10:{n[0]=0,n[1]=0;break}case 11:{d(0,h,i,c,a,n);break}case 12:{d(0,c,i/2,0,a,r),d(i/2,0,i,c,a,o),_(i,M),n[0]=r[0]+o[0],n[1]=r[1]+o[1];break}case 13:{d(0,h,i,c,a,n);break}case 14:{d(0,c,i,h,a,n);break}case 15:{n[0]=0,n[1]=0;break}}return n}function K(t,a,s,e,n,r){let o=t===s&&a===e;if(!o){let c=(t+s)/2,h=(a+e)/2,i=e-a,w=t-s;o=i*(n-c)+w*(r-h)>0}return o}function G(t,a,s,e,n,r){let o=0;for(let c=0;c0&&(a+=o[0],s+=o[1]),w>0&&(e+=o[0],n+=o[1]),c[0]=1-G(a,s,e,n,1+r,0+r),c[1]=G(a,s,e,n,1+r,1+r),c}function Q(t,a,s,e,n){let r=M[0],o=M[1],c=a+s+1;switch(t){case 0:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 1:{A(t,1,0,0+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 2:{A(t,0,0,1+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 3:{A(t,1,0,1+c,0+c,a,e,n);break}case 4:{A(t,1,1,0+c,0+c,a,e,r),A(t,1,1,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 5:{A(t,1,1,0+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 6:{A(t,1,1,1+c,0+c,a,e,n);break}case 7:{A(t,1,1,1+c,0+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 8:{A(t,0,0,1+c,1+c,a,e,r),A(t,1,0,1+c,1+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 9:{A(t,1,0,1+c,1+c,a,e,n),A(t,1,0,1+c,1+c,a,e,n);break}case 10:{A(t,0,0,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 11:{A(t,1,0,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 12:{A(t,1,1,1+c,1+c,a,e,n);break}case 13:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,0,1+c,1+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 14:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,1,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}case 15:{A(t,1,1,1+c,1+c,a,e,r),A(t,1,0,1+c,0+c,a,e,o),n[0]=(r[0]+o[0])/2,n[1]=(r[1]+o[1])/2;break}}return n}function R(t,a,s){let e=new Float32Array(2);for(let n=0,r=t.length;n{let a=S.generate(),s=E.generate();postMessage({areaImageData:a,searchImageData:s},[a.data.buffer,s.data.buffer]),close()});})();\\n';\n\n// src/textures/smaa/SMAAImageGenerator.js\nfunction generate(useCache = true) {\n const workerURL = URL.createObjectURL(new Blob([worker_default2], {\n type: \"text/javascript\"\n }));\n const worker = new Worker(workerURL);\n URL.revokeObjectURL(workerURL);\n return new Promise((resolve, reject) => {\n worker.addEventListener(\"error\", (event) => reject(event.error));\n worker.addEventListener(\"message\", (event) => {\n const searchImageData = RawImageData.from(event.data.searchImageData);\n const areaImageData = RawImageData.from(event.data.areaImageData);\n const urls = [\n searchImageData.toCanvas().toDataURL(\"image/png\", 1),\n areaImageData.toCanvas().toDataURL(\"image/png\", 1)\n ];\n if (useCache) {\n localStorage.setItem(\"smaa-search\", urls[0]);\n localStorage.setItem(\"smaa-area\", urls[1]);\n }\n resolve(urls);\n });\n worker.postMessage(null);\n });\n}\nvar SMAAImageGenerator = class {\n /**\n * Constructs a new SMAA image generator.\n */\n constructor() {\n this.disableCache = false;\n }\n /**\n * Enables or disables caching via localStorage.\n *\n * @param {Boolean} value - Whether the cache should be enabled.\n */\n setCacheEnabled(value) {\n this.disableCache = !value;\n }\n /**\n * Generates the SMAA data images.\n *\n * @example\n * SMAAImageGenerator.generate().then(([search, area]) => {\n * const smaaEffect = new SMAAEffect(search, area);\n * });\n * @return {Promise} A promise that returns the search image and area image as a pair.\n */\n generate() {\n const useCache = !this.disableCache && window.localStorage !== void 0;\n const cachedURLs = useCache ? [\n localStorage.getItem(\"smaa-search\"),\n localStorage.getItem(\"smaa-area\")\n ] : [null, null];\n const promise = cachedURLs[0] !== null && cachedURLs[1] !== null ? Promise.resolve(cachedURLs) : generate(useCache);\n return promise.then((urls) => {\n return new Promise((resolve, reject) => {\n const searchImage = new Image();\n const areaImage = new Image();\n const manager = new import_three78.LoadingManager();\n manager.onLoad = () => resolve([searchImage, areaImage]);\n manager.onError = reject;\n searchImage.addEventListener(\"error\", (e) => manager.itemError(\"smaa-search\"));\n areaImage.addEventListener(\"error\", (e) => manager.itemError(\"smaa-area\"));\n searchImage.addEventListener(\"load\", () => manager.itemEnd(\"smaa-search\"));\n areaImage.addEventListener(\"load\", () => manager.itemEnd(\"smaa-area\"));\n manager.itemStart(\"smaa-search\");\n manager.itemStart(\"smaa-area\");\n searchImage.src = urls[0];\n areaImage.src = urls[1];\n });\n });\n }\n};\n\n// src/textures/smaa/SMAASearchImageData.js\nvar edges = /* @__PURE__ */ new Map([\n [bilinear(0, 0, 0, 0), new Float32Array([0, 0, 0, 0])],\n [bilinear(0, 0, 0, 1), new Float32Array([0, 0, 0, 1])],\n [bilinear(0, 0, 1, 0), new Float32Array([0, 0, 1, 0])],\n [bilinear(0, 0, 1, 1), new Float32Array([0, 0, 1, 1])],\n [bilinear(0, 1, 0, 0), new Float32Array([0, 1, 0, 0])],\n [bilinear(0, 1, 0, 1), new Float32Array([0, 1, 0, 1])],\n [bilinear(0, 1, 1, 0), new Float32Array([0, 1, 1, 0])],\n [bilinear(0, 1, 1, 1), new Float32Array([0, 1, 1, 1])],\n [bilinear(1, 0, 0, 0), new Float32Array([1, 0, 0, 0])],\n [bilinear(1, 0, 0, 1), new Float32Array([1, 0, 0, 1])],\n [bilinear(1, 0, 1, 0), new Float32Array([1, 0, 1, 0])],\n [bilinear(1, 0, 1, 1), new Float32Array([1, 0, 1, 1])],\n [bilinear(1, 1, 0, 0), new Float32Array([1, 1, 0, 0])],\n [bilinear(1, 1, 0, 1), new Float32Array([1, 1, 0, 1])],\n [bilinear(1, 1, 1, 0), new Float32Array([1, 1, 1, 0])],\n [bilinear(1, 1, 1, 1), new Float32Array([1, 1, 1, 1])]\n]);\nfunction lerp2(a, b, p) {\n return a + (b - a) * p;\n}\nfunction bilinear(e0, e1, e2, e3) {\n const a = lerp2(e0, e1, 1 - 0.25);\n const b = lerp2(e2, e3, 1 - 0.25);\n return lerp2(a, b, 1 - 0.125);\n}\nfunction deltaLeft(left, top) {\n let d = 0;\n if (top[3] === 1) {\n d += 1;\n }\n if (d === 1 && top[2] === 1 && left[1] !== 1 && left[3] !== 1) {\n d += 1;\n }\n return d;\n}\nfunction deltaRight(left, top) {\n let d = 0;\n if (top[3] === 1 && left[1] !== 1 && left[3] !== 1) {\n d += 1;\n }\n if (d === 1 && top[2] === 1 && left[0] !== 1 && left[2] !== 1) {\n d += 1;\n }\n return d;\n}\nvar SMAASearchImageData = class {\n /**\n * Creates a new search image.\n *\n * @return {RawImageData} The generated image data.\n */\n static generate() {\n const width = 66;\n const height = 33;\n const halfWidth = width / 2;\n const croppedWidth = 64;\n const croppedHeight = 16;\n const data = new Uint8ClampedArray(width * height);\n const croppedData = new Uint8ClampedArray(croppedWidth * croppedHeight * 4);\n for (let y = 0; y < height; ++y) {\n for (let x = 0; x < width; ++x) {\n const s = 0.03125 * x;\n const t = 0.03125 * y;\n if (edges.has(s) && edges.has(t)) {\n const e1 = edges.get(s);\n const e2 = edges.get(t);\n const i = y * width + x;\n data[i] = 127 * deltaLeft(e1, e2);\n data[i + halfWidth] = 127 * deltaRight(e1, e2);\n }\n }\n }\n for (let i = 0, y = height - croppedHeight; y < height; ++y) {\n for (let x = 0; x < croppedWidth; ++x, i += 4) {\n croppedData[i] = data[y * width + x];\n croppedData[i + 3] = 255;\n }\n }\n return new RawImageData(croppedWidth, croppedHeight, croppedData);\n }\n};\n\n\n//# sourceURL=webpack://vrm/./node_modules/postprocessing/build/index.cjs?"); /***/ }), @@ -56,7 +56,7 @@ eval("/**\n * postprocessing v6.35.3 build Sat Mar 30 2024\n * https://github.co \********************************************/ /***/ ((__unused_webpack_module, exports) => { -eval("/**\n * @license\n * Copyright 2010-2023 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\n\n\nconst REVISION = '162';\n\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst ConstantColorFactor = 211;\nconst OneMinusConstantColorFactor = 212;\nconst ConstantAlphaFactor = 213;\nconst OneMinusConstantAlphaFactor = 214;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\nconst AgXToneMapping = 6;\nconst NeutralToneMapping = 7;\nconst AttachedBindMode = 'attached';\nconst DetachedBindMode = 'detached';\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst RGB_BPTC_SIGNED_Format = 36494;\nconst RGB_BPTC_UNSIGNED_Format = 36495;\nconst RED_RGTC1_Format = 36283;\nconst SIGNED_RED_RGTC1_Format = 36284;\nconst RED_GREEN_RGTC2_Format = 36285;\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\nconst DisplayP3ColorSpace = 'display-p3';\nconst LinearDisplayP3ColorSpace = 'display-p3-linear';\n\nconst LinearTransfer = 'linear';\nconst SRGBTransfer = 'srgb';\n\nconst Rec709Primaries = 'rec709';\nconst P3Primaries = 'p3';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst NeverCompare = 512;\nconst LessCompare = 513;\nconst EqualCompare = 514;\nconst LessEqualCompare = 515;\nconst GreaterCompare = 516;\nconst NotEqualCompare = 517;\nconst GreaterEqualCompare = 518;\nconst AlwaysCompare = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst _SRGBAFormat = 1035; // fallback for WebGL 1\n\nconst WebGLCoordinateSystem = 2000;\nconst WebGPUCoordinateSystem = 2001;\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nfunction warnOnce( message ) {\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\tconsole.warn( message );\n\n}\n\n/**\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\n * or clipping. Based on W3C specifications for sRGB and Display P3,\n * and ICC specifications for the D50 connection space. Values in/out\n * are _linear_ sRGB and _linear_ Display P3.\n *\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\n *\n * Reference:\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(\n\t0.8224621, 0.177538, 0.0,\n\t0.0331941, 0.9668058, 0.0,\n\t0.0170827, 0.0723974, 0.9105199,\n);\n\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(\n\t1.2249401, - 0.2249404, 0.0,\n\t- 0.0420569, 1.0420571, 0.0,\n\t- 0.0196376, - 0.0786361, 1.0982735\n);\n\n/**\n * Defines supported color spaces by transfer function and primaries,\n * and provides conversions to/from the Linear-sRGB reference space.\n */\nconst COLOR_SPACES = {\n\t[ LinearSRGBColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\ttoReference: ( color ) => color,\n\t\tfromReference: ( color ) => color,\n\t},\n\t[ SRGBColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\ttoReference: ( color ) => color.convertSRGBToLinear(),\n\t\tfromReference: ( color ) => color.convertLinearToSRGB(),\n\t},\n\t[ LinearDisplayP3ColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: P3Primaries,\n\t\ttoReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),\n\t},\n\t[ DisplayP3ColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: P3Primaries,\n\t\ttoReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),\n\t},\n};\n\nconst SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );\n\nconst ColorManagement = {\n\n\tenabled: true,\n\n\t_workingColorSpace: LinearSRGBColorSpace,\n\n\tget workingColorSpace() {\n\n\t\treturn this._workingColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tif ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {\n\n\t\t\tthrow new Error( `Unsupported working color space, \"${ colorSpace }\".` );\n\n\t\t}\n\n\t\tthis._workingColorSpace = colorSpace;\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tconst sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;\n\t\tconst targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;\n\n\t\treturn targetFromReference( sourceToReference( color ) );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this._workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this._workingColorSpace );\n\n\t},\n\n\tgetPrimaries: function ( colorSpace ) {\n\n\t\treturn COLOR_SPACES[ colorSpace ].primaries;\n\n\t},\n\n\tgetTransfer: function ( colorSpace ) {\n\n\t\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\n\n\t\treturn COLOR_SPACES[ colorSpace ].transfer;\n\n\t},\n\n};\n\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nlet _sourceId = 0;\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\t\tthis.dataReady = true;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nlet _textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\t\tthis.channel = 0;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\tthis.colorSpace = colorSpace;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value = null ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\t\tthis.w = Math.trunc( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass RenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\toptions = Object.assign( {\n\t\t\tgenerateMipmaps: false,\n\t\t\tinternalFormat: null,\n\t\t\tminFilter: LinearFilter,\n\t\t\tdepthBuffer: true,\n\t\t\tstencilBuffer: false,\n\t\t\tdepthTexture: null,\n\t\t\tsamples: 0,\n\t\t\tcount: 1\n\t\t}, options );\n\n\t\tconst texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\ttexture.flipY = false;\n\t\ttexture.generateMipmaps = options.generateMipmaps;\n\t\ttexture.internalFormat = options.internalFormat;\n\n\t\tthis.textures = [];\n\n\t\tconst count = options.count;\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.textures[ i ] = texture.clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\tthis.depthBuffer = options.depthBuffer;\n\t\tthis.stencilBuffer = options.stencilBuffer;\n\n\t\tthis.depthTexture = options.depthTexture;\n\n\t\tthis.samples = options.samples;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures[ 0 ];\n\n\t}\n\n\tset texture( value ) {\n\n\t\tthis.textures[ 0 ] = value;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.textures.length; i < il; i ++ ) {\n\n\t\t\t\tthis.textures[ i ].image.width = width;\n\t\t\t\tthis.textures[ i ].image.height = height;\n\t\t\t\tthis.textures[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.scissor.copy( source.scissor );\n\t\tthis.scissorTest = source.scissorTest;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.textures.length = 0;\n\n\t\tfor ( let i = 0, il = source.textures.length; i < il; i ++ ) {\n\n\t\t\tthis.textures[ i ] = source.textures[ i ].clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass WebGLRenderTarget extends RenderTarget {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLArrayRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGL3DRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// sets this quaternion to a uniform random unit quaternnion\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst theta = Math.random() * Math.PI * 2;\n\t\tconst u = Math.random() * 2 - 1;\n\t\tconst c = Math.sqrt( 1 - u * u );\n\n\t\tthis.x = c * Math.cos( theta );\n\t\tthis.y = u;\n\t\tthis.z = c * Math.sin( theta );\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromArray( array, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\t\t// precise AABB computation based on vertex data requires at least a position attribute.\n\t\t\t// instancing isn't supported so far and uses the normal (conservative) code path.\n\n\t\t\tif ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\tif ( object.isMesh === true ) {\n\n\t\t\t\t\t\tobject.getVertexPosition( i, _vector$b );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_vector$b.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_vector$b.applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( object.boundingBox !== undefined ) {\n\n\t\t\t\t\t// object-level bounding box\n\n\t\t\t\t\tif ( object.boundingBox === null ) {\n\n\t\t\t\t\t\tobject.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( object.boundingBox );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// geometry-level bounding box\n\n\t\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( geometry.boundingBox );\n\n\t\t\t\t}\n\n\t\t\t\t_box$4.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$4.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$4, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$4 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$b ).distanceTo( point );\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\ttarget.makeEmpty();\n\n\t\t} else {\n\n\t\t\tthis.getCenter( target.center );\n\n\t\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$4 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$4 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.isSphere = true;\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$3.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1$6.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1$6.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1$6, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if t1 is behind the ray - if so, return null\n\t\tif ( t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x.x,\n\t\t\t\t0, 1, 0, x.y,\n\t\t\t\t0, 0, 1, x.z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x,\n\t\t\t\t0, 1, 0, y,\n\t\t\t\t0, 0, 1, z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$4.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$4.elements[ 0 ] *= invSX;\n\t\t_m1$4.elements[ 1 ] *= invSX;\n\t\t_m1$4.elements[ 2 ] *= invSX;\n\n\t\t_m1$4.elements[ 4 ] *= invSY;\n\t\t_m1$4.elements[ 5 ] *= invSY;\n\t\t_m1$4.elements[ 6 ] *= invSY;\n\n\t\t_m1$4.elements[ 8 ] *= invSZ;\n\t\t_m1$4.elements[ 9 ] *= invSZ;\n\t\t_m1$4.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$4 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\n\t\tlet c, d;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tc = - ( far + near ) / ( far - near );\n\t\t\td = ( - 2 * far * near ) / ( far - near );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tc = - far / ( far - near );\n\t\t\td = ( - far * near ) / ( far - near );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a; \tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b; \tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c; \tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\n\t\tlet z, zInv;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tz = ( far + near ) * p;\n\t\t\tzInv = - 2 * p;\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tz = near * p;\n\t\t\tzInv = - 1 * p;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\t\tte[ 8 ] = 0; \t\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0; \t\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0; \t\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0; \t\tte[ 6 ] = 0;\t\tte[ 10 ] = zInv;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0; \t\tte[ 7 ] = 0;\t\tte[ 11 ] = 0;\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$4 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$2 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$2.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$2, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$3 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nconst _childaddedEvent = { type: 'childadded', child: null };\nconst _childremovedEvent = { type: 'childremoved', child: null };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$3.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$3.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$3 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$3.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$3 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t\t_childaddedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t\t_childaddedEvent.child = null;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t\t_childremovedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childremovedEvent );\n\t\t\t_childremovedEvent.child = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\treturn this.remove( ... this.children );\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$3.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$3.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$3 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value, result = [] ) {\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].getObjectsByProperty( name, value, result );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tif ( child.matrixWorldAutoUpdate === true || force === true ) {\n\n\t\t\t\tchild.updateMatrixWorld( force );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tif ( child.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\t\tobject.up = this.up.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\tif ( this.isBatchedMesh ) {\n\n\t\t\tobject.type = 'BatchedMesh';\n\t\t\tobject.perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\t\tobject.sortObjects = this.sortObjects;\n\n\t\t\tobject.drawRanges = this._drawRanges;\n\t\t\tobject.reservedRanges = this._reservedRanges;\n\n\t\t\tobject.visibility = this._visibility;\n\t\t\tobject.active = this._active;\n\t\t\tobject.bounds = this._bounds.map( bound => ( {\n\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\tboxMin: bound.box.min.toArray(),\n\t\t\t\tboxMax: bound.box.max.toArray(),\n\n\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\tsphereRadius: bound.sphere.radius,\n\t\t\t\tsphereCenter: bound.sphere.center.toArray()\n\t\t\t} ) );\n\n\t\t\tobject.maxGeometryCount = this._maxGeometryCount;\n\t\t\tobject.maxVertexCount = this._maxVertexCount;\n\t\t\tobject.maxIndexCount = this._maxIndexCount;\n\n\t\t\tobject.geometryInitialized = this._geometryInitialized;\n\t\t\tobject.geometryCount = this._geometryCount;\n\n\t\t\tobject.matricesTexture = this._matricesTexture.toJSON( meta );\n\n\t\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\t\tobject.boundingSphere = {\n\t\t\t\t\tcenter: object.boundingSphere.center.toArray(),\n\t\t\t\t\tradius: object.boundingSphere.radius\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox !== null ) {\n\n\t\t\t\tobject.boundingBox = {\n\t\t\t\t\tmin: object.boundingBox.min.toArray(),\n\t\t\t\t\tmax: object.boundingBox.max.toArray()\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.animations = source.animations.slice();\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$2 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\ttarget.set( 0, 0, 0 );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\t// if the triangle is degenerate then we can't contain a point\n\t\tif ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );\n\n\t}\n\n\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\n\n\t\tif ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {\n\n\t\t\ttarget.x = 0;\n\t\t\ttarget.y = 0;\n\t\t\tif ( 'z' in target ) target.z = 0;\n\t\t\tif ( 'w' in target ) target.w = 0;\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttarget.setScalar( 0 );\n\t\ttarget.addScaledVector( v1, _v3$2.x );\n\t\ttarget.addScaledVector( v2, _v3$2.y );\n\t\ttarget.addScaledVector( v3, _v3$2.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetInterpolation( point, v1, v2, v3, target ) {\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\treturn this.set( r, g, b );\n\n\t}\n\n\tset( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\n\t\t\tconst value = r;\n\n\t\t\tif ( value && value.isColor ) {\n\n\t\t\t\tthis.copy( value );\n\n\t\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\t\tthis.setHex( value );\n\n\t\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\t\tthis.setStyle( value );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.setRGB( r, g, b );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^(\\w+)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL(\n\t\t\t\t\t\t\tparseFloat( color[ 1 ] ) / 360,\n\t\t\t\t\t\t\tparseFloat( color[ 2 ] ) / 100,\n\t\t\t\t\t\t\tparseFloat( color[ 3 ] ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\treturn this.setRGB(\n\t\t\t\t\tparseInt( hex.charAt( 0 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 1 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 2 ), 16 ) / 15,\n\t\t\t\t\tcolorSpace\n\t\t\t\t);\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\n\n\t\t\t}\n\n\t\t} else if ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\ttarget.r = _color.r;\n\t\ttarget.g = _color.g;\n\t\ttarget.b = _color.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\n\n\t\t}\n\n\t\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\treturn this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\tthis.r = v.x;\n\t\tthis.g = v.y;\n\t\tthis.b = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\t\tconst e = m.elements;\n\n\t\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\n\t\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\n\t\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nconst _color = /*@__PURE__*/ new Color();\n\nColor.NAMES = _colorKeywords;\n\nlet _materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\t\tthis.alphaHash = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\t\tthis.blendColor = new Color( 0, 0, 0 );\n\t\tthis.blendAlpha = 0;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\n\t\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\n\n\t\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\n\n\t\t\tdata.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors === true ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = true;\n\n\t\tif ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;\n\t\tif ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;\n\t\tif ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;\n\t\tif ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;\n\t\tif ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;\n\t\tif ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;\n\t\tif ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();\n\t\tif ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;\n\n\t\tif ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;\n\t\tif ( this.depthTest === false ) data.depthTest = this.depthTest;\n\t\tif ( this.depthWrite === false ) data.depthWrite = this.depthWrite;\n\t\tif ( this.colorWrite === false ) data.colorWrite = this.colorWrite;\n\n\t\tif ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;\n\t\tif ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;\n\t\tif ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;\n\t\tif ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;\n\t\tif ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;\n\t\tif ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;\n\t\tif ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;\n\t\tif ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaHash === true ) data.alphaHash = true;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = true;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = true;\n\n\t\tif ( this.wireframe === true ) data.wireframe = true;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\t\tthis.blendColor.copy( source.blendColor );\n\t\tthis.blendAlpha = source.blendAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaHash = source.alphaHash;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nconst DataUtils = {\n\ttoHalfFloat: toHalfFloat,\n\tfromHalfFloat: fromHalfFloat,\n};\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\t\tthis.gpuType = FloatType;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\t\tthis.gpuType = source.gpuType;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.itemSize + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.array[ index * this.itemSize + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\t\tthis.array[ index + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$2 = 0;\n\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$2 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1$2.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst positionAttribute = attributes.position;\n\t\tconst normalAttribute = attributes.normal;\n\t\tconst uvAttribute = attributes.uv;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );\n\n\t\t}\n\n\t\tconst tangentAttribute = this.getAttribute( 'tangent' );\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( positionAttribute, a );\n\t\t\tvB.fromBufferAttribute( positionAttribute, b );\n\t\t\tvC.fromBufferAttribute( positionAttribute, c );\n\n\t\t\tuvA.fromBufferAttribute( uvAttribute, a );\n\t\t\tuvB.fromBufferAttribute( uvAttribute, b );\n\t\t\tuvC.fromBufferAttribute( uvAttribute, c );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: index.count\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindex.getX( j + 0 ),\n\t\t\t\t\tindex.getX( j + 1 ),\n\t\t\t\t\tindex.getX( j + 2 )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromBufferAttribute( normalAttribute, v );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( index.getX( j + 0 ) );\n\t\t\t\thandleVertex( index.getX( j + 1 ) );\n\t\t\t\thandleVertex( index.getX( j + 2 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();\nconst _ray$3 = /*@__PURE__*/ new Ray();\nconst _sphere$6 = /*@__PURE__*/ new Sphere();\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _normalA = /*@__PURE__*/ new Vector3();\nconst _normalB = /*@__PURE__*/ new Vector3();\nconst _normalC = /*@__PURE__*/ new Vector3();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$6.copy( geometry.boundingSphere );\n\t\t_sphere$6.applyMatrix4( matrixWorld );\n\n\t\t// check distance from ray origin to bounding sphere\n\n\t\t_ray$3.copy( raycaster.ray ).recast( raycaster.near );\n\n\t\tif ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {\n\n\t\t\tif ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;\n\n\t\t\tif ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\n\n\t\t}\n\n\t\t// convert ray to local space of mesh\n\n\t\t_inverseMatrix$3.copy( matrixWorld ).invert();\n\t\t_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$3 );\n\n\t}\n\n\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\n\n\t\tlet intersection;\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv1 = geometry.attributes.uv1;\n\t\tconst normal = geometry.attributes.normal;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA$1 );\n\tobject.getVertexPosition( b, _vB$1 );\n\tobject.getVertexPosition( c, _vC$1 );\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv1 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv1, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv1, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv1, c );\n\n\t\t\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( normal ) {\n\n\t\t\t_normalA.fromBufferAttribute( normal, a );\n\t\t\t_normalB.fromBufferAttribute( normal, b );\n\t\t\t_normalC.fromBufferAttribute( normal, c );\n\n\t\t\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );\n\n\t\t\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\n\n\t\t\t\tintersection.normal.multiplyScalar( - 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tif ( property.isRenderTargetTexture ) {\n\n\t\t\t\t\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\n\t\t\t\t\tdst[ u ][ p ] = null;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t\t}\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction getUnlitUniformColorSpace( renderer ) {\n\n\tif ( renderer.getRenderTarget() === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputColorSpace;\n\n\t}\n\n\treturn ColorManagement.workingColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.forceSinglePass = true;\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false, // set to use shader texture LOD\n\t\t\tclipCullDistance: false, // set to use vertex shader clipping\n\t\t\tmultiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv1': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tdata.lights = this.lights;\n\t\tdata.clipping = this.clipping;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t\tthis.coordinateSystem = WebGLCoordinateSystem;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\tthis.coordinateSystem = source.coordinateSystem;\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\treturn super.getWorldDirection( target ).negate();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _v3$1 = /*@__PURE__*/ new Vector3();\nconst _minTarget = /*@__PURE__*/ new Vector2();\nconst _maxTarget = /*@__PURE__*/ new Vector2();\n\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.\n\t */\n\tgetViewBounds( distance, minTarget, maxTarget ) {\n\n\t\t_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tminTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t\t_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tmaxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t}\n\n\t/**\n\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Copies the result into the target Vector2, where x is width and y is height.\n\t */\n\tgetViewSize( distance, target ) {\n\n\t\tthis.getViewBounds( distance, _minTarget, _maxTarget );\n\n\t\treturn target.subVectors( _maxTarget, _minTarget );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\t\tthis.coordinateSystem = null;\n\t\tthis.activeMipmapLevel = 0;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdateCoordinateSystem() {\n\n\t\tconst coordinateSystem = this.coordinateSystem;\n\n\t\tconst cameras = this.children.concat();\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\n\n\t\tfor ( const camera of cameras ) this.remove( camera );\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, 1, 0 );\n\t\t\tcameraPX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, 1, 0 );\n\t\t\tcameraNX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tfor ( const camera of cameras ) {\n\n\t\t\tthis.add( camera );\n\n\t\t\tcamera.updateMatrixWorld();\n\n\t\t}\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst { renderTarget, activeMipmapLevel } = this;\n\n\t\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\n\n\t\t\tthis.coordinateSystem = renderer.coordinateSystem;\n\n\t\t\tthis.updateCoordinateSystem();\n\n\t\t}\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst currentActiveCubeFace = renderer.getActiveCubeFace();\n\t\tconst currentActiveMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\t// mipmaps are generated during the last call of render()\n\t\t// at this point, all sides of the cube render target are defined\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.colorSpace = texture.colorSpace;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( line.start ).addScaledVector( direction, t );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _sphere$5 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t}\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$5.center.set( 0, 0, 0 );\n\t\t_sphere$5.radius = 0.7071067811865476;\n\t\t_sphere$5.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\t\tconst size = array.byteLength;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = gl.HALF_FLOAT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version,\n\t\t\tsize: size\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute._updateRange; // @deprecated, r159\n\t\tconst updateRanges = attribute.updateRanges;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 && updateRanges.length === 0 ) {\n\n\t\t\t// Not using update ranges\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t}\n\n\t\tif ( updateRanges.length !== 0 ) {\n\n\t\t\tfor ( let i = 0, l = updateRanges.length; i < l; i ++ ) {\n\n\t\t\t\tconst range = updateRanges[ i ];\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\t\tarray, range.start, range.count );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\t\tarray.subarray( range.start, range.start + range.count ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tattribute.clearUpdateRanges();\n\n\t\t}\n\n\t\t// @deprecated, r159\n\t\tif ( updateRange.count !== - 1 ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tif ( data.size !== attribute.array.byteLength ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );\n\n\t\t\t}\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphahash_fragment = \"#ifdef USE_ALPHAHASH\\n\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\n#endif\";\n\nvar alphahash_pars_fragment = \"#ifdef USE_ALPHAHASH\\n\\tconst float ALPHA_HASH_SCALE = 0.05;\\n\\tfloat hash2D( vec2 value ) {\\n\\t\\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\\n\\t}\\n\\tfloat hash3D( vec3 value ) {\\n\\t\\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\\n\\t}\\n\\tfloat getAlphaHashThreshold( vec3 position ) {\\n\\t\\tfloat maxDeriv = max(\\n\\t\\t\\tlength( dFdx( position.xyz ) ),\\n\\t\\t\\tlength( dFdy( position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\\n\\t\\tvec2 pixScales = vec2(\\n\\t\\t\\texp2( floor( log2( pixScale ) ) ),\\n\\t\\t\\texp2( ceil( log2( pixScale ) ) )\\n\\t\\t);\\n\\t\\tvec2 alpha = vec2(\\n\\t\\t\\thash3D( floor( pixScales.x * position.xyz ) ),\\n\\t\\t\\thash3D( floor( pixScales.y * position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat lerpFactor = fract( log2( pixScale ) );\\n\\t\\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\\n\\t\\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\\n\\t\\tvec3 cases = vec3(\\n\\t\\t\\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\\n\\t\\t\\t( x - 0.5 * a ) / ( 1.0 - a ),\\n\\t\\t\\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\\n\\t\\t);\\n\\t\\tfloat threshold = ( x < ( 1.0 - a ) )\\n\\t\\t\\t? ( ( x < a ) ? cases.x : cases.y )\\n\\t\\t\\t: cases.z;\\n\\t\\treturn clamp( threshold , 1.0e-6, 1.0 );\\n\\t}\\n#endif\";\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\\n\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n\\t#endif\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_CLEARCOAT ) \\n\\t\\tclearcoatSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_SHEEN ) \\n\\t\\tsheenSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar batching_pars_vertex = \"#ifdef USE_BATCHING\\n\\tattribute float batchId;\\n\\tuniform highp sampler2D batchingTexture;\\n\\tmat4 getBatchingMatrix( const in float i ) {\\n\\t\\tint size = textureSize( batchingTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar batching_vertex = \"#ifdef USE_BATCHING\\n\\tmat4 batchingMatrix = getBatchingMatrix( batchId );\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\\n#ifdef USE_ALPHAHASH\\n\\tvPosition = vec3( position );\\n#endif\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"float G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n} // validated\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660, 0.0556434,\\n\\t\\t-1.5371385, 1.8760108, -0.2040259,\\n\\t\\t-0.4985314, 0.0415560, 1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vBumpMapUv );\\n\\t\\tvec2 dSTdy = dFdy( vBumpMapUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\\n\\t\\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\t\\tfloat distanceToPlane, distanceGradient;\\n\\t\\tfloat clipOpacity = 1.0;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\tif ( clipOpacity == 0.0 ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tfloat unionClipOpacity = 1.0;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\t\\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tclipOpacity *= 1.0 - unionClipOpacity;\\n\\t\\t#endif\\n\\t\\tdiffuseColor.a *= clipOpacity;\\n\\t\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tbool clipped = true;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tif ( clipped ) discard;\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\n#ifdef USE_ALPHAHASH\\n\\tvarying vec3 vPosition;\\n#endif\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat luminance( const in vec3 rgb ) {\\n\\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\\n\\treturn dot( weights, rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n} // validated\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define cubeUV_r0 1.0\\n\\t#define cubeUV_m0 - 2.0\\n\\t#define cubeUV_r1 0.8\\n\\t#define cubeUV_m1 - 1.0\\n\\t#define cubeUV_r4 0.4\\n\\t#define cubeUV_m4 2.0\\n\\t#define cubeUV_r5 0.305\\n\\t#define cubeUV_m5 3.0\\n\\t#define cubeUV_r6 0.21\\n\\t#define cubeUV_m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= cubeUV_r1 ) {\\n\\t\\t\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\\t\\t} else if ( roughness >= cubeUV_r4 ) {\\n\\t\\t\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\\t\\t} else if ( roughness >= cubeUV_r5 ) {\\n\\t\\t\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\\t\\t} else if ( roughness >= cubeUV_r6 ) {\\n\\t\\t\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = objectTangent;\\n#endif\\n#ifdef USE_BATCHING\\n\\tmat3 bm = mat3( batchingMatrix );\\n\\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\\n\\ttransformedNormal = bm * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = bm * transformedTangent;\\n\\t#endif\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmat3 im = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\\n\\ttransformedNormal = im * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = im * transformedTangent;\\n\\t#endif\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar colorspace_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar colorspace_pars_fragment = \"\\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\\n\\tvec3( 0.8224621, 0.177538, 0.0 ),\\n\\tvec3( 0.0331941, 0.9668058, 0.0 ),\\n\\tvec3( 0.0170827, 0.0723974, 0.9105199 )\\n);\\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.2249401, - 0.2249404, 0.0 ),\\n\\tvec3( - 0.0420569, 1.0420571, 0.0 ),\\n\\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\\n);\\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\\n}\\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\\n}\\nvec4 LinearTransferOETF( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBTransferOETF( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn sRGBTransferOETF( value );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform mat3 envMapRotation;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\tvec2 fw = fwidth( coord ) * 0.5;\\n\\t\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Lambert\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\n#if defined( USE_LIGHT_PROBES )\\n\\tuniform vec3 lightProbe[ 9 ];\\n#endif\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( LEGACY_LIGHTS )\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#else\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\\n\\t\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t\\tvec3 bentNormal = cross( bitangent, viewDir );\\n\\t\\t\\t\\tbentNormal = normalize( cross( bentNormal, bitangent ) );\\n\\t\\t\\t\\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\\n\\t\\t\\t\\treturn getIBLRadiance( viewDir, bentNormal, roughness );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\tmaterial.ior = ior;\\n\\t#ifdef USE_SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\\n\\t\\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\\n\\t\\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\\n\\t#else\\n\\t\\tvec2 anisotropyV = anisotropyVector;\\n\\t#endif\\n\\tmaterial.anisotropy = length( anisotropyV );\\n\\tif( material.anisotropy == 0.0 ) {\\n\\t\\tanisotropyV = vec2( 1.0, 0.0 );\\n\\t} else {\\n\\t\\tanisotropyV /= material.anisotropy;\\n\\t\\tmaterial.anisotropy = saturate( material.anisotropy );\\n\\t}\\n\\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\\n\\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\\n\\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n\\t#ifdef IOR\\n\\t\\tfloat ior;\\n\\t#endif\\n\\t#ifdef USE_TRANSMISSION\\n\\t\\tfloat transmission;\\n\\t\\tfloat transmissionAlpha;\\n\\t\\tfloat thickness;\\n\\t\\tfloat attenuationDistance;\\n\\t\\tvec3 attenuationColor;\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat anisotropy;\\n\\t\\tfloat alphaT;\\n\\t\\tvec3 anisotropyT;\\n\\t\\tvec3 anisotropyB;\\n\\t#endif\\n};\\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\\nvec3 sheenSpecularDirect = vec3( 0.0 );\\nvec3 sheenSpecularIndirect = vec3(0.0 );\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n float x2 = x * x;\\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\n#ifdef USE_ANISOTROPY\\n\\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\\n\\t\\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\\n\\t\\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\\n\\t\\tfloat v = 0.5 / ( gv + gl );\\n\\t\\treturn saturate(v);\\n\\t}\\n\\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\\n\\t\\tfloat a2 = alphaT * alphaB;\\n\\t\\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\\n\\t\\thighp float v2 = dot( v, v );\\n\\t\\tfloat w2 = a2 / v2;\\n\\t\\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\\n\\t}\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\\n\\t\\tvec3 f0 = material.clearcoatF0;\\n\\t\\tfloat f90 = material.clearcoatF90;\\n\\t\\tfloat roughness = material.clearcoatRoughness;\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\\n\\tvec3 f0 = material.specularColor;\\n\\tfloat f90 = material.specularF90;\\n\\tfloat roughness = material.roughness;\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tF = mix( F, material.iridescenceFresnel, material.iridescence );\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat dotTL = dot( material.anisotropyT, lightDir );\\n\\t\\tfloat dotTV = dot( material.anisotropyT, viewDir );\\n\\t\\tfloat dotTH = dot( material.anisotropyT, halfDir );\\n\\t\\tfloat dotBL = dot( material.anisotropyB, lightDir );\\n\\t\\tfloat dotBV = dot( material.anisotropyB, viewDir );\\n\\t\\tfloat dotBH = dot( material.anisotropyB, halfDir );\\n\\t\\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\\n\\t\\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\\n\\t#else\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t#endif\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometryNormal;\\n\\t\\tvec3 viewDir = geometryViewDir;\\n\\t\\tvec3 position = geometryPosition;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nvec3 geometryPosition = - vViewPosition;\\nvec3 geometryNormal = normal;\\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\nvec3 geometryClearcoatNormal = vec3( 0.0 );\\n#ifdef USE_CLEARCOAT\\n\\tgeometryClearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometryPosition, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tvec4 spotColor;\\n\\tvec3 spotLightCoord;\\n\\tbool inSpotLightMap;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\\n\\t\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\\t\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\\t\\t#else\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#endif\\n\\t\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\\t\\t\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\\t\\t\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\\t\\t\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\\t\\t\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\\t\\t#endif\\n\\t\\t#undef SPOT_LIGHT_MAP_INDEX\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#if defined( USE_LIGHT_PROBES )\\n\\t\\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometryNormal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\\n\\t#else\\n\\t\\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t#if defined( USE_POINTS_UV )\\n\\t\\tvec2 uv = vUv;\\n\\t#else\\n\\t\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_POINTS_UV )\\n\\tvarying vec2 vUv;\\n#else\\n\\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t\\tuniform mat3 uvTransform;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphinstance_vertex = \"#ifdef USE_INSTANCING_MORPH\\n\\tfloat morphTargetInfluences[MORPHTARGETS_COUNT];\\n\\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\\n\\t}\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\tuniform float morphTargetBaseInfluence;\\n\\t#endif\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\t#endif\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = dFdx( vViewPosition );\\n\\tvec3 fdy = dFdy( vViewPosition );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal *= faceDirection;\\n\\t#endif\\n#endif\\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\\n\\t\\t#if defined( USE_NORMALMAP )\\n\\t\\t\\tvNormalMapUv\\n\\t\\t#elif defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tvClearcoatNormalMapUv\\n\\t\\t#else\\n\\t\\t\\tvUv\\n\\t\\t#endif\\n\\t\\t);\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn[0] *= faceDirection;\\n\\t\\ttbn[1] *= faceDirection;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn2[0] *= faceDirection;\\n\\t\\ttbn2[1] *= faceDirection;\\n\\t#endif\\n#endif\\nvec3 nonPerturbedNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\tnormal = normalize( tbn * mapN );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\\n\\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( uv.st );\\n\\t\\tvec2 st1 = dFdy( uv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\t\\treturn mat3( T * scale, B * scale, N );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = nonPerturbedNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\";\n\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar opaque_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec2 packDepthToRG( in highp float v ) {\\n\\treturn packDepthToRGBA( v ).yx;\\n}\\nfloat unpackRGToDepth( const in highp vec2 v ) {\\n\\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn depth * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * depth - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_BATCHING\\n\\tmvPosition = batchingMatrix * mvPosition;\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n\\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\\t\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\tvec4 shadowWorldPosition;\\n#endif\\n#if defined( USE_SHADOWMAP )\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if NUM_SPOT_LIGHT_COORDS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition;\\n\\t\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\\t\\t#endif\\n\\t\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\tuniform highp sampler2D boneTexture;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tint size = textureSize( boneTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn saturate( toneMappingExposure * color );\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.6605, - 0.1246, - 0.0182 ),\\n\\tvec3( - 0.5876, 1.1329, - 0.1006 ),\\n\\tvec3( - 0.0728, - 0.0083, 1.1187 )\\n);\\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\\n\\tvec3( 0.6274, 0.0691, 0.0164 ),\\n\\tvec3( 0.3293, 0.9195, 0.0880 ),\\n\\tvec3( 0.0433, 0.0113, 0.8956 )\\n);\\nvec3 agxDefaultContrastApprox( vec3 x ) {\\n\\tvec3 x2 = x * x;\\n\\tvec3 x4 = x2 * x2;\\n\\treturn + 15.5 * x4 * x2\\n\\t\\t- 40.14 * x4 * x\\n\\t\\t+ 31.96 * x4\\n\\t\\t- 6.868 * x2 * x\\n\\t\\t+ 0.4298 * x2\\n\\t\\t+ 0.1191 * x\\n\\t\\t- 0.00232;\\n}\\nvec3 AgXToneMapping( vec3 color ) {\\n\\tconst mat3 AgXInsetMatrix = mat3(\\n\\t\\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\\n\\t\\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\\n\\t\\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\\n\\t);\\n\\tconst mat3 AgXOutsetMatrix = mat3(\\n\\t\\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\\n\\t\\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\\n\\t\\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\\n\\t);\\n\\tconst float AgxMinEv = - 12.47393;\\tconst float AgxMaxEv = 4.026069;\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\\n\\tcolor = AgXInsetMatrix * color;\\n\\tcolor = max( color, 1e-10 );\\tcolor = log2( color );\\n\\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\tcolor = agxDefaultContrastApprox( color );\\n\\tcolor = AgXOutsetMatrix * color;\\n\\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\\n\\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\treturn color;\\n}\\nvec3 NeutralToneMapping( vec3 color ) {\\n\\tfloat startCompression = 0.8 - 0.04;\\n\\tfloat desaturation = 0.15;\\n\\tcolor *= toneMappingExposure;\\n\\tfloat x = min(color.r, min(color.g, color.b));\\n\\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\\n\\tcolor -= offset;\\n\\tfloat peak = max(color.r, max(color.g, color.b));\\n\\tif (peak < startCompression) return color;\\n\\tfloat d = 1. - startCompression;\\n\\tfloat newPeak = 1. - d * d / (peak + d - startCompression);\\n\\tcolor *= newPeak / peak;\\n\\tfloat g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);\\n\\treturn mix(color, vec3(1, 1, 1), g);\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tmaterial.transmission = transmission;\\n\\tmaterial.transmissionAlpha = 1.0;\\n\\tmaterial.thickness = thickness;\\n\\tmaterial.attenuationDistance = attenuationDistance;\\n\\tmaterial.attenuationColor = attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmitted = getIBLVolumeRefraction(\\n\\t\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\\n\\t\\tmaterial.attenuationColor, material.attenuationDistance );\\n\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\\n\\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tfloat w0( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w1( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\\n\\t}\\n\\tfloat w2( float a ){\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w3( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * a );\\n\\t}\\n\\tfloat g0( float a ) {\\n\\t\\treturn w0( a ) + w1( a );\\n\\t}\\n\\tfloat g1( float a ) {\\n\\t\\treturn w2( a ) + w3( a );\\n\\t}\\n\\tfloat h0( float a ) {\\n\\t\\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\\n\\t}\\n\\tfloat h1( float a ) {\\n\\t\\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\\n\\t}\\n\\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\\n\\t\\tuv = uv * texelSize.zw + 0.5;\\n\\t\\tvec2 iuv = floor( uv );\\n\\t\\tvec2 fuv = fract( uv );\\n\\t\\tfloat g0x = g0( fuv.x );\\n\\t\\tfloat g1x = g1( fuv.x );\\n\\t\\tfloat h0x = h0( fuv.x );\\n\\t\\tfloat h1x = h1( fuv.x );\\n\\t\\tfloat h0y = h0( fuv.y );\\n\\t\\tfloat h1y = h1( fuv.y );\\n\\t\\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\\n\\t\\t\\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\\n\\t}\\n\\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\\n\\t\\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\\n\\t\\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\\n\\t\\tvec2 fLodSizeInv = 1.0 / fLodSize;\\n\\t\\tvec2 cLodSizeInv = 1.0 / cLodSize;\\n\\t\\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\\n\\t\\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\\n\\t\\treturn mix( fSample, cSample, fract( lod ) );\\n\\t}\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\\n\\t}\\n\\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( isinf( attenuationDistance ) ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform mat3 mapTransform;\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform mat3 alphaMapTransform;\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tuniform mat3 lightMapTransform;\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tuniform mat3 aoMapTransform;\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tuniform mat3 bumpMapTransform;\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tuniform mat3 normalMapTransform;\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tuniform mat3 displacementMapTransform;\\n\\tvarying vec2 vDisplacementMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tuniform mat3 emissiveMapTransform;\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tuniform mat3 metalnessMapTransform;\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tuniform mat3 roughnessMapTransform;\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tuniform mat3 anisotropyMapTransform;\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tuniform mat3 clearcoatMapTransform;\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform mat3 clearcoatNormalMapTransform;\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform mat3 clearcoatRoughnessMapTransform;\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tuniform mat3 sheenColorMapTransform;\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tuniform mat3 sheenRoughnessMapTransform;\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tuniform mat3 iridescenceMapTransform;\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform mat3 iridescenceThicknessMapTransform;\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tuniform mat3 specularMapTransform;\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tuniform mat3 specularColorMapTransform;\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tuniform mat3 specularIntensityMapTransform;\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvUv = vec3( uv, 1 ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_BATCHING\\n\\t\\tworldPosition = batchingMatrix * worldPosition;\\n\\t#endif\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nuniform mat3 backgroundRotation;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\\n\\t#else\\n\\t\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = texColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$e = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$a = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$9 = \"#define LAMBERT\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define USE_SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef USE_SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\tuniform vec2 anisotropyVector;\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tuniform sampler2D anisotropyMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include \\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#ifdef USE_POINTS_UV\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\nvoid main() {\\n\\t#ifdef USE_POINTS_UV\\n\\t\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$2 = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphahash_fragment: alphahash_fragment,\n\talphahash_pars_fragment: alphahash_pars_fragment,\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbatching_pars_vertex: batching_pars_vertex,\n\tbatching_vertex: batching_vertex,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tcolorspace_fragment: colorspace_fragment,\n\tcolorspace_pars_fragment: colorspace_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphinstance_vertex: morphinstance_vertex,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\topaque_fragment: opaque_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$h,\n\tbackground_frag: fragment$h,\n\tbackgroundCube_vert: vertex$g,\n\tbackgroundCube_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\t\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tenvMapRotation: { value: /*@__PURE__*/ new Matrix3() },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 },\n\t\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 },\n\t\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null },\n\t\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null },\n\t\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null },\n\t\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 },\n\t\t\tbackgroundRotation: { value: /*@__PURE__*/ new Matrix3() }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\n\t\t\tanisotropyMap: { value: null },\n\t\t\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nconst _rgb = { r: 0, b: 0, g: 0 };\nconst _e1$1 = /*@__PURE__*/ new Euler();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\n\n\t\tif ( environmentBlendMode === 'additive' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\n\n\t\t} else if ( environmentBlendMode === 'alpha-blend' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\t_e1$1.copy( scene.backgroundRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;\n\n\t\t\tif ( background.isCubeTexture && background.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1$1.y *= - 1;\n\t\t\t\t_e1$1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );\n\t\t\tboxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {\n\n\t\tif ( integer === true ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\t// check for integer attributes (WebGL 2 only)\n\n\t\t\t\t\tconst integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) );\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\tthis.render( starts[ i ], counts[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tinfo.update( elementCount, mode, 1 );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tconst isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl.constructor.name === 'WebGL2RenderingContext';\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tdrawBuffers: drawBuffers,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\nlet _oldActiveCubeFace = 0;\nlet _oldActiveMipmapLevel = 0;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported equirectangular image size is 64 x 32.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported cube size is 16 x 16.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tcolorSpace: LinearSRGBColorSpace,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {\n\n\t\t\t\t\ttexture.needsPMREMUpdate = false;\n\n\t\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\t\t\t\tgetExtension( 'WEBGL_clip_cull_distance' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tconst array = geometry.morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.remove( array[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else if ( geometryPosition !== undefined ) {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\tthis.render( starts[ i ] / bytesPerElement, counts[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tinfo.update( elementCount, mode, 1 );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase gl.TRIANGLES:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINES:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_STRIP:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_LOOP:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase gl.POINTS:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tif ( capabilities.isWebGL2 === true ) {\n\n\t\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tlet entry = morphTextures.get( geometry );\n\n\t\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\t\tlet vertexDataCount = 0;\n\n\t\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\t\tlet height = 1;\n\n\t\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t\t}\n\n\t\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\t\ttexture.type = FloatType;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t// fill buffer\n\n\t\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tentry = {\n\t\t\t\t\tcount: morphTargetsCount,\n\t\t\t\t\ttexture: texture,\n\t\t\t\t\tsize: new Vector2( width, height )\n\t\t\t\t};\n\n\t\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\t\tfunction disposeTexture() {\n\n\t\t\t\t\ttexture.dispose();\n\n\t\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( object.isInstancedMesh === true && object.morphTexture !== null ) {\n\n\t\t\t\tprogram.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );\n\n\t\t\t} else {\n\n\t\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\n\t\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t\t}\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\t\t} else {\n\n\t\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\t\tlet influences = influencesList[ geometry.id ];\n\n\t\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t\t// initialise list\n\n\t\t\t\tinfluences = [];\n\n\t\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t\t}\n\n\t\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t\t}\n\n\t\t\t// Collect influences\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tconst influence = influences[ i ];\n\n\t\t\t\tinfluence[ 0 ] = i;\n\t\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tinfluences.sort( absNumericalSort );\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tworkInfluences.sort( numericalSort );\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tconst influence = workInfluences[ i ];\n\t\t\t\tconst index = influence[ 0 ];\n\t\t\t\tconst value = influence[ 1 ];\n\n\t\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tif ( updateMap.get( object ) !== frame ) {\n\n\t\t\t\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\n\n\t\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\t\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\n\n\t\t\t\t}\n\n\t\t\t\tupdateMap.set( object, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( updateMap.get( skeleton ) !== frame ) {\n\n\t\t\t\tskeleton.update();\n\n\t\t\t\tupdateMap.set( skeleton, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.compareFunction = null;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.compareFunction = source.compareFunction;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\n\nconst emptyTexture = /*@__PURE__*/ new Texture();\n\nconst emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );\nemptyShadowTexture.compareFunction = LessEqualCompare;\n\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\tconst emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : emptyTexture;\n\n\ttextures.setTexture2D( v || emptyTexture2D, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\n// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/\nconst COMPLETION_STATUS_KHR = 0x91B1;\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( colorSpace ) {\n\n\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\tconst encodingPrimaries = ColorManagement.getPrimaries( colorSpace );\n\n\tlet gamutMapping;\n\n\tif ( workingPrimaries === encodingPrimaries ) {\n\n\t\tgamutMapping = '';\n\n\t} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {\n\n\t\tgamutMapping = 'LinearDisplayP3ToLinearSRGB';\n\n\t} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {\n\n\t\tgamutMapping = 'LinearSRGBToLinearDisplayP3';\n\n\t}\n\n\tswitch ( colorSpace ) {\n\n\t\tcase LinearSRGBColorSpace:\n\t\tcase LinearDisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t\tcase SRGBColorSpace:\n\t\tcase DisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'sRGBTransferOETF' ];\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, colorSpace ) {\n\n\tconst components = getEncodingComponents( colorSpace );\n\treturn `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase AgXToneMapping:\n\t\t\ttoneMappingName = 'AgX';\n\t\t\tbreak;\n\n\t\tcase NeutralToneMapping:\n\t\t\ttoneMappingName = 'Neutral';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.alphaToCoverage || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateVertexExtensions( parameters ) {\n\n\tconst chunks = [\n\t\tparameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',\n\t\tparameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;\n\t\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\n\t\tif ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nconst shaderChunkMap = new Map( [\n\t[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154\n\t[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154\n\t[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154\n] );\n\nfunction includeReplacer( match, include ) {\n\n\tlet string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tconst newInclude = shaderChunkMap.get( include );\n\n\t\tif ( newInclude !== undefined ) {\n\n\t\t\tstring = ShaderChunk[ newInclude ];\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.', include, newInclude );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = `precision ${parameters.precision} float;\n\tprecision ${parameters.precision} int;\n\tprecision ${parameters.precision} sampler2D;\n\tprecision ${parameters.precision} samplerCube;\n\t`;\n\n\tif ( parameters.isWebGL2 ) {\n\n\t\tprecisionstring += `precision ${parameters.precision} sampler3D;\n\t\tprecision ${parameters.precision} sampler2DArray;\n\t\tprecision ${parameters.precision} sampler2DShadow;\n\t\tprecision ${parameters.precision} samplerCubeShadow;\n\t\tprecision ${parameters.precision} sampler2DArrayShadow;\n\t\tprecision ${parameters.precision} isampler2D;\n\t\tprecision ${parameters.precision} isampler3D;\n\t\tprecision ${parameters.precision} isamplerCube;\n\t\tprecision ${parameters.precision} isampler2DArray;\n\t\tprecision ${parameters.precision} usampler2D;\n\t\tprecision ${parameters.precision} usampler3D;\n\t\tprecision ${parameters.precision} usamplerCube;\n\t\tprecision ${parameters.precision} usampler2DArray;\n\t\t`;\n\n\t}\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customVertexExtensions = generateVertexExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',\n\t\t\tparameters.batching ? '#define USE_BATCHING' : '',\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\t\t\tparameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\t//\n\n\t\t\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\n\t\t\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\n\t\t\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\n\t\t\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\n\t\t\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\n\t\t\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\n\t\t\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\n\t\t\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\n\n\t\t\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\n\t\t\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\n\n\t\t\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\n\n\t\t\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\n\t\t\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\n\t\t\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\n\n\t\t\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\n\t\t\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\n\n\t\t\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\n\t\t\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\n\n\t\t\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\n\t\t\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\n\t\t\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\n\n\t\t\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\n\t\t\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\n\n\t\t\t//\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_MORPH',\n\n\t\t\t'\tuniform sampler2D morphTexture;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_UV1',\n\n\t\t\t'\tattribute vec2 uv1;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV2',\n\n\t\t\t'\tattribute vec2 uv2;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV3',\n\n\t\t\t'\tattribute vec2 uv3;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\tcustomVertexExtensions,\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\tfunction onFirstUse( self ) {\n\n\t\t// check for link errors\n\t\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\t\tlet runnable = true;\n\t\t\tlet haveDiagnostics = true;\n\n\t\t\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\t\t\trunnable = false;\n\n\t\t\t\tif ( typeof renderer.debug.onShaderError === 'function' ) {\n\n\t\t\t\t\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// default error reporting\n\n\t\t\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\n\\n' +\n\t\t\t\t\t\t'Material Name: ' + self.name + '\\n' +\n\t\t\t\t\t\t'Material Type: ' + self.type + '\\n\\n' +\n\t\t\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\t\t\tfragmentErrors\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} else if ( programLog !== '' ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\t\thaveDiagnostics = false;\n\n\t\t\t}\n\n\t\t\tif ( haveDiagnostics ) {\n\n\t\t\t\tself.diagnostics = {\n\n\t\t\t\t\trunnable: runnable,\n\n\t\t\t\t\tprogramLog: programLog,\n\n\t\t\t\t\tvertexShader: {\n\n\t\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t\t},\n\n\t\t\t\t\tfragmentShader: {\n\n\t\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Clean up\n\n\t\t// Crashes in iOS9 and iOS10. #18402\n\t\t// gl.detachShader( program, glVertexShader );\n\t\t// gl.detachShader( program, glFragmentShader );\n\n\t\tgl.deleteShader( glVertexShader );\n\t\tgl.deleteShader( glFragmentShader );\n\n\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t}\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\t// Populates cachedUniforms and cachedAttributes\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\t// Populates cachedAttributes and cachedUniforms\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,\n\t// flag the program as ready immediately. It may cause a stall when it's first used.\n\n\tlet programReady = ( parameters.rendererExtensionParallelShaderCompile === false );\n\n\tthis.isReady = function () {\n\n\t\tif ( programReady === false ) {\n\n\t\t\tprogramReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );\n\n\t\t}\n\n\t\treturn programReady;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.type = parameters.shaderType;\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id$1 = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id$1 ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst _activeChannels = new Set();\n\tconst programs = [];\n\n\tconst IS_WEBGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getChannel( value ) {\n\n\t\t_activeChannels.add( value );\n\n\t\tif ( value === 0 ) return 'uv';\n\n\t\treturn `uv${ value }`;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst IS_INSTANCEDMESH = object.isInstancedMesh === true;\n\t\tconst IS_BATCHEDMESH = object.isBatchedMesh === true;\n\n\t\tconst HAS_MAP = !! material.map;\n\t\tconst HAS_MATCAP = !! material.matcap;\n\t\tconst HAS_ENVMAP = !! envMap;\n\t\tconst HAS_AOMAP = !! material.aoMap;\n\t\tconst HAS_LIGHTMAP = !! material.lightMap;\n\t\tconst HAS_BUMPMAP = !! material.bumpMap;\n\t\tconst HAS_NORMALMAP = !! material.normalMap;\n\t\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\n\t\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\n\n\t\tconst HAS_METALNESSMAP = !! material.metalnessMap;\n\t\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\n\n\t\tconst HAS_ANISOTROPY = material.anisotropy > 0;\n\t\tconst HAS_CLEARCOAT = material.clearcoat > 0;\n\t\tconst HAS_IRIDESCENCE = material.iridescence > 0;\n\t\tconst HAS_SHEEN = material.sheen > 0;\n\t\tconst HAS_TRANSMISSION = material.transmission > 0;\n\n\t\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\n\n\t\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\n\t\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\n\t\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\n\n\t\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\n\t\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\n\n\t\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\n\t\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\n\n\t\tconst HAS_SPECULARMAP = !! material.specularMap;\n\t\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\n\t\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\n\n\t\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\n\t\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\n\n\t\tconst HAS_GRADIENTMAP = !! material.gradientMap;\n\n\t\tconst HAS_ALPHAMAP = !! material.alphaMap;\n\n\t\tconst HAS_ALPHATEST = material.alphaTest > 0;\n\n\t\tconst HAS_ALPHAHASH = !! material.alphaHash;\n\n\t\tconst HAS_EXTENSIONS = !! material.extensions;\n\n\t\tlet toneMapping = NoToneMapping;\n\n\t\tif ( material.toneMapped ) {\n\n\t\t\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\ttoneMapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: IS_WEBGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderType: material.type,\n\t\t\tshaderName: material.name,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tbatching: IS_BATCHEDMESH,\n\t\t\tinstancing: IS_INSTANCEDMESH,\n\t\t\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\n\t\t\tinstancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,\n\n\t\t\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\n\t\t\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\n\t\t\talphaToCoverage: !! material.alphaToCoverage,\n\n\t\t\tmap: HAS_MAP,\n\t\t\tmatcap: HAS_MATCAP,\n\t\t\tenvMap: HAS_ENVMAP,\n\t\t\tenvMapMode: HAS_ENVMAP && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\taoMap: HAS_AOMAP,\n\t\t\tlightMap: HAS_LIGHTMAP,\n\t\t\tbumpMap: HAS_BUMPMAP,\n\t\t\tnormalMap: HAS_NORMALMAP,\n\t\t\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\n\t\t\temissiveMap: HAS_EMISSIVEMAP,\n\n\t\t\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\n\t\t\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tmetalnessMap: HAS_METALNESSMAP,\n\t\t\troughnessMap: HAS_ROUGHNESSMAP,\n\n\t\t\tanisotropy: HAS_ANISOTROPY,\n\t\t\tanisotropyMap: HAS_ANISOTROPYMAP,\n\n\t\t\tclearcoat: HAS_CLEARCOAT,\n\t\t\tclearcoatMap: HAS_CLEARCOATMAP,\n\t\t\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\n\t\t\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\n\n\t\t\tiridescence: HAS_IRIDESCENCE,\n\t\t\tiridescenceMap: HAS_IRIDESCENCEMAP,\n\t\t\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\n\n\t\t\tsheen: HAS_SHEEN,\n\t\t\tsheenColorMap: HAS_SHEEN_COLORMAP,\n\t\t\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\n\n\t\t\tspecularMap: HAS_SPECULARMAP,\n\t\t\tspecularColorMap: HAS_SPECULAR_COLORMAP,\n\t\t\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\n\n\t\t\ttransmission: HAS_TRANSMISSION,\n\t\t\ttransmissionMap: HAS_TRANSMISSIONMAP,\n\t\t\tthicknessMap: HAS_THICKNESSMAP,\n\n\t\t\tgradientMap: HAS_GRADIENTMAP,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,\n\n\t\t\talphaMap: HAS_ALPHAMAP,\n\t\t\talphaTest: HAS_ALPHATEST,\n\t\t\talphaHash: HAS_ALPHAHASH,\n\n\t\t\tcombine: material.combine,\n\n\t\t\t//\n\n\t\t\tmapUv: HAS_MAP && getChannel( material.map.channel ),\n\t\t\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\n\t\t\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\n\t\t\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\n\t\t\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\n\t\t\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\n\t\t\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\n\n\t\t\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\n\t\t\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\n\n\t\t\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\n\n\t\t\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\n\t\t\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\n\t\t\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\n\n\t\t\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\n\t\t\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\n\n\t\t\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\n\t\t\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\n\n\t\t\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\n\t\t\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\n\t\t\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\n\n\t\t\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\n\t\t\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\n\n\t\t\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\n\n\t\t\t//\n\n\t\t\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\n\t\t\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( !! fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading === true,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation === true,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumLightProbes: lights.numLightProbes,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: toneMapping,\n\t\t\tuseLegacyLights: renderer._useLegacyLights,\n\n\t\t\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: material.depthPacking >= 0,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,\n\t\t\textensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,\n\t\t\textensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,\n\t\t\textensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,\n\t\t\textensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),\n\t\t\textensionMultiDraw: HAS_EXTENSIONS && material.extensions.multiDraw === true && extensions.has( 'WEBGL_multi_draw' ),\n\n\t\t\trendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\t\t\trendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\t// the usage of getChannel() determines the active texture channels for this shader\n\n\t\tparameters.vertexUv1s = _activeChannels.has( 1 );\n\t\tparameters.vertexUv2s = _activeChannels.has( 2 );\n\t\tparameters.vertexUv3s = _activeChannels.has( 3 );\n\n\t\t_activeChannels.clear();\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputColorSpace );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputColorSpace );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.mapUv );\n\t\tarray.push( parameters.alphaMapUv );\n\t\tarray.push( parameters.lightMapUv );\n\t\tarray.push( parameters.aoMapUv );\n\t\tarray.push( parameters.bumpMapUv );\n\t\tarray.push( parameters.normalMapUv );\n\t\tarray.push( parameters.displacementMapUv );\n\t\tarray.push( parameters.emissiveMapUv );\n\t\tarray.push( parameters.metalnessMapUv );\n\t\tarray.push( parameters.roughnessMapUv );\n\t\tarray.push( parameters.anisotropyMapUv );\n\t\tarray.push( parameters.clearcoatMapUv );\n\t\tarray.push( parameters.clearcoatNormalMapUv );\n\t\tarray.push( parameters.clearcoatRoughnessMapUv );\n\t\tarray.push( parameters.iridescenceMapUv );\n\t\tarray.push( parameters.iridescenceThicknessMapUv );\n\t\tarray.push( parameters.sheenColorMapUv );\n\t\tarray.push( parameters.sheenRoughnessMapUv );\n\t\tarray.push( parameters.specularMapUv );\n\t\tarray.push( parameters.specularColorMapUv );\n\t\tarray.push( parameters.specularIntensityMapUv );\n\t\tarray.push( parameters.transmissionMapUv );\n\t\tarray.push( parameters.thicknessMapUv );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.numLightProbes );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.isWebGL2 )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.instancingMorph )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.normalMapObjectSpace )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.normalMapTangentSpace )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.vertexUv1s )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.vertexUv2s )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.vertexUv3s )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.anisotropy )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.alphaHash )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.batching )\n\t\t\t_programLayers.enable( 20 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.useLegacyLights )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.pointsUvs )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.alphaToCoverage )\n\t\t\t_programLayers.enable( 20 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1,\n\n\t\t\tnumLightProbes: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0,\n\t\tnumLightProbes: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, useLegacyLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\tlet numLightProbes = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t\tnumLightProbes ++;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ||\n\t\t\thash.numLightProbes !== numLightProbes ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\t\t\tstate.numLightProbes = numLightProbes;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\thash.numLightProbes = numLightProbes;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( useLegacyLights ) {\n\n\t\tlights.setup( lightsArray, useLegacyLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\tlet _previousType = this.type;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// check for shadow map type changes\n\n\t\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\n\t\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null || toVSM === true || fromVSM === true ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tif ( shadow.map !== null ) {\n\n\t\t\t\t\tshadow.map.dispose();\n\n\t\t\t\t}\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\t_previousType = this.type;\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\t\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tconst materialProperties = _renderer.properties.get( result );\n\t\t\tmaterialProperties.light = light;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, type );\n\n\t\t\t\t\t\t\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, type );\n\n\t\t\t\t\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t// make sure to remove the unique distance/depth materials used for shadow map rendering\n\n\t\tfor ( const id in _materialCache ) {\n\n\t\t\tconst cache = _materialCache[ id ];\n\n\t\t\tconst uuid = event.target.uuid;\n\n\t\t\tif ( uuid in cache ) {\n\n\t\t\t\tconst shadowMaterial = cache[ uuid ];\n\t\t\t\tshadowMaterial.dispose();\n\t\t\t\tdelete cache[ uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentBlendColor = new Color( 0, 0, 0 );\n\tlet currentBlendAlpha = 0;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( gl.VERSION );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( gl.SCISSOR_BOX );\n\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count, dimensions ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tif ( isWebGL2 && ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) ) {\n\n\t\t\t\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t} else {\n\n\t\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\n\tif ( isWebGL2 ) {\n\n\t\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\n\t\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\n\n\t}\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\n\n\t\t\t\tif ( target === gl.DRAW_FRAMEBUFFER ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === gl.FRAMEBUFFER ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tdrawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;\n\n\t\t\t\t}\n\n\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== gl.BACK ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = gl.BACK;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t\t} else if ( extensions.has( 'WEBGL_draw_buffers' ) === true ) {\n\n\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );\n\n\t\t\t} else {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLState: Usage of gl.drawBuffers() require WebGL2 or WEBGL_draw_buffers extension' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: gl.FUNC_ADD,\n\t\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\n\t\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = gl.MIN;\n\t\tequationToGL[ MaxEquation ] = gl.MAX;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: gl.ZERO,\n\t\t[ OneFactor ]: gl.ONE,\n\t\t[ SrcColorFactor ]: gl.SRC_COLOR,\n\t\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\n\t\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\n\t\t[ DstColorFactor ]: gl.DST_COLOR,\n\t\t[ DstAlphaFactor ]: gl.DST_ALPHA,\n\t\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\n\t\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\n\t\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\n\t\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,\n\t\t[ ConstantColorFactor ]: gl.CONSTANT_COLOR,\n\t\t[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,\n\t\t[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,\n\t\t[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( gl.BLEND );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( gl.BLEND );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ONE, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\t\t\t\tcurrentBlendColor.set( 0, 0, 0 );\n\t\t\t\tcurrentBlendAlpha = 0;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tif ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {\n\n\t\t\tgl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );\n\n\t\t\tcurrentBlendColor.copy( blendColor );\n\t\t\tcurrentBlendAlpha = blendAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )\n\t\t\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( gl.BLEND );\n\t\tgl.disable( gl.CULL_FACE );\n\t\tgl.disable( gl.DEPTH_TEST );\n\t\tgl.disable( gl.POLYGON_OFFSET_FILL );\n\t\tgl.disable( gl.SCISSOR_TEST );\n\t\tgl.disable( gl.STENCIL_TEST );\n\t\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\tgl.blendFunc( gl.ONE, gl.ZERO );\n\t\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\n\t\tgl.blendColor( 0, 0, 0, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( gl.LESS );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\n\t\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( gl.BACK );\n\t\tgl.frontFace( gl.CCW );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( gl.TEXTURE0 );\n\n\t\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\n\t\t\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentBlendColor = new Color( 0, 0, 0 );\n\t\tcurrentBlendAlpha = 0;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _imageDimensions = new Vector2();\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( dimensions.width > maxSize || dimensions.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( dimensions.width, dimensions.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ||\n\t\t\t\t( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * dimensions.width );\n\t\t\t\tconst height = floor( scale * dimensions.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo$1( image ) {\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\treturn isPowerOfTwo( dimensions.width ) && isPowerOfTwo( dimensions.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === _gl.RED ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RED_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.RG32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGBA ) {\n\n\t\t\tconst transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\n\n\t\t}\n\n\t\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\n\t\t\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\n\t\t\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image, supportsMips ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn _gl.NEAREST;\n\n\t\t}\n\n\t\treturn _gl.LINEAR;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\n\n\t\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\n\n\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\tinfo.memory.textures --;\n\n\t\t\t}\n\n\t\t\tproperties.remove( textures[ i ] );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.colorSpace );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: _gl.REPEAT,\n\t\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\n\t\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: _gl.NEAREST,\n\t\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\n\t\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\n\n\t\t[ LinearFilter ]: _gl.LINEAR,\n\t\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\n\t\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\n\t};\n\n\tconst compareToGL = {\n\t\t[ NeverCompare ]: _gl.NEVER,\n\t\t[ AlwaysCompare ]: _gl.ALWAYS,\n\t\t[ LessCompare ]: _gl.LESS,\n\t\t[ LessEqualCompare ]: _gl.LEQUAL,\n\t\t[ EqualCompare ]: _gl.EQUAL,\n\t\t[ GreaterEqualCompare ]: _gl.GEQUAL,\n\t\t[ GreaterCompare ]: _gl.GREATER,\n\t\t[ NotEqualCompare ]: _gl.NOTEQUAL\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&\n\t\t\t( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||\n\t\t\ttexture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );\n\n\t\t}\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );\n\n\t\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( texture.compareFunction ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = _gl.TEXTURE_2D;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\n\t\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\t\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace );\n\n\t\t\tlet glType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true && glInternalFormat !== RGB_ETC1_Format );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tconst levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT;\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// validation checks for WebGL 1\n\n\t\t\t\tif ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedIntType;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tglInternalFormat = _gl.DEPTH_STENCIL;\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tconst dimensions = getDimensions( mipmaps[ 0 ] );\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tconst dimensions = getDimensions( image );\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tlet levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tconst dimensions = getDimensions( cubeImage[ 0 ] );\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tconst width = Math.max( 1, renderTarget.width >> level );\n\t\t\tconst height = Math.max( 1, renderTarget.height >> level );\n\n\t\t\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;\n\n\t\t\tif ( isMultisample || useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tif ( ! isMultipleRenderTargets ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = [];\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( _gl.TEXTURE_2D );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = _gl.TEXTURE_2D;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\n\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst textures = renderTarget.textures;\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = _gl.COLOR_BUFFER_BIT;\n\t\t\tconst invalidationArray = [];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\t\t// If MRT we need to remove FBO attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tinvalidationArray.push( _gl.COLOR_ATTACHMENT0 + i );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t\t}\n\n\t\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;\n\t\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] );\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );\n\n\t\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray );\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );\n\n\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( capabilities.maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst colorSpace = texture.colorSpace;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;\n\n\t\tif ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {\n\n\t\t\t\tif ( isWebGL2 === false ) {\n\n\t\t\t\t\t// in WebGL 1, try to use EXT_sRGB extension and unsized formats\n\n\t\t\t\t\tif ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {\n\n\t\t\t\t\t\ttexture.format = _SRGBAFormat;\n\n\t\t\t\t\t\t// it's not possible to generate mips in WebGL 1 with this extension\n\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// slow fallback (CPU decode)\n\n\t\t\t\t\t\timage = ImageUtils.sRGBToLinear( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction getDimensions( image ) {\n\n\t\tif ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {\n\n\t\t\t// if intrinsic data are not available, fallback to width/height\n\n\t\t\t_imageDimensions.width = image.naturalWidth || image.width;\n\t\t\t_imageDimensions.height = image.naturalHeight || image.height;\n\n\t\t} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {\n\n\t\t\t_imageDimensions.width = image.displayWidth;\n\t\t\t_imageDimensions.height = image.displayHeight;\n\n\t\t} else {\n\n\t\t\t_imageDimensions.width = image.width;\n\t\t\t_imageDimensions.height = image.height;\n\n\t\t}\n\n\t\treturn _imageDimensions;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p, colorSpace = NoColorSpace ) {\n\n\t\tlet extension;\n\n\t\tconst transfer = ColorManagement.getTransfer( colorSpace );\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return gl.HALF_FLOAT;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\t// WebGL 1 sRGB fallback\n\n\t\tif ( p === _SRGBAFormat ) {\n\n\t\t\textension = extensions.get( 'EXT_sRGB' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.SRGB_ALPHA_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return gl.RED;\n\t\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\n\t\tif ( p === RGFormat ) return gl.RG;\n\t\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\n\t\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( transfer === SRGBTransfer ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC1\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC2\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\t\t\t\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n\t\t\t\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return gl.UNSIGNED_INT_24_8;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\t\t\t\t\t\tgrip.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\t\t\t\t\ttargetRay.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\nconst _occlusion_vertex = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`;\n\nconst _occlusion_fragment = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepthEXT = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepthEXT = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\n\nclass WebXRDepthSensing {\n\n\tconstructor() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t\tthis.depthNear = 0;\n\t\tthis.depthFar = 0;\n\n\t}\n\n\tinit( renderer, depthData, renderState ) {\n\n\t\tif ( this.texture === null ) {\n\n\t\t\tconst texture = new Texture();\n\n\t\t\tconst texProps = renderer.properties.get( texture );\n\t\t\ttexProps.__webglTexture = depthData.texture;\n\n\t\t\tif ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {\n\n\t\t\t\tthis.depthNear = depthData.depthNear;\n\t\t\t\tthis.depthFar = depthData.depthFar;\n\n\t\t\t}\n\n\t\t\tthis.texture = texture;\n\n\t\t}\n\n\t}\n\n\trender( renderer, cameraXR ) {\n\n\t\tif ( this.texture !== null ) {\n\n\t\t\tif ( this.mesh === null ) {\n\n\t\t\t\tconst viewport = cameraXR.cameras[ 0 ].viewport;\n\t\t\t\tconst material = new ShaderMaterial( {\n\t\t\t\t\textensions: { fragDepth: true },\n\t\t\t\t\tvertexShader: _occlusion_vertex,\n\t\t\t\t\tfragmentShader: _occlusion_fragment,\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\tdepthColor: { value: this.texture },\n\t\t\t\t\t\tdepthWidth: { value: viewport.z },\n\t\t\t\t\t\tdepthHeight: { value: viewport.w }\n\t\t\t\t\t}\n\t\t\t\t} );\n\n\t\t\t\tthis.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );\n\n\t\t\t}\n\n\t\t\trenderer.render( this.mesh, cameraXR );\n\n\t\t}\n\n\t}\n\n\treset() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\n\t\tconst depthSensing = new WebXRDepthSensing();\n\t\tconst attributes = gl.getContextAttributes();\n\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\tconst currentSize = new Vector2();\n\t\tlet currentPixelRatio = null;\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraXR = new ArrayCamera();\n\t\tcameraXR.layers.enable( 1 );\n\t\tcameraXR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\tdepthSensing.reset();\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\trenderer.setPixelRatio( currentPixelRatio );\n\t\t\trenderer.setSize( currentSize.width, currentSize.height, false );\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\t\trenderer.getSize( currentSize );\n\n\t\t\t\tif ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,\n\t\t\t\t\t\talpha: true,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: gl.RGBA8,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getEnvironmentBlendMode = function () {\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\treturn session.environmentBlendMode;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tif ( depthSensing.texture !== null ) {\n\n\t\t\t\tcamera.near = depthSensing.depthNear;\n\t\t\t\tcamera.far = depthSensing.depthFar;\n\n\t\t\t}\n\n\t\t\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraXR.near,\n\t\t\t\t\tdepthFar: cameraXR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraXR.near;\n\t\t\t\t_currentDepthFar = cameraXR.far;\n\n\t\t\t\tcameraL.near = _currentDepthNear;\n\t\t\t\tcameraL.far = _currentDepthFar;\n\t\t\t\tcameraR.near = _currentDepthNear;\n\t\t\t\tcameraR.far = _currentDepthFar;\n\n\t\t\t\tcameraL.updateProjectionMatrix();\n\t\t\t\tcameraR.updateProjectionMatrix();\n\t\t\t\tcamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraXR.cameras;\n\n\t\t\tupdateCamera( cameraXR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\t// update user camera and its children\n\n\t\t\tupdateUserCamera( camera, cameraXR, parent );\n\n\t\t};\n\n\t\tfunction updateUserCamera( camera, cameraXR, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrix.copy( cameraXR.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrix.copy( parent.matrixWorld );\n\t\t\t\tcamera.matrix.invert();\n\t\t\t\tcamera.matrix.multiply( cameraXR.matrixWorld );\n\n\t\t\t}\n\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.updateMatrixWorld( true );\n\n\t\t\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\n\t\t\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\n\n\t\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\t\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\n\t\t\t\tcamera.zoom = 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraXR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.hasDepthSensing = function () {\n\n\t\t\treturn depthSensing.texture !== null;\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraXRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraXR's camera list\n\n\t\t\t\tif ( views.length !== cameraXR.cameras.length ) {\n\n\t\t\t\t\tcameraXR.cameras.length = 0;\n\t\t\t\t\tcameraXRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraXR.matrix.copy( camera.matrix );\n\t\t\t\t\t\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraXRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraXR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tconst enabledFeatures = session.enabledFeatures;\n\n\t\t\t\tif ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) {\n\n\t\t\t\t\tconst depthData = glBinding.getDepthInformation( views[ 0 ] );\n\n\t\t\t\t\tif ( depthData && depthData.isValid && depthData.texture ) {\n\n\t\t\t\t\t\tdepthSensing.init( renderer, depthData, session.renderState );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdepthSensing.render( renderer, cameraXR );\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nconst _e1 = /*@__PURE__*/ new Euler();\nconst _m1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshTransformUniform( map, uniform ) {\n\n\t\tif ( map.matrixAutoUpdate === true ) {\n\n\t\t\tmap.updateMatrix();\n\n\t\t}\n\n\t\tuniform.value.copy( map.matrix );\n\n\t}\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\n\t\t\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\n\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.bumpScale.value *= - 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\n\t\t\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\n\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.normalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\n\t\t\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\n\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst envMap = materialProperties.envMap;\n\t\tconst envMapRotation = materialProperties.envMapRotation;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\t_e1.copy( envMapRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;\n\n\t\t\tif ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1.y *= - 1;\n\t\t\t\t_e1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tuniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer._useLegacyLights === true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n\n\t\t\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.uvTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\n\n\t\t}\n\n\t\tuniforms.roughness.value = material.roughness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tif ( material.anisotropy > 0 ) {\n\n\t\t\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\n\n\t\t\tif ( material.anisotropyMap ) {\n\n\t\t\t\tuniforms.anisotropyMap.value = material.anisotropyMap;\n\n\t\t\t\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tconst light = properties.get( material ).light;\n\n\t\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\n\t\tuniforms.nearDistance.value = light.shadow.camera.near;\n\t\tuniforms.farDistance.value = light.shadow.camera.far;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\t\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\t\tgl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tif ( hasUniformChanged( uniform, i, j, cache ) === true ) {\n\n\t\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\t\tfor ( let k = 0; k < values.length; k ++ ) {\n\n\t\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t\t// TODO add integer and struct support\n\t\t\t\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\t\tuniform.__data[ 3 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\t\tuniform.__data[ 7 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\t\tuniform.__data[ 11 ] = 0;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, indexArray, cache ) {\n\n\t\tconst value = uniform.value;\n\t\tconst indexString = index + '_' + indexArray;\n\n\t\tif ( cache[ indexString ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tcache[ indexString ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tcache[ indexString ] = value.clone();\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\tconst cachedObject = cache[ indexString ];\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tif ( cachedObject !== value ) {\n\n\t\t\t\t\tcache[ indexString ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( cachedObject.equals( value ) === false ) {\n\n\t\t\t\t\tcachedObject.copy( value );\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tfor ( let k = 0, kl = values.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t// Calculate the chunk offset\n\t\t\t\t\tconst chunkOffsetUniform = offset % chunkSize;\n\n\t\t\t\t\t// Check for chunk overflow\n\t\t\t\t\tif ( chunkOffsetUniform !== 0 && ( chunkSize - chunkOffsetUniform ) < info.boundary ) {\n\n\t\t\t\t\t\t// Add padding and adjust offset\n\t\t\t\t\t\toffset += ( chunkSize - chunkOffsetUniform );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following two properties will be used for partial buffer updates\n\n\t\t\t\t\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\t\t\tuniform.__offset = offset;\n\n\n\t\t\t\t\t// Update the global offset\n\t\t\t\t\toffset += info.storage;\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tconst chunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t// float/int/bool\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass WebGLRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst {\n\t\t\tcanvas = createCanvasElement(),\n\t\t\tcontext = null,\n\t\t\tdepth = true,\n\t\t\tstencil = true,\n\t\t\talpha = false,\n\t\t\tantialias = false,\n\t\t\tpremultipliedAlpha = true,\n\t\t\tpreserveDrawingBuffer = false,\n\t\t\tpowerPreference = 'default',\n\t\t\tfailIfMajorPerformanceCaveat = false,\n\t\t} = parameters;\n\n\t\tthis.isWebGLRenderer = true;\n\n\t\tlet _alpha;\n\n\t\tif ( context !== null ) {\n\n\t\t\t_alpha = context.getContextAttributes().alpha;\n\n\t\t} else {\n\n\t\t\t_alpha = alpha;\n\n\t\t}\n\n\t\tconst uintClearColor = new Uint32Array( 4 );\n\t\tconst intClearColor = new Int32Array( 4 );\n\n\t\tlet currentRenderList = null;\n\t\tlet currentRenderState = null;\n\n\t\t// render() can be called from within a callback triggered by another render.\n\t\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\t\tconst renderListStack = [];\n\t\tconst renderStateStack = [];\n\n\t\t// public properties\n\n\t\tthis.domElement = canvas;\n\n\t\t// Debug configuration container\n\t\tthis.debug = {\n\n\t\t\t/**\n\t\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t\t * @type {boolean}\n\t\t\t */\n\t\t\tcheckShaderErrors: true,\n\t\t\t/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\n\t\t\tonShaderError: null\n\t\t};\n\n\t\t// clearing\n\n\t\tthis.autoClear = true;\n\t\tthis.autoClearColor = true;\n\t\tthis.autoClearDepth = true;\n\t\tthis.autoClearStencil = true;\n\n\t\t// scene graph\n\n\t\tthis.sortObjects = true;\n\n\t\t// user-defined clipping\n\n\t\tthis.clippingPlanes = [];\n\t\tthis.localClippingEnabled = false;\n\n\t\t// physically based shading\n\n\t\tthis._outputColorSpace = SRGBColorSpace;\n\n\t\t// physical lights\n\n\t\tthis._useLegacyLights = false;\n\n\t\t// tone mapping\n\n\t\tthis.toneMapping = NoToneMapping;\n\t\tthis.toneMappingExposure = 1.0;\n\n\t\t// internal properties\n\n\t\tconst _this = this;\n\n\t\tlet _isContextLost = false;\n\n\t\t// internal state cache\n\n\t\tlet _currentActiveCubeFace = 0;\n\t\tlet _currentActiveMipmapLevel = 0;\n\t\tlet _currentRenderTarget = null;\n\t\tlet _currentMaterialId = - 1;\n\n\t\tlet _currentCamera = null;\n\n\t\tconst _currentViewport = new Vector4();\n\t\tconst _currentScissor = new Vector4();\n\t\tlet _currentScissorTest = null;\n\n\t\tconst _currentClearColor = new Color( 0x000000 );\n\t\tlet _currentClearAlpha = 0;\n\n\t\t//\n\n\t\tlet _width = canvas.width;\n\t\tlet _height = canvas.height;\n\n\t\tlet _pixelRatio = 1;\n\t\tlet _opaqueSort = null;\n\t\tlet _transparentSort = null;\n\n\t\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\t\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\t\tlet _scissorTest = false;\n\n\t\t// frustum\n\n\t\tconst _frustum = new Frustum();\n\n\t\t// clipping\n\n\t\tlet _clippingEnabled = false;\n\t\tlet _localClippingEnabled = false;\n\n\t\t// transmission\n\n\t\tlet _transmissionRenderTarget = null;\n\n\t\t// camera matrices cache\n\n\t\tconst _projScreenMatrix = new Matrix4();\n\n\t\tconst _vector2 = new Vector2();\n\t\tconst _vector3 = new Vector3();\n\n\t\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\t\tfunction getTargetPixelRatio() {\n\n\t\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t\t}\n\n\t\t// initialize\n\n\t\tlet _gl = context;\n\n\t\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\t\tconst contextName = contextNames[ i ];\n\t\t\t\tconst context = canvas.getContext( contextName, contextAttributes );\n\t\t\t\tif ( context !== null ) return context;\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttry {\n\n\t\t\tconst contextAttributes = {\n\t\t\t\talpha: true,\n\t\t\t\tdepth,\n\t\t\t\tstencil,\n\t\t\t\tantialias,\n\t\t\t\tpremultipliedAlpha,\n\t\t\t\tpreserveDrawingBuffer,\n\t\t\t\tpowerPreference,\n\t\t\t\tfailIfMajorPerformanceCaveat,\n\t\t\t};\n\n\t\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\t\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\t\tcontextNames.shift();\n\n\t\t\t\t}\n\n\t\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\t\tif ( _gl === null ) {\n\n\t\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );\n\n\t\t\t}\n\n\t\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\t\tthrow error;\n\n\t\t}\n\n\t\tlet extensions, capabilities, state, info;\n\t\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\t\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\t\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\t\tlet utils, bindingStates, uniformsGroups;\n\n\t\tfunction initGLContext() {\n\n\t\t\textensions = new WebGLExtensions( _gl );\n\n\t\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\t\textensions.init( capabilities );\n\n\t\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\t\tinfo = new WebGLInfo( _gl );\n\t\t\tproperties = new WebGLProperties();\n\t\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\t\tclipping = new WebGLClipping( properties );\n\t\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\t\trenderLists = new WebGLRenderLists();\n\t\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\n\t\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\t\tinfo.programs = programCache.programs;\n\n\t\t\t_this.capabilities = capabilities;\n\t\t\t_this.extensions = extensions;\n\t\t\t_this.properties = properties;\n\t\t\t_this.renderLists = renderLists;\n\t\t\t_this.shadowMap = shadowMap;\n\t\t\t_this.state = state;\n\t\t\t_this.info = info;\n\n\t\t}\n\n\t\tinitGLContext();\n\n\t\t// xr\n\n\t\tconst xr = new WebXRManager( _this, _gl );\n\n\t\tthis.xr = xr;\n\n\t\t// API\n\n\t\tthis.getContext = function () {\n\n\t\t\treturn _gl;\n\n\t\t};\n\n\t\tthis.getContextAttributes = function () {\n\n\t\t\treturn _gl.getContextAttributes();\n\n\t\t};\n\n\t\tthis.forceContextLoss = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.loseContext();\n\n\t\t};\n\n\t\tthis.forceContextRestore = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.restoreContext();\n\n\t\t};\n\n\t\tthis.getPixelRatio = function () {\n\n\t\t\treturn _pixelRatio;\n\n\t\t};\n\n\t\tthis.setPixelRatio = function ( value ) {\n\n\t\t\tif ( value === undefined ) return;\n\n\t\t\t_pixelRatio = value;\n\n\t\t\tthis.setSize( _width, _height, false );\n\n\t\t};\n\n\t\tthis.getSize = function ( target ) {\n\n\t\t\treturn target.set( _width, _height );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height, updateStyle = true ) {\n\n\t\t\tif ( xr.isPresenting ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\tcanvas.width = Math.floor( width * _pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * _pixelRatio );\n\n\t\t\tif ( updateStyle === true ) {\n\n\t\t\t\tcanvas.style.width = width + 'px';\n\t\t\t\tcanvas.style.height = height + 'px';\n\n\t\t\t}\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t\t};\n\n\t\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_pixelRatio = pixelRatio;\n\n\t\t\tcanvas.width = Math.floor( width * pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * pixelRatio );\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getCurrentViewport = function ( target ) {\n\n\t\t\treturn target.copy( _currentViewport );\n\n\t\t};\n\n\t\tthis.getViewport = function ( target ) {\n\n\t\t\treturn target.copy( _viewport );\n\n\t\t};\n\n\t\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_viewport.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissor = function ( target ) {\n\n\t\t\treturn target.copy( _scissor );\n\n\t\t};\n\n\t\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_scissor.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissorTest = function () {\n\n\t\t\treturn _scissorTest;\n\n\t\t};\n\n\t\tthis.setScissorTest = function ( boolean ) {\n\n\t\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t\t};\n\n\t\tthis.setOpaqueSort = function ( method ) {\n\n\t\t\t_opaqueSort = method;\n\n\t\t};\n\n\t\tthis.setTransparentSort = function ( method ) {\n\n\t\t\t_transparentSort = method;\n\n\t\t};\n\n\t\t// Clearing\n\n\t\tthis.getClearColor = function ( target ) {\n\n\t\t\treturn target.copy( background.getClearColor() );\n\n\t\t};\n\n\t\tthis.setClearColor = function () {\n\n\t\t\tbackground.setClearColor.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.getClearAlpha = function () {\n\n\t\t\treturn background.getClearAlpha();\n\n\t\t};\n\n\t\tthis.setClearAlpha = function () {\n\n\t\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\t\tlet bits = 0;\n\n\t\t\tif ( color ) {\n\n\t\t\t\t// check if we're trying to clear an integer target\n\t\t\t\tlet isIntegerFormat = false;\n\t\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t\tconst targetFormat = _currentRenderTarget.texture.format;\n\t\t\t\t\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RGIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RedIntegerFormat;\n\n\t\t\t\t}\n\n\t\t\t\t// use the appropriate clear functions to clear the target if it's a signed\n\t\t\t\t// or unsigned integer target\n\t\t\t\tif ( isIntegerFormat ) {\n\n\t\t\t\t\tconst targetType = _currentRenderTarget.texture.type;\n\t\t\t\t\tconst isUnsignedType = targetType === UnsignedByteType ||\n\t\t\t\t\t\ttargetType === UnsignedIntType ||\n\t\t\t\t\t\ttargetType === UnsignedShortType ||\n\t\t\t\t\t\ttargetType === UnsignedInt248Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort4444Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort5551Type;\n\n\t\t\t\t\tconst clearColor = background.getClearColor();\n\t\t\t\t\tconst a = background.getClearAlpha();\n\t\t\t\t\tconst r = clearColor.r;\n\t\t\t\t\tconst g = clearColor.g;\n\t\t\t\t\tconst b = clearColor.b;\n\n\t\t\t\t\tif ( isUnsignedType ) {\n\n\t\t\t\t\t\tuintClearColor[ 0 ] = r;\n\t\t\t\t\t\tuintClearColor[ 1 ] = g;\n\t\t\t\t\t\tuintClearColor[ 2 ] = b;\n\t\t\t\t\t\tuintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tintClearColor[ 0 ] = r;\n\t\t\t\t\t\tintClearColor[ 1 ] = g;\n\t\t\t\t\t\tintClearColor[ 2 ] = b;\n\t\t\t\t\t\tintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbits |= _gl.COLOR_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\t\tif ( stencil ) {\n\n\t\t\t\tbits |= _gl.STENCIL_BUFFER_BIT;\n\t\t\t\tthis.state.buffers.stencil.setMask( 0xffffffff );\n\n\t\t\t}\n\n\t\t\t_gl.clear( bits );\n\n\t\t};\n\n\t\tthis.clearColor = function () {\n\n\t\t\tthis.clear( true, false, false );\n\n\t\t};\n\n\t\tthis.clearDepth = function () {\n\n\t\t\tthis.clear( false, true, false );\n\n\t\t};\n\n\t\tthis.clearStencil = function () {\n\n\t\t\tthis.clear( false, false, true );\n\n\t\t};\n\n\t\t//\n\n\t\tthis.dispose = function () {\n\n\t\t\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\trenderLists.dispose();\n\t\t\trenderStates.dispose();\n\t\t\tproperties.dispose();\n\t\t\tcubemaps.dispose();\n\t\t\tcubeuvmaps.dispose();\n\t\t\tobjects.dispose();\n\t\t\tbindingStates.dispose();\n\t\t\tuniformsGroups.dispose();\n\t\t\tprogramCache.dispose();\n\n\t\t\txr.dispose();\n\n\t\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t\t_transmissionRenderTarget = null;\n\n\t\t\t}\n\n\t\t\tanimation.stop();\n\n\t\t};\n\n\t\t// Events\n\n\t\tfunction onContextLost( event ) {\n\n\t\t\tevent.preventDefault();\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t\t_isContextLost = true;\n\n\t\t}\n\n\t\tfunction onContextRestore( /* event */ ) {\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t\t_isContextLost = false;\n\n\t\t\tconst infoAutoReset = info.autoReset;\n\t\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\t\tconst shadowMapType = shadowMap.type;\n\n\t\t\tinitGLContext();\n\n\t\t\tinfo.autoReset = infoAutoReset;\n\t\t\tshadowMap.enabled = shadowMapEnabled;\n\t\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\t\tshadowMap.type = shadowMapType;\n\n\t\t}\n\n\t\tfunction onContextCreationError( event ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t\t}\n\n\t\tfunction onMaterialDispose( event ) {\n\n\t\t\tconst material = event.target;\n\n\t\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tdeallocateMaterial( material );\n\n\t\t}\n\n\t\t// Buffer deallocation\n\n\t\tfunction deallocateMaterial( material ) {\n\n\t\t\treleaseMaterialProgramReferences( material );\n\n\t\t\tproperties.remove( material );\n\n\t\t}\n\n\n\t\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\t\tconst programs = properties.get( material ).programs;\n\n\t\t\tif ( programs !== undefined ) {\n\n\t\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t\t} );\n\n\t\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Buffer rendering\n\n\t\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t\t//\n\n\t\t\tlet index = geometry.index;\n\t\t\tlet rangeFactor = 1;\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\n\t\t\t\tif ( index === undefined ) return;\n\n\t\t\t\trangeFactor = 2;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst drawRange = geometry.drawRange;\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\t\tif ( group !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t\t}\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t\t}\n\n\t\t\tconst drawCount = drawEnd - drawStart;\n\n\t\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t\t//\n\n\t\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\t\tlet attribute;\n\t\t\tlet renderer = bufferRenderer;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tattribute = attributes.get( index );\n\n\t\t\t\trenderer = indexedBufferRenderer;\n\t\t\t\trenderer.setIndex( attribute );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLine ) {\n\n\t\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isPoints ) {\n\n\t\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\trenderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );\n\n\t\t\t} else if ( object.isInstancedMesh ) {\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Compile\n\n\t\tfunction prepareMaterial( material, scene, object ) {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.compile = function ( scene, camera, targetScene = null ) {\n\n\t\t\tif ( targetScene === null ) targetScene = scene;\n\n\t\t\tcurrentRenderState = renderStates.get( targetScene );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t// gather lights from both the target scene and the new object that will be added to the scene.\n\n\t\t\ttargetScene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tif ( scene !== targetScene ) {\n\n\t\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\t// Only initialize materials in the new scene, not the targetScene.\n\n\t\t\tconst materials = new Set();\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material ) {\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\t\tprepareMaterial( material2, targetScene, object );\n\t\t\t\t\t\t\tmaterials.add( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprepareMaterial( material, targetScene, object );\n\t\t\t\t\t\tmaterials.add( material );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\trenderStateStack.pop();\n\t\t\tcurrentRenderState = null;\n\n\t\t\treturn materials;\n\n\t\t};\n\n\t\t// compileAsync\n\n\t\tthis.compileAsync = function ( scene, camera, targetScene = null ) {\n\n\t\t\tconst materials = this.compile( scene, camera, targetScene );\n\n\t\t\t// Wait for all the materials in the new object to indicate that they're\n\t\t\t// ready to be used before resolving the promise.\n\n\t\t\treturn new Promise( ( resolve ) => {\n\n\t\t\t\tfunction checkMaterialsReady() {\n\n\t\t\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\t\t\tconst materialProperties = properties.get( material );\n\t\t\t\t\t\tconst program = materialProperties.currentProgram;\n\n\t\t\t\t\t\tif ( program.isReady() ) {\n\n\t\t\t\t\t\t\t// remove any programs that report they're ready to use from the list\n\t\t\t\t\t\t\tmaterials.delete( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\t// once the list of compiling materials is empty, call the callback\n\n\t\t\t\t\tif ( materials.size === 0 ) {\n\n\t\t\t\t\t\tresolve( scene );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// if some materials are still not ready, wait a bit and check again\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {\n\n\t\t\t\t\t// If we can check the compilation status of the materials without\n\t\t\t\t\t// blocking then do so right away.\n\n\t\t\t\t\tcheckMaterialsReady();\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise start by waiting a bit to give the materials we just\n\t\t\t\t\t// initialized a chance to finish.\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time ) {\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t\t}\n\n\t\tfunction onXRSessionStart() {\n\n\t\t\tanimation.stop();\n\n\t\t}\n\n\t\tfunction onXRSessionEnd() {\n\n\t\t\tanimation.start();\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\t\t\txr.setAnimationLoop( callback );\n\n\t\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t\t};\n\n\t\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t// Rendering\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( _isContextLost === true ) return;\n\n\t\t\t// update scene graph\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t\t// update camera matrices and frustum\n\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\t\tcurrentRenderList.init();\n\n\t\t\trenderListStack.push( currentRenderList );\n\n\t\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\t\tcurrentRenderList.finish();\n\n\t\t\tif ( _this.sortObjects === true ) {\n\n\t\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tthis.info.render.frame ++;\n\n\t\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t\t//\n\n\t\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\n\t\t\t//\n\n\t\t\tif ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {\n\n\t\t\t\tbackground.render( currentRenderList, scene );\n\n\t\t\t}\n\n\t\t\t// render scene\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t\t// _gl.finish();\n\n\t\t\tbindingStates.resetDefaultState();\n\t\t\t_currentMaterialId = - 1;\n\t\t\t_currentCamera = null;\n\n\t\t\trenderStateStack.pop();\n\n\t\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderState = null;\n\n\t\t\t}\n\n\t\t\trenderListStack.pop();\n\n\t\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderList = null;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\t\tif ( object.visible === false ) return;\n\n\t\t\tconst visible = object.layers.test( camera.layers );\n\n\t\t\tif ( visible ) {\n\n\t\t\t\tif ( object.isGroup ) {\n\n\t\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\t\t\t\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( object.boundingSphere.center );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( geometry.boundingSphere.center );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t_vector3\n\t\t\t\t\t\t\t\t.applyMatrix4( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst children = object.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\n\n\t\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\tstate.setPolygonOffset( false );\n\n\t\t}\n\n\t\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tif ( overrideMaterial !== null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst isWebGL2 = capabilities.isWebGL2;\n\n\t\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\t\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\t\tgenerateMipmaps: true,\n\t\t\t\t\ttype: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\t\tsamples: ( isWebGL2 ) ? 4 : 0\n\t\t\t\t} );\n\n\t\t\t\t// debug\n\n\t\t\t\t/*\n\t\t\t\tconst geometry = new PlaneGeometry();\n\t\t\t\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tscene.add( mesh );\n\t\t\t\t*/\n\n\t\t\t}\n\n\t\t\t_this.getDrawingBufferSize( _vector2 );\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t\t} else {\n\n\t\t\t\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\n\t\t\t_this.getClearColor( _currentClearColor );\n\t\t\t_currentClearAlpha = _this.getClearAlpha();\n\t\t\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\n\n\t\t\t_this.clear();\n\n\t\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\t\tconst currentToneMapping = _this.toneMapping;\n\t\t\t_this.toneMapping = NoToneMapping;\n\n\t\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t\tlet renderTargetNeedsUpdate = false;\n\n\t\t\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = transmissiveObjects[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = renderItem.material;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tconst currentSide = material.side;\n\n\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t\tmaterial.side = currentSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderTargetNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetNeedsUpdate === true ) {\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\t\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t\t\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\n\n\t\t\t_this.toneMapping = currentToneMapping;\n\n\t\t}\n\n\t\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\t\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t\t}\n\n\t\tfunction getProgram( material, scene, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tconst lights = currentRenderState.state.lights;\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tconst lightsStateVersion = lights.state.version;\n\n\t\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\t\tlet programs = materialProperties.programs;\n\n\t\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.fog = scene.fog;\n\t\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\t\t\tmaterialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;\n\n\t\t\tif ( programs === undefined ) {\n\n\t\t\t\t// new material\n\n\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\tprograms = new Map();\n\t\t\t\tmaterialProperties.programs = programs;\n\n\t\t\t}\n\n\t\t\tlet program = programs.get( programCacheKey );\n\n\t\t\tif ( program !== undefined ) {\n\n\t\t\t\t// early out if program and light state is identical\n\n\t\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\t\treturn program;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t\t}\n\n\t\t\tconst uniforms = materialProperties.uniforms;\n\n\t\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t\t}\n\n\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t// store the light setup it was created for\n\n\t\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t\t}\n\n\t\t\tmaterialProperties.currentProgram = program;\n\t\t\tmaterialProperties.uniformsList = null;\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\tfunction getUniformList( materialProperties ) {\n\n\t\t\tif ( materialProperties.uniformsList === null ) {\n\n\t\t\t\tconst progUniforms = materialProperties.currentProgram.getUniforms();\n\t\t\t\tmaterialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );\n\n\t\t\t}\n\n\t\t\treturn materialProperties.uniformsList;\n\n\t\t}\n\n\t\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\n\t\t\tmaterialProperties.batching = parameters.batching;\n\t\t\tmaterialProperties.instancing = parameters.instancing;\n\t\t\tmaterialProperties.instancingColor = parameters.instancingColor;\n\t\t\tmaterialProperties.instancingMorph = parameters.instancingMorph;\n\t\t\tmaterialProperties.skinning = parameters.skinning;\n\t\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t\t}\n\n\t\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\ttextures.resetTextureUnits();\n\n\t\t\tconst fog = scene.fog;\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\n\t\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\t\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\n\t\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\t\tconst morphColors = !! geometry.morphAttributes.color;\n\n\t\t\tlet toneMapping = NoToneMapping;\n\n\t\t\tif ( material.toneMapped ) {\n\n\t\t\t\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\t\ttoneMapping = _this.toneMapping;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tconst materialProperties = properties.get( material );\n\t\t\tconst lights = currentRenderState.state.lights;\n\n\t\t\tif ( _clippingEnabled === true ) {\n\n\t\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\t\tconst useCache =\n\t\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t\t// (#8465, #8379)\n\t\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet needsProgramChange = false;\n\n\t\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batching === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tneedsProgramChange = true;\n\t\t\t\tmaterialProperties.__version = material.version;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet program = materialProperties.currentProgram;\n\n\t\t\tif ( needsProgramChange === true ) {\n\n\t\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t\tlet refreshProgram = false;\n\t\t\tlet refreshMaterial = false;\n\t\t\tlet refreshLights = false;\n\n\t\t\tconst p_uniforms = program.getUniforms(),\n\t\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\t\trefreshProgram = true;\n\t\t\t\trefreshMaterial = true;\n\t\t\t\trefreshLights = true;\n\n\t\t\t}\n\n\t\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t\t_currentMaterialId = material.id;\n\n\t\t\t\trefreshMaterial = true;\n\n\t\t\t}\n\n\t\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\t\t// common camera uniforms\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\n\n\t\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t\t}\n\n\t\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\t\tconst skeleton = object.skeleton;\n\n\t\t\t\tif ( skeleton ) {\n\n\t\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );\n\n\t\t\t}\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\n\n\t\t\t\tmorphtargets.update( object, geometry, program );\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t\t}\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t\t// values\n\t\t\t\t\t//\n\t\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t\t// the GL state when required\n\n\t\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t\t}\n\n\t\t\t\t// refresh uniforms common to several materials\n\n\t\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\n\t\t\t}\n\n\t\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\t\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t\t}\n\n\t\t\t// common matrices\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t\t// UBOs\n\n\t\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\t\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\t\tuniforms.directionalLights.needsUpdate = value;\n\t\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\t\tuniforms.pointLights.needsUpdate = value;\n\t\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\t\tuniforms.spotLights.needsUpdate = value;\n\t\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t\t}\n\n\t\tfunction materialNeedsLights( material ) {\n\n\t\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t\t}\n\n\t\tthis.getActiveCubeFace = function () {\n\n\t\t\treturn _currentActiveCubeFace;\n\n\t\t};\n\n\t\tthis.getActiveMipmapLevel = function () {\n\n\t\t\treturn _currentActiveMipmapLevel;\n\n\t\t};\n\n\t\tthis.getRenderTarget = function () {\n\n\t\t\treturn _currentRenderTarget;\n\n\t\t};\n\n\t\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t\t};\n\n\t\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t\t_currentRenderTarget = renderTarget;\n\t\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\t\tlet useDefaultFramebuffer = true;\n\t\t\tlet framebuffer = null;\n\t\t\tlet isCube = false;\n\t\t\tlet isRenderTarget3D = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\t\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t\t}\n\n\t\t\t\tconst texture = renderTarget.texture;\n\n\t\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tisCube = true;\n\n\t\t\t\t} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t\t} else {\n\n\t\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t\t}\n\n\t\t\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\n\n\t\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport );\n\t\t\tstate.scissor( _currentScissor );\n\t\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t\t}\n\n\t\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t\t};\n\n\t\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\t\tconst levelScale = Math.pow( 2, - level );\n\t\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tconst width = srcTexture.image.width;\n\t\t\tconst height = srcTexture.image.height;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t\t// As another texture upload may have changed pixelStorei\n\t\t\t// parameters, make sure they are correct for the dstTexture\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst width = Math.round( sourceBox.max.x - sourceBox.min.x );\n\t\t\tconst height = Math.round( sourceBox.max.y - sourceBox.min.y );\n\t\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\t\t\tlet glTarget;\n\n\t\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_3D;\n\n\t\t\t} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );\n\n\t\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.initTexture = function ( texture ) {\n\n\t\t\tif ( texture.isCubeTexture ) {\n\n\t\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t\t} else {\n\n\t\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.resetState = function () {\n\n\t\t\t_currentActiveCubeFace = 0;\n\t\t\t_currentActiveMipmapLevel = 0;\n\t\t\t_currentRenderTarget = null;\n\n\t\t\tstate.reset();\n\t\t\tbindingStates.reset();\n\n\t\t};\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tget coordinateSystem() {\n\n\t\treturn WebGLCoordinateSystem;\n\n\t}\n\n\tget outputColorSpace() {\n\n\t\treturn this._outputColorSpace;\n\n\t}\n\n\tset outputColorSpace( colorSpace ) {\n\n\t\tthis._outputColorSpace = colorSpace;\n\n\t\tconst gl = this.getContext();\n\t\tgl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\t\tgl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\n\t}\n\n\tget useLegacyLights() { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\treturn this._useLegacyLights;\n\n\t}\n\n\tset useLegacyLights( value ) { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\tthis._useLegacyLights = value;\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.isFogExp2 = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.isFog = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\t\tthis.backgroundRotation = new Euler();\n\t\tthis.environmentRotation = new Euler();\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\t\tthis.backgroundRotation.copy( source.backgroundRotation );\n\t\tthis.environmentRotation.copy( source.environmentRotation );\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\n\t\tdata.object.backgroundRotation = this.backgroundRotation.toArray();\n\t\tdata.object.environmentRotation = this.environmentRotation.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.data.stride + this.offset + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material = new SpriteMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = material;\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance, level.hysteresis );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0, hysteresis = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance < levelDistance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance >= levelDistance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance,\n\t\t\t\thysteresis: level.hysteresis\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector3 = /*@__PURE__*/ new Vector3();\nconst _matrix4 = /*@__PURE__*/ new Matrix4();\nconst _vertex = /*@__PURE__*/ new Vector3();\n\nconst _sphere$4 = /*@__PURE__*/ new Sphere();\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = AttachedBindMode;\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingBox.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingSphere.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$4.copy( this.boundingSphere );\n\t\t_sphere$4.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;\n\n\t\t// convert ray to local space of skinned mesh\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$2 );\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tsuper.getVertexPosition( index, target );\n\n\t\tthis.applyBoneTransform( index, target );\n\n\t\treturn target;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === AttachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === DetachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tapplyBoneTransform( index, vector ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );\n\n\t\tvector.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\tvector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn vector.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix$1 = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _box3 = /*@__PURE__*/ new Box3();\nconst _identity = /*@__PURE__*/ new Matrix4();\nconst _mesh$1 = /*@__PURE__*/ new Mesh();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\t\tthis.morphTexture = null;\n\n\t\tthis.count = count;\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.setMatrixAt( i, _identity );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\tgeometry.computeBoundingBox();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingBox.union( _box3 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere === null ) {\n\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingSphere.union( _sphere$3 );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tgetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tconst len = objectInfluences.length + 1; // All influences + the baseInfluenceSum\n\n\t\tconst dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tobjectInfluences[ i ] = array[ dataIndex + i ];\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh$1.geometry = this.geometry;\n\t\t_mesh$1.material = this.material;\n\n\t\tif ( _mesh$1.material === undefined ) return;\n\n\t\t// test with bounding sphere first\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$3.copy( this.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t// now test each instance\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh$1.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh$1.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tsetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst len = objectInfluences.length + 1; // morphBaseInfluence + all influences\n\n\t\tif ( this.morphTexture === null ) {\n\n\t\t\tthis.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );\n\n\t\t}\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t}\n\n\t\tconst morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tconst dataIndex = len * index;\n\n\t\tarray[ dataIndex ] = morphBaseInfluence;\n\n\t\tarray.set( objectInfluences, dataIndex + 1 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nfunction sortOpaque( a, b ) {\n\n\treturn a.z - b.z;\n\n}\n\nfunction sortTransparent( a, b ) {\n\n\treturn b.z - a.z;\n\n}\n\nclass MultiDrawRenderList {\n\n\tconstructor() {\n\n\t\tthis.index = 0;\n\t\tthis.pool = [];\n\t\tthis.list = [];\n\n\t}\n\n\tpush( drawRange, z ) {\n\n\t\tconst pool = this.pool;\n\t\tconst list = this.list;\n\t\tif ( this.index >= pool.length ) {\n\n\t\t\tpool.push( {\n\n\t\t\t\tstart: - 1,\n\t\t\t\tcount: - 1,\n\t\t\t\tz: - 1,\n\n\t\t\t} );\n\n\t\t}\n\n\t\tconst item = pool[ this.index ];\n\t\tlist.push( item );\n\t\tthis.index ++;\n\n\t\titem.start = drawRange.start;\n\t\titem.count = drawRange.count;\n\t\titem.z = z;\n\n\t}\n\n\treset() {\n\n\t\tthis.list.length = 0;\n\t\tthis.index = 0;\n\n\t}\n\n}\n\nconst ID_ATTR_NAME = 'batchId';\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _invMatrixWorld = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\nconst _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _frustum = /*@__PURE__*/ new Frustum();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _renderList = /*@__PURE__*/ new MultiDrawRenderList();\nconst _mesh = /*@__PURE__*/ new Mesh();\nconst _batchIntersects = [];\n\n// @TODO: SkinnedMesh support?\n// @TODO: geometry.groups support?\n// @TODO: geometry.drawRange support?\n// @TODO: geometry.morphAttributes support?\n// @TODO: Support uniform parameter per geometry\n// @TODO: Add an \"optimize\" function to pack geometry and remove data gaps\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData( src, target, targetOffset = 0 ) {\n\n\tconst itemSize = target.itemSize;\n\tif ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {\n\n\t\t// use the component getters and setters if the array data cannot\n\t\t// be copied directly\n\t\tconst vertexCount = src.count;\n\t\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\ttarget.setComponent( i + targetOffset, c, src.getComponent( i, c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// faster copy approach using typed array set function\n\t\ttarget.array.set( src.array, targetOffset * itemSize );\n\n\t}\n\n\ttarget.needsUpdate = true;\n\n}\n\nclass BatchedMesh extends Mesh {\n\n\tget maxGeometryCount() {\n\n\t\treturn this._maxGeometryCount;\n\n\t}\n\n\tconstructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {\n\n\t\tsuper( new BufferGeometry(), material );\n\n\t\tthis.isBatchedMesh = true;\n\t\tthis.perObjectFrustumCulled = true;\n\t\tthis.sortObjects = true;\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\t\tthis.customSort = null;\n\n\t\tthis._drawRanges = [];\n\t\tthis._reservedRanges = [];\n\n\t\tthis._visibility = [];\n\t\tthis._active = [];\n\t\tthis._bounds = [];\n\n\t\tthis._maxGeometryCount = maxGeometryCount;\n\t\tthis._maxVertexCount = maxVertexCount;\n\t\tthis._maxIndexCount = maxIndexCount;\n\n\t\tthis._geometryInitialized = false;\n\t\tthis._geometryCount = 0;\n\t\tthis._multiDrawCounts = new Int32Array( maxGeometryCount );\n\t\tthis._multiDrawStarts = new Int32Array( maxGeometryCount );\n\t\tthis._multiDrawCount = 0;\n\t\tthis._visibilityChanged = true;\n\n\t\t// Local matrix per geometry by using data texture\n\t\tthis._matricesTexture = null;\n\n\t\tthis._initMatricesTexture();\n\n\t}\n\n\t_initMatricesTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tconst matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );\n\n\t\tthis._matricesTexture = matricesTexture;\n\n\t}\n\n\t_initializeGeometry( reference ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst maxVertexCount = this._maxVertexCount;\n\t\tconst maxGeometryCount = this._maxGeometryCount;\n\t\tconst maxIndexCount = this._maxIndexCount;\n\t\tif ( this._geometryInitialized === false ) {\n\n\t\t\tfor ( const attributeName in reference.attributes ) {\n\n\t\t\t\tconst srcAttribute = reference.getAttribute( attributeName );\n\t\t\t\tconst { array, itemSize, normalized } = srcAttribute;\n\n\t\t\t\tconst dstArray = new array.constructor( maxVertexCount * itemSize );\n\t\t\t\tconst dstAttribute = new srcAttribute.constructor( dstArray, itemSize, normalized );\n\t\t\t\tdstAttribute.setUsage( srcAttribute.usage );\n\n\t\t\t\tgeometry.setAttribute( attributeName, dstAttribute );\n\n\t\t\t}\n\n\t\t\tif ( reference.getIndex() !== null ) {\n\n\t\t\t\tconst indexArray = maxVertexCount > 65536\n\t\t\t\t\t? new Uint32Array( maxIndexCount )\n\t\t\t\t\t: new Uint16Array( maxIndexCount );\n\n\t\t\t\tgeometry.setIndex( new BufferAttribute( indexArray, 1 ) );\n\n\t\t\t}\n\n\t\t\tconst idArray = maxGeometryCount > 65536\n\t\t\t\t? new Uint32Array( maxVertexCount )\n\t\t\t\t: new Uint16Array( maxVertexCount );\n\t\t\tgeometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );\n\n\t\t\tthis._geometryInitialized = true;\n\n\t\t}\n\n\t}\n\n\t// Make sure the geometry is compatible with the existing combined geometry atributes\n\t_validateGeometry( geometry ) {\n\n\t\t// check that the geometry doesn't have a version of our reserved id attribute\n\t\tif ( geometry.getAttribute( ID_ATTR_NAME ) ) {\n\n\t\t\tthrow new Error( `BatchedMesh: Geometry cannot use attribute \"${ ID_ATTR_NAME }\"` );\n\n\t\t}\n\n\t\t// check to ensure the geometries are using consistent attributes and indices\n\t\tconst batchGeometry = this.geometry;\n\t\tif ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: All geometries must consistently have \"index\".' );\n\n\t\t}\n\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( attributeName === ID_ATTR_NAME ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( ! geometry.hasAttribute( attributeName ) ) {\n\n\t\t\t\tthrow new Error( `BatchedMesh: Added geometry missing \"${ attributeName }\". All geometries must have consistent attributes.` );\n\n\t\t\t}\n\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tif ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {\n\n\t\t\t\tthrow new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tsetCustomSort( func ) {\n\n\t\tthis.customSort = func;\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingBox = this.boundingBox;\n\t\tconst active = this._active;\n\n\t\tboundingBox.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( active[ i ] === false ) continue;\n\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingBox.union( _box$1 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingSphere = this.boundingSphere;\n\t\tconst active = this._active;\n\n\t\tboundingSphere.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( active[ i ] === false ) continue;\n\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingSphere.union( _sphere$2 );\n\n\t\t}\n\n\t}\n\n\taddGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {\n\n\t\tthis._initializeGeometry( geometry );\n\n\t\tthis._validateGeometry( geometry );\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._geometryCount >= this._maxGeometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\t// get the necessary range fo the geometry\n\t\tconst reservedRange = {\n\t\t\tvertexStart: - 1,\n\t\t\tvertexCount: - 1,\n\t\t\tindexStart: - 1,\n\t\t\tindexCount: - 1,\n\t\t};\n\n\t\tlet lastRange = null;\n\t\tconst reservedRanges = this._reservedRanges;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst bounds = this._bounds;\n\t\tif ( this._geometryCount !== 0 ) {\n\n\t\t\tlastRange = reservedRanges[ reservedRanges.length - 1 ];\n\n\t\t}\n\n\t\tif ( vertexCount === - 1 ) {\n\n\t\t\treservedRange.vertexCount = geometry.getAttribute( 'position' ).count;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexCount = vertexCount;\n\n\t\t}\n\n\t\tif ( lastRange === null ) {\n\n\t\t\treservedRange.vertexStart = 0;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;\n\n\t\t}\n\n\t\tconst index = geometry.getIndex();\n\t\tconst hasIndex = index !== null;\n\t\tif ( hasIndex ) {\n\n\t\t\tif ( indexCount\t=== - 1 ) {\n\n\t\t\t\treservedRange.indexCount = index.count;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexCount = indexCount;\n\n\t\t\t}\n\n\t\t\tif ( lastRange === null ) {\n\n\t\t\t\treservedRange.indexStart = 0;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif (\n\t\t\treservedRange.indexStart !== - 1 &&\n\t\t\treservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||\n\t\t\treservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );\n\n\t\t}\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\n\t\t// push new visibility states\n\t\tvisibility.push( true );\n\t\tactive.push( true );\n\n\t\t// update id\n\t\tconst geometryId = this._geometryCount;\n\t\tthis._geometryCount ++;\n\n\t\t// initialize matrix information\n\t\t_identityMatrix.toArray( matricesArray, geometryId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\t// add the reserved range and draw range objects\n\t\treservedRanges.push( reservedRange );\n\t\tdrawRanges.push( {\n\t\t\tstart: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,\n\t\t\tcount: - 1\n\t\t} );\n\t\tbounds.push( {\n\t\t\tboxInitialized: false,\n\t\t\tbox: new Box3(),\n\n\t\t\tsphereInitialized: false,\n\t\t\tsphere: new Sphere()\n\t\t} );\n\n\t\t// set the id for the geometry\n\t\tconst idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );\n\t\tfor ( let i = 0; i < reservedRange.vertexCount; i ++ ) {\n\n\t\t\tidAttribute.setX( reservedRange.vertexStart + i, geometryId );\n\n\t\t}\n\n\t\tidAttribute.needsUpdate = true;\n\n\t\t// update the geometry\n\t\tthis.setGeometryAt( geometryId, geometry );\n\n\t\treturn geometryId;\n\n\t}\n\n\tsetGeometryAt( id, geometry ) {\n\n\t\tif ( id >= this._geometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\tthis._validateGeometry( geometry );\n\n\t\tconst batchGeometry = this.geometry;\n\t\tconst hasIndex = batchGeometry.getIndex() !== null;\n\t\tconst dstIndex = batchGeometry.getIndex();\n\t\tconst srcIndex = geometry.getIndex();\n\t\tconst reservedRange = this._reservedRanges[ id ];\n\t\tif (\n\t\t\thasIndex &&\n\t\t\tsrcIndex.count > reservedRange.indexCount ||\n\t\t\tgeometry.attributes.position.count > reservedRange.vertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );\n\n\t\t}\n\n\t\t// copy geometry over\n\t\tconst vertexStart = reservedRange.vertexStart;\n\t\tconst vertexCount = reservedRange.vertexCount;\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( attributeName === ID_ATTR_NAME ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// copy attribute data\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tcopyAttributeData( srcAttribute, dstAttribute, vertexStart );\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tconst itemSize = srcAttribute.itemSize;\n\t\t\tfor ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {\n\n\t\t\t\tconst index = vertexStart + i;\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tdstAttribute.setComponent( index, c, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdstAttribute.needsUpdate = true;\n\n\t\t}\n\n\t\t// copy index\n\t\tif ( hasIndex ) {\n\n\t\t\tconst indexStart = reservedRange.indexStart;\n\n\t\t\t// copy index data over\n\t\t\tfor ( let i = 0; i < srcIndex.count; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );\n\n\t\t\t}\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tfor ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart );\n\n\t\t\t}\n\n\t\t\tdstIndex.needsUpdate = true;\n\n\t\t}\n\n\t\t// store the bounding boxes\n\t\tconst bound = this._bounds[ id ];\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tbound.box.copy( geometry.boundingBox );\n\t\t\tbound.boxInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.boxInitialized = false;\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tbound.sphere.copy( geometry.boundingSphere );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.sphereInitialized = false;\n\n\t\t}\n\n\t\t// set drawRange count\n\t\tconst drawRange = this._drawRanges[ id ];\n\t\tconst posAttr = geometry.getAttribute( 'position' );\n\t\tdrawRange.count = hasIndex ? srcIndex.count : posAttr.count;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn id;\n\n\t}\n\n\tdeleteGeometry( geometryId ) {\n\n\t\t// Note: User needs to call optimize() afterward to pack the data.\n\n\t\tconst active = this._active;\n\t\tif ( geometryId >= active.length || active[ geometryId ] === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tactive[ geometryId ] = false;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\t// get bounding box and compute it if it doesn't exist\n\tgetBoundingBoxAt( id, target ) {\n\n\t\tconst active = this._active;\n\t\tif ( active[ id ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding box\n\t\tconst bound = this._bounds[ id ];\n\t\tconst box = bound.box;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.boxInitialized === false ) {\n\n\t\t\tbox.makeEmpty();\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ id ];\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\tbox.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );\n\n\t\t\t}\n\n\t\t\tbound.boxInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( box );\n\t\treturn target;\n\n\t}\n\n\t// get bounding sphere and compute it if it doesn't exist\n\tgetBoundingSphereAt( id, target ) {\n\n\t\tconst active = this._active;\n\t\tif ( active[ id ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding sphere\n\t\tconst bound = this._bounds[ id ];\n\t\tconst sphere = bound.sphere;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.sphereInitialized === false ) {\n\n\t\t\tsphere.makeEmpty();\n\n\t\t\tthis.getBoundingBoxAt( id, _box$1 );\n\t\t\t_box$1.getCenter( sphere.center );\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ id ];\n\n\t\t\tlet maxRadiusSq = 0;\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\t_vector$5.fromBufferAttribute( position, iv );\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );\n\n\t\t\t}\n\n\t\t\tsphere.radius = Math.sqrt( maxRadiusSq );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( sphere );\n\t\treturn target;\n\n\t}\n\n\tsetMatrixAt( geometryId, matrix ) {\n\n\t\t// @TODO: Map geometryId to index of the arrays because\n\t\t// optimize() can make geometryId mismatch the index\n\n\t\tconst active = this._active;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tconst geometryCount = this._geometryCount;\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tmatrix.toArray( matricesArray, geometryId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetMatrixAt( geometryId, matrix ) {\n\n\t\tconst active = this._active;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tconst geometryCount = this._geometryCount;\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn matrix.fromArray( matricesArray, geometryId * 16 );\n\n\t}\n\n\tsetVisibleAt( geometryId, value ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst geometryCount = this._geometryCount;\n\n\t\t// if the geometry is out of range, not active, or visibility state\n\t\t// does not change then return early\n\t\tif (\n\t\t\tgeometryId >= geometryCount ||\n\t\t\tactive[ geometryId ] === false ||\n\t\t\tvisibility[ geometryId ] === value\n\t\t) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvisibility[ geometryId ] = value;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetVisibleAt( geometryId ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst geometryCount = this._geometryCount;\n\n\t\t// return early if the geometry is out of range or not active\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn visibility[ geometryId ];\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst batchGeometry = this.geometry;\n\n\t\t// iterate over each geometry\n\t\t_mesh.material = this.material;\n\t\t_mesh.geometry.index = batchGeometry.index;\n\t\t_mesh.geometry.attributes = batchGeometry.attributes;\n\t\tif ( _mesh.geometry.boundingBox === null ) {\n\n\t\t\t_mesh.geometry.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( _mesh.geometry.boundingSphere === null ) {\n\n\t\t\t_mesh.geometry.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( ! visibility[ i ] || ! active[ i ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst drawRange = drawRanges[ i ];\n\t\t\t_mesh.geometry.setDrawRange( drawRange.start, drawRange.count );\n\n\t\t\t// ge the intersects\n\t\t\tthis.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );\n\t\t\tthis.getBoundingBoxAt( i, _mesh.geometry.boundingBox );\n\t\t\tthis.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );\n\t\t\t_mesh.raycast( raycaster, _batchIntersects );\n\n\t\t\t// add batch id to the intersects\n\t\t\tfor ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {\n\n\t\t\t\tconst intersect = _batchIntersects[ j ];\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersect.batchId = i;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_batchIntersects.length = 0;\n\n\t\t}\n\n\t\t_mesh.material = null;\n\t\t_mesh.geometry.index = null;\n\t\t_mesh.geometry.attributes = {};\n\t\t_mesh.geometry.setDrawRange( 0, Infinity );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.geometry = source.geometry.clone();\n\t\tthis.perObjectFrustumCulled = source.perObjectFrustumCulled;\n\t\tthis.sortObjects = source.sortObjects;\n\t\tthis.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;\n\t\tthis.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;\n\n\t\tthis._drawRanges = source._drawRanges.map( range => ( { ...range } ) );\n\t\tthis._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );\n\n\t\tthis._visibility = source._visibility.slice();\n\t\tthis._active = source._active.slice();\n\t\tthis._bounds = source._bounds.map( bound => ( {\n\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\tbox: bound.box.clone(),\n\n\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\tsphere: bound.sphere.clone()\n\t\t} ) );\n\n\t\tthis._maxGeometryCount = source._maxGeometryCount;\n\t\tthis._maxVertexCount = source._maxVertexCount;\n\t\tthis._maxIndexCount = source._maxIndexCount;\n\n\t\tthis._geometryInitialized = source._geometryInitialized;\n\t\tthis._geometryCount = source._geometryCount;\n\t\tthis._multiDrawCounts = source._multiDrawCounts.slice();\n\t\tthis._multiDrawStarts = source._multiDrawStarts.slice();\n\n\t\tthis._matricesTexture = source._matricesTexture.clone();\n\t\tthis._matricesTexture.image.data = this._matricesTexture.image.slice();\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\t// Assuming the geometry is not shared with other meshes\n\t\tthis.geometry.dispose();\n\n\t\tthis._matricesTexture.dispose();\n\t\tthis._matricesTexture = null;\n\t\treturn this;\n\n\t}\n\n\tonBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {\n\n\t\t// if visibility has not changed and frustum culling and object sorting is not required\n\t\t// then skip iterating over all items\n\t\tif ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// the indexed version of the multi draw function requires specifying the start\n\t\t// offset in bytes.\n\t\tconst index = geometry.getIndex();\n\t\tconst bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;\n\n\t\tconst active = this._active;\n\t\tconst visibility = this._visibility;\n\t\tconst multiDrawStarts = this._multiDrawStarts;\n\t\tconst multiDrawCounts = this._multiDrawCounts;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst perObjectFrustumCulled = this.perObjectFrustumCulled;\n\n\t\t// prepare the frustum in the local frame\n\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t_projScreenMatrix$2\n\t\t\t\t.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )\n\t\t\t\t.multiply( this.matrixWorld );\n\t\t\t_frustum.setFromProjectionMatrix(\n\t\t\t\t_projScreenMatrix$2,\n\t\t\t\trenderer.coordinateSystem\n\t\t\t);\n\n\t\t}\n\n\t\tlet count = 0;\n\t\tif ( this.sortObjects ) {\n\n\t\t\t// get the camera position in the local frame\n\t\t\t_invMatrixWorld.copy( this.matrixWorld ).invert();\n\t\t\t_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );\n\n\t\t\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\n\n\t\t\t\tif ( visibility[ i ] && active[ i ] ) {\n\n\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\t// get the distance from camera used for sorting\n\t\t\t\t\t\tconst z = _vector$5.distanceTo( _sphere$2.center );\n\t\t\t\t\t\t_renderList.push( drawRanges[ i ], z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Sort the draw ranges and prep for rendering\n\t\t\tconst list = _renderList.list;\n\t\t\tconst customSort = this.customSort;\n\t\t\tif ( customSort === null ) {\n\n\t\t\t\tlist.sort( material.transparent ? sortTransparent : sortOpaque );\n\n\t\t\t} else {\n\n\t\t\t\tcustomSort.call( this, list, camera );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = list.length; i < l; i ++ ) {\n\n\t\t\t\tconst item = list[ i ];\n\t\t\t\tmultiDrawStarts[ count ] = item.start * bytesPerElement;\n\t\t\t\tmultiDrawCounts[ count ] = item.count;\n\t\t\t\tcount ++;\n\n\t\t\t}\n\n\t\t\t_renderList.reset();\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\n\n\t\t\t\tif ( visibility[ i ] && active[ i ] ) {\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\tconst range = drawRanges[ i ];\n\t\t\t\t\t\tmultiDrawStarts[ count ] = range.start * bytesPerElement;\n\t\t\t\t\t\tmultiDrawCounts[ count ] = range.count;\n\t\t\t\t\t\tcount ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._multiDrawCount = count;\n\t\tthis._visibilityChanged = false;\n\n\t}\n\n\tonBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {\n\n\t\tthis.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isVideoTexture = true;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.isFramebufferTexture = true;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCompressedTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nclass CompressedArrayTexture extends CompressedTexture {\n\n\tconstructor( mipmaps, width, height, depth, format, type ) {\n\n\t\tsuper( mipmaps, width, height, format, type );\n\n\t\tthis.isCompressedArrayTexture = true;\n\t\tthis.image.depth = depth;\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t}\n\n}\n\nclass CompressedCubeTexture extends CompressedTexture {\n\n\tconstructor( images, format, type ) {\n\n\t\tsuper( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );\n\n\t\tthis.isCompressedCubeTexture = true;\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.image = images;\n\n\t}\n\n}\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.isEllipseCurve = true;\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.isArcCurve = true;\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = /*@__PURE__*/ new Vector3();\nconst px = /*@__PURE__*/ new CubicPoly();\nconst py = /*@__PURE__*/ new CubicPoly();\nconst pz = /*@__PURE__*/ new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.isCatmullRomCurve3 = true;\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve = true;\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve3 = true;\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve = true;\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector2() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.type = 'LineCurve3';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve = true;\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve3 = true;\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isSplineCurve = true;\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tconst lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';\n\t\t\tthis.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u, optionalTarget );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\t\tconst initNormals = [];\n\t\tconst normals = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( c, d, b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tlength: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices = [], indices = [], radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivision with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\nconst _triangle = /*@__PURE__*/ new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.4)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 32767 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim | 0 );\n\t\t\ttriangles.push( ear.i / dim | 0 );\n\t\t\ttriangles.push( next.i / dim | 0 );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\tlet p = c.next;\n\twhile ( p !== a ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( x0, y0, minX, minY, invSize ),\n\t\tmaxZ = zOrder( x1, y1, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim | 0 );\n\t\t\ttriangles.push( p.i / dim | 0 );\n\t\t\ttriangles.push( b.i / dim | 0 );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\touterNode = eliminateHole( queue[ i ], outerNode );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\tconst bridge = findHoleBridge( hole, outerNode );\n\tif ( ! bridge ) {\n\n\t\treturn outerNode;\n\n\t}\n\n\tconst bridgeReverse = splitPolygon( bridge, hole );\n\n\t// filter collinear points around the cuts\n\tfilterPoints( bridgeReverse, bridgeReverse.next );\n\treturn filterPoints( bridge, bridge.next );\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode,\n\t\tqx = - Infinity,\n\t\tm;\n\n\tconst hx = hole.x, hy = hole.y;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\t\t\t\tif ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = ( x - minX ) * invSize | 0;\n\ty = ( y - minY ) * invSize | 0;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&\n ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&\n ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = 0;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tconst depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn pt.clone().addScaledVector( vec, size );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tdata.options = Object.assign( {}, options );\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy === 0 && thetaStart === 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy === heightSegments && thetaEnd === Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segment\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCircleGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShadowMaterial = true;\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.isRawShaderMaterial = true;\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.anisotropyRotation = 0;\n\t\tthis.anisotropyMap = null;\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = Infinity;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._anisotropy = 0;\n\t\tthis._clearcoat = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._sheen = 0.0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget anisotropy() {\n\n\t\treturn this._anisotropy;\n\n\t}\n\n\tset anisotropy( value ) {\n\n\t\tif ( this._anisotropy > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._anisotropy = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.anisotropy = source.anisotropy;\n\t\tthis.anisotropyRotation = source.anisotropyRotation;\n\t\tthis.anisotropyMap = source.anisotropyMap;\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhongMaterial = true;\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshToonMaterial = true;\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshNormalMaterial = true;\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshLambertMaterial = true;\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshMatcapMaterial = true;\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineDashedMaterial = true;\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\nfunction subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\tconst clip = sourceClip.clone();\n\n\tclip.name = name;\n\n\tconst tracks = [];\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tconst track = clip.tracks[ i ];\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = [];\n\t\tconst values = [];\n\n\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( times.length === 0 ) continue;\n\n\t\ttrack.times = convertArray( times, track.times.constructor );\n\t\ttrack.values = convertArray( values, track.values.constructor );\n\n\t\ttracks.push( track );\n\n\t}\n\n\tclip.tracks = tracks;\n\n\t// find minimum .times value across all tracks in the trimmed clip\n\n\tlet minStartTime = Infinity;\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t}\n\n\t}\n\n\t// shift all tracks such that clip begins at t=0\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t}\n\n\tclip.resetDuration();\n\n\treturn clip;\n\n}\n\nfunction makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\tif ( fps <= 0 ) fps = 30;\n\n\tconst numTracks = referenceClip.tracks.length;\n\tconst referenceTime = referenceFrame / fps;\n\n\t// Make each track's values relative to the values at the reference frame\n\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t// Skip this track if it's non-numeric\n\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t} );\n\n\t\tif ( targetTrack === undefined ) continue;\n\n\t\tlet referenceOffset = 0;\n\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t}\n\n\t\tlet targetOffset = 0;\n\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t}\n\n\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\tlet referenceValue;\n\n\t\t// Find the value to subtract out of the track\n\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else {\n\n\t\t\t// Interpolate to the reference value\n\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\treferenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );\n\n\t\t}\n\n\t\t// Conjugate the quaternion\n\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t}\n\n\t\t// Subtract the reference value from all of the track values\n\n\t\tconst numTimes = targetTrack.times.length;\n\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart,\n\t\t\t\t\treferenceValue,\n\t\t\t\t\t0,\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\treturn targetClip;\n\n}\n\nconst AnimationUtils = {\n\tconvertArray: convertArray,\n\tisTypedArray: isTypedArray,\n\tgetKeyframeOrder: getKeyframeOrder,\n\tsortedArray: sortedArray,\n\tflattenJSON: flattenJSON,\n\tsubclip: subclip,\n\tmakeClipAdditive: makeClipAdditive\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = convertArray( times, this.TimeBufferType );\n\t\tthis.values = convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': convertArray( track.times, Array ),\n\t\t\t\t'values': convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = times.slice( from, to );\n\t\t\tthis.values = this.values.slice( from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = this.times.slice(),\n\t\t\tvalues = this.values.slice(),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = times.slice( 0, writeIndex );\n\t\t\tthis.values = values.slice( 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = this.times.slice();\n\t\tconst values = this.values.slice();\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tflattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tflattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nLoader.DEFAULT_MATERIAL_NAME = '__DEFAULT';\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\n\t\t\t\t\t// Nginx needs X-File-Size check\n\t\t\t\t\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\n\t\t\t\t\tconst contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\t\ttexture.colorSpace = SRGBColorSpace;\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tlet texData;\n\n\t\t\ttry {\n\n\t\t\t\ttexData = scope.parse( buffer );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) {\n\n\t\t\t\t\tonError( error );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = texData.colorSpace;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.isHemisphereLight = true;\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix$1 );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.isSpotLightShadow = true;\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isSpotLight = true;\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay;\n\n\t\tthis.map = null;\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isRectAreaLight = true;\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = MaterialLoader.createMaterialFromType( json.type );\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.iridescence !== undefined ) material.iridescence = json.iridescence;\n\t\tif ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;\n\t\tif ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\n\t\tif ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;\n\t\tif ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;\n\t\tif ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;\n\t\tif ( json.blendDst !== undefined ) material.blendDst = json.blendDst;\n\t\tif ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;\n\t\tif ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;\n\t\tif ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;\n\t\tif ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;\n\t\tif ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );\n\t\tif ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== undefined ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\t\tif ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.lights !== undefined ) material.lights = json.lights;\n\t\tif ( json.clipping !== undefined ) material.clipping = json.clipping;\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );\n\t\tif ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n\tstatic createMaterialFromType( type ) {\n\n\t\tconst materialLib = {\n\t\t\tShadowMaterial,\n\t\t\tSpriteMaterial,\n\t\t\tRawShaderMaterial,\n\t\t\tShaderMaterial,\n\t\t\tPointsMaterial,\n\t\t\tMeshPhysicalMaterial,\n\t\t\tMeshStandardMaterial,\n\t\t\tMeshPhongMaterial,\n\t\t\tMeshToonMaterial,\n\t\t\tMeshNormalMaterial,\n\t\t\tMeshLambertMaterial,\n\t\t\tMeshDepthMaterial,\n\t\t\tMeshDistanceMaterial,\n\t\t\tMeshBasicMaterial,\n\t\t\tMeshMatcapMaterial,\n\t\t\tLineDashedMaterial,\n\t\t\tLineBasicMaterial,\n\t\t\tMaterial\n\t\t};\n\n\t\treturn new materialLib[ type ]();\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isInstancedBufferGeometry = true;\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\\'t load ' + url ) );\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ].data instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.source = source;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\t\t\t\tif ( data.channel !== undefined ) texture.channel = data.channel;\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\t\t\t\tif ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;\n\n\t\t\t\tif ( data.userData !== undefined ) texture.userData = data.userData;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog.name !== '' ) {\n\n\t\t\t\t\t\tobject.fog.name = data.fog.name;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;\n\t\t\t\tif ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;\n\t\t\t\tif ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );\n\t\t\t\tif ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'BatchedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new BatchedMesh( data.maxGeometryCount, data.maxVertexCount, data.maxIndexCount, material );\n\t\t\t\tobject.geometry = geometry;\n\t\t\t\tobject.perObjectFrustumCulled = data.perObjectFrustumCulled;\n\t\t\t\tobject.sortObjects = data.sortObjects;\n\n\t\t\t\tobject._drawRanges = data.drawRanges;\n\t\t\t\tobject._reservedRanges = data.reservedRanges;\n\n\t\t\t\tobject._visibility = data.visibility;\n\t\t\t\tobject._active = data.active;\n\t\t\t\tobject._bounds = data.bounds.map( bound => {\n\n\t\t\t\t\tconst box = new Box3();\n\t\t\t\t\tbox.min.fromArray( bound.boxMin );\n\t\t\t\t\tbox.max.fromArray( bound.boxMax );\n\n\t\t\t\t\tconst sphere = new Sphere();\n\t\t\t\t\tsphere.radius = bound.sphereRadius;\n\t\t\t\t\tsphere.center.fromArray( bound.sphereCenter );\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\t\t\tbox: box,\n\n\t\t\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\t\t\tsphere: sphere\n\t\t\t\t\t};\n\n\t\t\t\t} );\n\n\t\t\t\tobject._maxGeometryCount = data.maxGeometryCount;\n\t\t\t\tobject._maxVertexCount = data.maxVertexCount;\n\t\t\t\tobject._maxIndexCount = data.maxIndexCount;\n\n\t\t\t\tobject._geometryInitialized = data.geometryInitialized;\n\t\t\t\tobject._geometryCount = data.geometryCount;\n\n\t\t\t\tobject._matricesTexture = getTexture( data.matricesTexture.uuid );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.up !== undefined ) object.up.fromArray( data.up );\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance, level.hysteresis );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\t// If cached is a promise, wait for it to resolve\n\t\t\tif ( cached.then ) {\n\n\t\t\t\tcached.then( imageBitmap => {\n\n\t\t\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} ).catch( e => {\n\n\t\t\t\t\tif ( onError ) onError( e );\n\n\t\t\t\t} );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t// If cached is not a promise (i.e., it's already an imageBitmap)\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tconst promise = fetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t\treturn imageBitmap;\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tCache.remove( url );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tCache.add( url, promise );\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nlet _context;\n\nclass AudioContext {\n\n\tstatic getContext() {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t}\n\n\tstatic setContext( value ) {\n\n\t\t_context = value;\n\n\t}\n\n}\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} ).catch( handleError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\thandleError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\tfunction handleError( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\n\t\t}\n\n\t}\n\n}\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t_projectionMatrix.copy( camera.projectionMatrix );\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( _projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( _projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tif ( this.source !== null ) {\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t}\n\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this._connected === false ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.isPlaying === true && this.source.detune !== undefined ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tconnect() {\n\n\t\tsuper.connect();\n\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /*@__PURE__*/ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /*@__PURE__*/ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'map':\n\n\t\t\t\t\tif ( 'map' in targetObject ) {\n\n\t\t\t\t\t\ttargetObject = targetObject.map;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.map ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.map;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.isAnimationObjectGroup = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\tdeltaTime = 0;\n\n\t\t\t} else {\n\n\n\t\t\t\tthis._startTime = null; // unschedule\n\t\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\n\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, _controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nlet _id = 0;\n\nclass UniformsGroup extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isUniformsGroup = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.name = '';\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.uniforms = [];\n\n\t}\n\n\tadd( uniform ) {\n\n\t\tthis.uniforms.push( uniform );\n\n\t\treturn this;\n\n\t}\n\n\tremove( uniform ) {\n\n\t\tconst index = this.uniforms.indexOf( uniform );\n\n\t\tif ( index !== - 1 ) this.uniforms.splice( index, 1 );\n\n\t\treturn this;\n\n\t}\n\n\tsetName( name ) {\n\n\t\tthis.name = name;\n\n\t\treturn this;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.usage = source.usage;\n\n\t\tconst uniformsSource = source.uniforms;\n\n\t\tthis.uniforms.length = 0;\n\n\t\tfor ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {\n\n\t\t\tconst uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];\n\n\t\t\tfor ( let j = 0; j < uniforms.length; j ++ ) {\n\n\t\t\t\tthis.uniforms.push( uniforms[ j ].clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.isInstancedInterleavedBuffer = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.isGLBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tsetFromXRController( controller ) {\n\n\t\t_matrix.identity().extractRotation( controller.matrixWorld );\n\n\t\tthis.ray.origin.setFromMatrixPosition( controller.matrixWorld );\n\t\tthis.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );\n\n\t\treturn this;\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersect( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersect( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersect( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersect( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox2 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$4 ).distanceTo( point );\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'SpotLightHelper';\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t// update the local matrix based on the parent and light target transforms\n\t\tif ( this.parent ) {\n\n\t\t\tthis.parent.updateWorldMatrix( true );\n\n\t\t\tthis.matrix\n\t\t\t\t.copy( this.parent.matrixWorld )\n\t\t\t\t.invert()\n\t\t\t\t.multiply( this.light.matrixWorld );\n\n\t\t} else {\n\n\t\t\tthis.matrix.copy( this.light.matrixWorld );\n\n\t\t}\n\n\t\tthis.matrixWorld.copy( this.light.matrixWorld );\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.type = 'SkeletonHelper';\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object.isBone === true ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'HemisphereLightHelper';\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the sectors\n\n\t\tif ( sectors > 1 ) {\n\n\t\t\tfor ( let i = 0; i < sectors; i ++ ) {\n\n\t\t\t\tconst v = ( i / sectors ) * ( Math.PI * 2 );\n\n\t\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( x, 0, z );\n\n\t\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// create the rings\n\n\t\tfor ( let i = 0; i < rings; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / rings * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'DirectionalLightHelper';\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttps://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2' );\n\t\taddLine( 'n2', 'n4' );\n\t\taddLine( 'n4', 'n3' );\n\t\taddLine( 'n3', 'n1' );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2' );\n\t\taddLine( 'f2', 'f4' );\n\t\taddLine( 'f4', 'f3' );\n\t\taddLine( 'f3', 'f1' );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1' );\n\t\taddLine( 'n2', 'f2' );\n\t\taddLine( 'n3', 'f3' );\n\t\taddLine( 'n4', 'f4' );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1' );\n\t\taddLine( 'p', 'n2' );\n\t\taddLine( 'p', 'n3' );\n\t\taddLine( 'p', 'n4' );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2' );\n\t\taddLine( 'u2', 'u3' );\n\t\taddLine( 'u3', 'u1' );\n\n\t\t// target\n\n\t\taddLine( 'c', 't' );\n\t\taddLine( 'p', 'c' );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2' );\n\t\taddLine( 'cn3', 'cn4' );\n\n\t\taddLine( 'cf1', 'cf2' );\n\t\taddLine( 'cf3', 'cf4' );\n\n\t\tfunction addLine( a, b ) {\n\n\t\t\taddPoint( a );\n\t\t\taddPoint( b );\n\n\t\t}\n\n\t\tfunction addPoint( id ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( 0, 0, 0 );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\tthis.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );\n\n\t}\n\n\tsetColors( frustum, cone, up, target, cross ) {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst colorAttribute = geometry.getAttribute( 'color' );\n\n\t\t// near\n\n\t\tcolorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2\n\t\tcolorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4\n\t\tcolorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3\n\t\tcolorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1\n\n\t\t// far\n\n\t\tcolorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2\n\t\tcolorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4\n\t\tcolorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3\n\t\tcolorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1\n\n\t\t// sides\n\n\t\tcolorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1\n\t\tcolorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2\n\t\tcolorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3\n\t\tcolorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4\n\n\t\t// cone\n\n\t\tcolorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1\n\t\tcolorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2\n\t\tcolorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3\n\t\tcolorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4\n\n\t\t// up\n\n\t\tcolorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2\n\t\tcolorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3\n\t\tcolorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1\n\n\t\t// target\n\n\t\tcolorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t\n\t\tcolorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c\n\n\t\t// cross\n\n\t\tcolorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2\n\t\tcolorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4\n\n\t\tcolorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2\n\t\tcolorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4\n\n\t\tcolorAttribute.needsUpdate = true;\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tthis.position.set( 0, 0, 0 );\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tthis.translateZ( - this.plane.constant );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.line.geometry.dispose();\n\t\tthis.line.material.dispose();\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tlet toChange = 0;\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange ++;\n\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162\n\n\tconstructor( width = 1, height = 1, count = 1, options = {} ) {\n\n\t\tconsole.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the \"count\" parameter to enable MRT.' );\n\n\t\tsuper( width, height, { ...options, count } );\n\n\t\tthis.isWebGLMultipleRenderTargets = true;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures;\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexports.ACESFilmicToneMapping = ACESFilmicToneMapping;\nexports.AddEquation = AddEquation;\nexports.AddOperation = AddOperation;\nexports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;\nexports.AdditiveBlending = AdditiveBlending;\nexports.AgXToneMapping = AgXToneMapping;\nexports.AlphaFormat = AlphaFormat;\nexports.AlwaysCompare = AlwaysCompare;\nexports.AlwaysDepth = AlwaysDepth;\nexports.AlwaysStencilFunc = AlwaysStencilFunc;\nexports.AmbientLight = AmbientLight;\nexports.AnimationAction = AnimationAction;\nexports.AnimationClip = AnimationClip;\nexports.AnimationLoader = AnimationLoader;\nexports.AnimationMixer = AnimationMixer;\nexports.AnimationObjectGroup = AnimationObjectGroup;\nexports.AnimationUtils = AnimationUtils;\nexports.ArcCurve = ArcCurve;\nexports.ArrayCamera = ArrayCamera;\nexports.ArrowHelper = ArrowHelper;\nexports.AttachedBindMode = AttachedBindMode;\nexports.Audio = Audio;\nexports.AudioAnalyser = AudioAnalyser;\nexports.AudioContext = AudioContext;\nexports.AudioListener = AudioListener;\nexports.AudioLoader = AudioLoader;\nexports.AxesHelper = AxesHelper;\nexports.BackSide = BackSide;\nexports.BasicDepthPacking = BasicDepthPacking;\nexports.BasicShadowMap = BasicShadowMap;\nexports.BatchedMesh = BatchedMesh;\nexports.Bone = Bone;\nexports.BooleanKeyframeTrack = BooleanKeyframeTrack;\nexports.Box2 = Box2;\nexports.Box3 = Box3;\nexports.Box3Helper = Box3Helper;\nexports.BoxGeometry = BoxGeometry;\nexports.BoxHelper = BoxHelper;\nexports.BufferAttribute = BufferAttribute;\nexports.BufferGeometry = BufferGeometry;\nexports.BufferGeometryLoader = BufferGeometryLoader;\nexports.ByteType = ByteType;\nexports.Cache = Cache;\nexports.Camera = Camera;\nexports.CameraHelper = CameraHelper;\nexports.CanvasTexture = CanvasTexture;\nexports.CapsuleGeometry = CapsuleGeometry;\nexports.CatmullRomCurve3 = CatmullRomCurve3;\nexports.CineonToneMapping = CineonToneMapping;\nexports.CircleGeometry = CircleGeometry;\nexports.ClampToEdgeWrapping = ClampToEdgeWrapping;\nexports.Clock = Clock;\nexports.Color = Color;\nexports.ColorKeyframeTrack = ColorKeyframeTrack;\nexports.ColorManagement = ColorManagement;\nexports.CompressedArrayTexture = CompressedArrayTexture;\nexports.CompressedCubeTexture = CompressedCubeTexture;\nexports.CompressedTexture = CompressedTexture;\nexports.CompressedTextureLoader = CompressedTextureLoader;\nexports.ConeGeometry = ConeGeometry;\nexports.ConstantAlphaFactor = ConstantAlphaFactor;\nexports.ConstantColorFactor = ConstantColorFactor;\nexports.CubeCamera = CubeCamera;\nexports.CubeReflectionMapping = CubeReflectionMapping;\nexports.CubeRefractionMapping = CubeRefractionMapping;\nexports.CubeTexture = CubeTexture;\nexports.CubeTextureLoader = CubeTextureLoader;\nexports.CubeUVReflectionMapping = CubeUVReflectionMapping;\nexports.CubicBezierCurve = CubicBezierCurve;\nexports.CubicBezierCurve3 = CubicBezierCurve3;\nexports.CubicInterpolant = CubicInterpolant;\nexports.CullFaceBack = CullFaceBack;\nexports.CullFaceFront = CullFaceFront;\nexports.CullFaceFrontBack = CullFaceFrontBack;\nexports.CullFaceNone = CullFaceNone;\nexports.Curve = Curve;\nexports.CurvePath = CurvePath;\nexports.CustomBlending = CustomBlending;\nexports.CustomToneMapping = CustomToneMapping;\nexports.CylinderGeometry = CylinderGeometry;\nexports.Cylindrical = Cylindrical;\nexports.Data3DTexture = Data3DTexture;\nexports.DataArrayTexture = DataArrayTexture;\nexports.DataTexture = DataTexture;\nexports.DataTextureLoader = DataTextureLoader;\nexports.DataUtils = DataUtils;\nexports.DecrementStencilOp = DecrementStencilOp;\nexports.DecrementWrapStencilOp = DecrementWrapStencilOp;\nexports.DefaultLoadingManager = DefaultLoadingManager;\nexports.DepthFormat = DepthFormat;\nexports.DepthStencilFormat = DepthStencilFormat;\nexports.DepthTexture = DepthTexture;\nexports.DetachedBindMode = DetachedBindMode;\nexports.DirectionalLight = DirectionalLight;\nexports.DirectionalLightHelper = DirectionalLightHelper;\nexports.DiscreteInterpolant = DiscreteInterpolant;\nexports.DisplayP3ColorSpace = DisplayP3ColorSpace;\nexports.DodecahedronGeometry = DodecahedronGeometry;\nexports.DoubleSide = DoubleSide;\nexports.DstAlphaFactor = DstAlphaFactor;\nexports.DstColorFactor = DstColorFactor;\nexports.DynamicCopyUsage = DynamicCopyUsage;\nexports.DynamicDrawUsage = DynamicDrawUsage;\nexports.DynamicReadUsage = DynamicReadUsage;\nexports.EdgesGeometry = EdgesGeometry;\nexports.EllipseCurve = EllipseCurve;\nexports.EqualCompare = EqualCompare;\nexports.EqualDepth = EqualDepth;\nexports.EqualStencilFunc = EqualStencilFunc;\nexports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;\nexports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;\nexports.Euler = Euler;\nexports.EventDispatcher = EventDispatcher;\nexports.ExtrudeGeometry = ExtrudeGeometry;\nexports.FileLoader = FileLoader;\nexports.Float16BufferAttribute = Float16BufferAttribute;\nexports.Float32BufferAttribute = Float32BufferAttribute;\nexports.FloatType = FloatType;\nexports.Fog = Fog;\nexports.FogExp2 = FogExp2;\nexports.FramebufferTexture = FramebufferTexture;\nexports.FrontSide = FrontSide;\nexports.Frustum = Frustum;\nexports.GLBufferAttribute = GLBufferAttribute;\nexports.GLSL1 = GLSL1;\nexports.GLSL3 = GLSL3;\nexports.GreaterCompare = GreaterCompare;\nexports.GreaterDepth = GreaterDepth;\nexports.GreaterEqualCompare = GreaterEqualCompare;\nexports.GreaterEqualDepth = GreaterEqualDepth;\nexports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;\nexports.GreaterStencilFunc = GreaterStencilFunc;\nexports.GridHelper = GridHelper;\nexports.Group = Group;\nexports.HalfFloatType = HalfFloatType;\nexports.HemisphereLight = HemisphereLight;\nexports.HemisphereLightHelper = HemisphereLightHelper;\nexports.IcosahedronGeometry = IcosahedronGeometry;\nexports.ImageBitmapLoader = ImageBitmapLoader;\nexports.ImageLoader = ImageLoader;\nexports.ImageUtils = ImageUtils;\nexports.IncrementStencilOp = IncrementStencilOp;\nexports.IncrementWrapStencilOp = IncrementWrapStencilOp;\nexports.InstancedBufferAttribute = InstancedBufferAttribute;\nexports.InstancedBufferGeometry = InstancedBufferGeometry;\nexports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;\nexports.InstancedMesh = InstancedMesh;\nexports.Int16BufferAttribute = Int16BufferAttribute;\nexports.Int32BufferAttribute = Int32BufferAttribute;\nexports.Int8BufferAttribute = Int8BufferAttribute;\nexports.IntType = IntType;\nexports.InterleavedBuffer = InterleavedBuffer;\nexports.InterleavedBufferAttribute = InterleavedBufferAttribute;\nexports.Interpolant = Interpolant;\nexports.InterpolateDiscrete = InterpolateDiscrete;\nexports.InterpolateLinear = InterpolateLinear;\nexports.InterpolateSmooth = InterpolateSmooth;\nexports.InvertStencilOp = InvertStencilOp;\nexports.KeepStencilOp = KeepStencilOp;\nexports.KeyframeTrack = KeyframeTrack;\nexports.LOD = LOD;\nexports.LatheGeometry = LatheGeometry;\nexports.Layers = Layers;\nexports.LessCompare = LessCompare;\nexports.LessDepth = LessDepth;\nexports.LessEqualCompare = LessEqualCompare;\nexports.LessEqualDepth = LessEqualDepth;\nexports.LessEqualStencilFunc = LessEqualStencilFunc;\nexports.LessStencilFunc = LessStencilFunc;\nexports.Light = Light;\nexports.LightProbe = LightProbe;\nexports.Line = Line;\nexports.Line3 = Line3;\nexports.LineBasicMaterial = LineBasicMaterial;\nexports.LineCurve = LineCurve;\nexports.LineCurve3 = LineCurve3;\nexports.LineDashedMaterial = LineDashedMaterial;\nexports.LineLoop = LineLoop;\nexports.LineSegments = LineSegments;\nexports.LinearDisplayP3ColorSpace = LinearDisplayP3ColorSpace;\nexports.LinearFilter = LinearFilter;\nexports.LinearInterpolant = LinearInterpolant;\nexports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;\nexports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;\nexports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;\nexports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;\nexports.LinearSRGBColorSpace = LinearSRGBColorSpace;\nexports.LinearToneMapping = LinearToneMapping;\nexports.LinearTransfer = LinearTransfer;\nexports.Loader = Loader;\nexports.LoaderUtils = LoaderUtils;\nexports.LoadingManager = LoadingManager;\nexports.LoopOnce = LoopOnce;\nexports.LoopPingPong = LoopPingPong;\nexports.LoopRepeat = LoopRepeat;\nexports.LuminanceAlphaFormat = LuminanceAlphaFormat;\nexports.LuminanceFormat = LuminanceFormat;\nexports.MOUSE = MOUSE;\nexports.Material = Material;\nexports.MaterialLoader = MaterialLoader;\nexports.MathUtils = MathUtils;\nexports.Matrix3 = Matrix3;\nexports.Matrix4 = Matrix4;\nexports.MaxEquation = MaxEquation;\nexports.Mesh = Mesh;\nexports.MeshBasicMaterial = MeshBasicMaterial;\nexports.MeshDepthMaterial = MeshDepthMaterial;\nexports.MeshDistanceMaterial = MeshDistanceMaterial;\nexports.MeshLambertMaterial = MeshLambertMaterial;\nexports.MeshMatcapMaterial = MeshMatcapMaterial;\nexports.MeshNormalMaterial = MeshNormalMaterial;\nexports.MeshPhongMaterial = MeshPhongMaterial;\nexports.MeshPhysicalMaterial = MeshPhysicalMaterial;\nexports.MeshStandardMaterial = MeshStandardMaterial;\nexports.MeshToonMaterial = MeshToonMaterial;\nexports.MinEquation = MinEquation;\nexports.MirroredRepeatWrapping = MirroredRepeatWrapping;\nexports.MixOperation = MixOperation;\nexports.MultiplyBlending = MultiplyBlending;\nexports.MultiplyOperation = MultiplyOperation;\nexports.NearestFilter = NearestFilter;\nexports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;\nexports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;\nexports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;\nexports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;\nexports.NeutralToneMapping = NeutralToneMapping;\nexports.NeverCompare = NeverCompare;\nexports.NeverDepth = NeverDepth;\nexports.NeverStencilFunc = NeverStencilFunc;\nexports.NoBlending = NoBlending;\nexports.NoColorSpace = NoColorSpace;\nexports.NoToneMapping = NoToneMapping;\nexports.NormalAnimationBlendMode = NormalAnimationBlendMode;\nexports.NormalBlending = NormalBlending;\nexports.NotEqualCompare = NotEqualCompare;\nexports.NotEqualDepth = NotEqualDepth;\nexports.NotEqualStencilFunc = NotEqualStencilFunc;\nexports.NumberKeyframeTrack = NumberKeyframeTrack;\nexports.Object3D = Object3D;\nexports.ObjectLoader = ObjectLoader;\nexports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;\nexports.OctahedronGeometry = OctahedronGeometry;\nexports.OneFactor = OneFactor;\nexports.OneMinusConstantAlphaFactor = OneMinusConstantAlphaFactor;\nexports.OneMinusConstantColorFactor = OneMinusConstantColorFactor;\nexports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;\nexports.OneMinusDstColorFactor = OneMinusDstColorFactor;\nexports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;\nexports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;\nexports.OrthographicCamera = OrthographicCamera;\nexports.P3Primaries = P3Primaries;\nexports.PCFShadowMap = PCFShadowMap;\nexports.PCFSoftShadowMap = PCFSoftShadowMap;\nexports.PMREMGenerator = PMREMGenerator;\nexports.Path = Path;\nexports.PerspectiveCamera = PerspectiveCamera;\nexports.Plane = Plane;\nexports.PlaneGeometry = PlaneGeometry;\nexports.PlaneHelper = PlaneHelper;\nexports.PointLight = PointLight;\nexports.PointLightHelper = PointLightHelper;\nexports.Points = Points;\nexports.PointsMaterial = PointsMaterial;\nexports.PolarGridHelper = PolarGridHelper;\nexports.PolyhedronGeometry = PolyhedronGeometry;\nexports.PositionalAudio = PositionalAudio;\nexports.PropertyBinding = PropertyBinding;\nexports.PropertyMixer = PropertyMixer;\nexports.QuadraticBezierCurve = QuadraticBezierCurve;\nexports.QuadraticBezierCurve3 = QuadraticBezierCurve3;\nexports.Quaternion = Quaternion;\nexports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;\nexports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;\nexports.RED_GREEN_RGTC2_Format = RED_GREEN_RGTC2_Format;\nexports.RED_RGTC1_Format = RED_RGTC1_Format;\nexports.REVISION = REVISION;\nexports.RGBADepthPacking = RGBADepthPacking;\nexports.RGBAFormat = RGBAFormat;\nexports.RGBAIntegerFormat = RGBAIntegerFormat;\nexports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;\nexports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;\nexports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;\nexports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;\nexports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;\nexports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;\nexports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;\nexports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;\nexports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;\nexports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;\nexports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;\nexports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;\nexports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;\nexports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;\nexports.RGBA_BPTC_Format = RGBA_BPTC_Format;\nexports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;\nexports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;\nexports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;\nexports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;\nexports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;\nexports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;\nexports.RGB_BPTC_SIGNED_Format = RGB_BPTC_SIGNED_Format;\nexports.RGB_BPTC_UNSIGNED_Format = RGB_BPTC_UNSIGNED_Format;\nexports.RGB_ETC1_Format = RGB_ETC1_Format;\nexports.RGB_ETC2_Format = RGB_ETC2_Format;\nexports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;\nexports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;\nexports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;\nexports.RGFormat = RGFormat;\nexports.RGIntegerFormat = RGIntegerFormat;\nexports.RawShaderMaterial = RawShaderMaterial;\nexports.Ray = Ray;\nexports.Raycaster = Raycaster;\nexports.Rec709Primaries = Rec709Primaries;\nexports.RectAreaLight = RectAreaLight;\nexports.RedFormat = RedFormat;\nexports.RedIntegerFormat = RedIntegerFormat;\nexports.ReinhardToneMapping = ReinhardToneMapping;\nexports.RenderTarget = RenderTarget;\nexports.RepeatWrapping = RepeatWrapping;\nexports.ReplaceStencilOp = ReplaceStencilOp;\nexports.ReverseSubtractEquation = ReverseSubtractEquation;\nexports.RingGeometry = RingGeometry;\nexports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;\nexports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;\nexports.SRGBColorSpace = SRGBColorSpace;\nexports.SRGBTransfer = SRGBTransfer;\nexports.Scene = Scene;\nexports.ShaderChunk = ShaderChunk;\nexports.ShaderLib = ShaderLib;\nexports.ShaderMaterial = ShaderMaterial;\nexports.ShadowMaterial = ShadowMaterial;\nexports.Shape = Shape;\nexports.ShapeGeometry = ShapeGeometry;\nexports.ShapePath = ShapePath;\nexports.ShapeUtils = ShapeUtils;\nexports.ShortType = ShortType;\nexports.Skeleton = Skeleton;\nexports.SkeletonHelper = SkeletonHelper;\nexports.SkinnedMesh = SkinnedMesh;\nexports.Source = Source;\nexports.Sphere = Sphere;\nexports.SphereGeometry = SphereGeometry;\nexports.Spherical = Spherical;\nexports.SphericalHarmonics3 = SphericalHarmonics3;\nexports.SplineCurve = SplineCurve;\nexports.SpotLight = SpotLight;\nexports.SpotLightHelper = SpotLightHelper;\nexports.Sprite = Sprite;\nexports.SpriteMaterial = SpriteMaterial;\nexports.SrcAlphaFactor = SrcAlphaFactor;\nexports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;\nexports.SrcColorFactor = SrcColorFactor;\nexports.StaticCopyUsage = StaticCopyUsage;\nexports.StaticDrawUsage = StaticDrawUsage;\nexports.StaticReadUsage = StaticReadUsage;\nexports.StereoCamera = StereoCamera;\nexports.StreamCopyUsage = StreamCopyUsage;\nexports.StreamDrawUsage = StreamDrawUsage;\nexports.StreamReadUsage = StreamReadUsage;\nexports.StringKeyframeTrack = StringKeyframeTrack;\nexports.SubtractEquation = SubtractEquation;\nexports.SubtractiveBlending = SubtractiveBlending;\nexports.TOUCH = TOUCH;\nexports.TangentSpaceNormalMap = TangentSpaceNormalMap;\nexports.TetrahedronGeometry = TetrahedronGeometry;\nexports.Texture = Texture;\nexports.TextureLoader = TextureLoader;\nexports.TorusGeometry = TorusGeometry;\nexports.TorusKnotGeometry = TorusKnotGeometry;\nexports.Triangle = Triangle;\nexports.TriangleFanDrawMode = TriangleFanDrawMode;\nexports.TriangleStripDrawMode = TriangleStripDrawMode;\nexports.TrianglesDrawMode = TrianglesDrawMode;\nexports.TubeGeometry = TubeGeometry;\nexports.UVMapping = UVMapping;\nexports.Uint16BufferAttribute = Uint16BufferAttribute;\nexports.Uint32BufferAttribute = Uint32BufferAttribute;\nexports.Uint8BufferAttribute = Uint8BufferAttribute;\nexports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;\nexports.Uniform = Uniform;\nexports.UniformsGroup = UniformsGroup;\nexports.UniformsLib = UniformsLib;\nexports.UniformsUtils = UniformsUtils;\nexports.UnsignedByteType = UnsignedByteType;\nexports.UnsignedInt248Type = UnsignedInt248Type;\nexports.UnsignedIntType = UnsignedIntType;\nexports.UnsignedShort4444Type = UnsignedShort4444Type;\nexports.UnsignedShort5551Type = UnsignedShort5551Type;\nexports.UnsignedShortType = UnsignedShortType;\nexports.VSMShadowMap = VSMShadowMap;\nexports.Vector2 = Vector2;\nexports.Vector3 = Vector3;\nexports.Vector4 = Vector4;\nexports.VectorKeyframeTrack = VectorKeyframeTrack;\nexports.VideoTexture = VideoTexture;\nexports.WebGL1Renderer = WebGL1Renderer;\nexports.WebGL3DRenderTarget = WebGL3DRenderTarget;\nexports.WebGLArrayRenderTarget = WebGLArrayRenderTarget;\nexports.WebGLCoordinateSystem = WebGLCoordinateSystem;\nexports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;\nexports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;\nexports.WebGLRenderTarget = WebGLRenderTarget;\nexports.WebGLRenderer = WebGLRenderer;\nexports.WebGLUtils = WebGLUtils;\nexports.WebGPUCoordinateSystem = WebGPUCoordinateSystem;\nexports.WireframeGeometry = WireframeGeometry;\nexports.WrapAroundEnding = WrapAroundEnding;\nexports.ZeroCurvatureEnding = ZeroCurvatureEnding;\nexports.ZeroFactor = ZeroFactor;\nexports.ZeroSlopeEnding = ZeroSlopeEnding;\nexports.ZeroStencilOp = ZeroStencilOp;\nexports._SRGBAFormat = _SRGBAFormat;\nexports.createCanvasElement = createCanvasElement;\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/build/three.cjs?"); +eval("/**\n * @license\n * Copyright 2010-2024 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\n\n\nconst REVISION = '167';\n\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst ConstantColorFactor = 211;\nconst OneMinusConstantColorFactor = 212;\nconst ConstantAlphaFactor = 213;\nconst OneMinusConstantAlphaFactor = 214;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\nconst AgXToneMapping = 6;\nconst NeutralToneMapping = 7;\nconst AttachedBindMode = 'attached';\nconst DetachedBindMode = 'detached';\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst UnsignedInt5999Type = 35902;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst RGB_BPTC_SIGNED_Format = 36494;\nconst RGB_BPTC_UNSIGNED_Format = 36495;\nconst RED_RGTC1_Format = 36283;\nconst SIGNED_RED_RGTC1_Format = 36284;\nconst RED_GREEN_RGTC2_Format = 36285;\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst RGBDepthPacking = 3202;\nconst RGDepthPacking = 3203;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\nconst DisplayP3ColorSpace = 'display-p3';\nconst LinearDisplayP3ColorSpace = 'display-p3-linear';\n\nconst LinearTransfer = 'linear';\nconst SRGBTransfer = 'srgb';\n\nconst Rec709Primaries = 'rec709';\nconst P3Primaries = 'p3';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst NeverCompare = 512;\nconst LessCompare = 513;\nconst EqualCompare = 514;\nconst LessEqualCompare = 515;\nconst GreaterCompare = 516;\nconst NotEqualCompare = 517;\nconst GreaterEqualCompare = 518;\nconst AlwaysCompare = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst WebGLCoordinateSystem = 2000;\nconst WebGPUCoordinateSystem = 2001;\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nfunction warnOnce( message ) {\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\tconsole.warn( message );\n\n}\n\nfunction probeAsync( gl, sync, interval ) {\n\n\treturn new Promise( function ( resolve, reject ) {\n\n\t\tfunction probe() {\n\n\t\t\tswitch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {\n\n\t\t\t\tcase gl.WAIT_FAILED:\n\t\t\t\t\treject();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase gl.TIMEOUT_EXPIRED:\n\t\t\t\t\tsetTimeout( probe, interval );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tresolve();\n\n\t\t\t}\n\n\t\t}\n\n\t\tsetTimeout( probe, interval );\n\n\t} );\n\n}\n\n/**\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\n * or clipping. Based on W3C specifications for sRGB and Display P3,\n * and ICC specifications for the D50 connection space. Values in/out\n * are _linear_ sRGB and _linear_ Display P3.\n *\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\n *\n * Reference:\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(\n\t0.8224621, 0.177538, 0.0,\n\t0.0331941, 0.9668058, 0.0,\n\t0.0170827, 0.0723974, 0.9105199,\n);\n\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(\n\t1.2249401, - 0.2249404, 0.0,\n\t- 0.0420569, 1.0420571, 0.0,\n\t- 0.0196376, - 0.0786361, 1.0982735\n);\n\n/**\n * Defines supported color spaces by transfer function and primaries,\n * and provides conversions to/from the Linear-sRGB reference space.\n */\nconst COLOR_SPACES = {\n\t[ LinearSRGBColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\tluminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],\n\t\ttoReference: ( color ) => color,\n\t\tfromReference: ( color ) => color,\n\t},\n\t[ SRGBColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\tluminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],\n\t\ttoReference: ( color ) => color.convertSRGBToLinear(),\n\t\tfromReference: ( color ) => color.convertLinearToSRGB(),\n\t},\n\t[ LinearDisplayP3ColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: P3Primaries,\n\t\tluminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],\n\t\ttoReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),\n\t},\n\t[ DisplayP3ColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: P3Primaries,\n\t\tluminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],\n\t\ttoReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),\n\t},\n};\n\nconst SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );\n\nconst ColorManagement = {\n\n\tenabled: true,\n\n\t_workingColorSpace: LinearSRGBColorSpace,\n\n\tget workingColorSpace() {\n\n\t\treturn this._workingColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tif ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {\n\n\t\t\tthrow new Error( `Unsupported working color space, \"${ colorSpace }\".` );\n\n\t\t}\n\n\t\tthis._workingColorSpace = colorSpace;\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tconst sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;\n\t\tconst targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;\n\n\t\treturn targetFromReference( sourceToReference( color ) );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this._workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this._workingColorSpace );\n\n\t},\n\n\tgetPrimaries: function ( colorSpace ) {\n\n\t\treturn COLOR_SPACES[ colorSpace ].primaries;\n\n\t},\n\n\tgetTransfer: function ( colorSpace ) {\n\n\t\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\n\n\t\treturn COLOR_SPACES[ colorSpace ].transfer;\n\n\t},\n\n\tgetLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) {\n\n\t\treturn target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients );\n\n\t},\n\n};\n\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nlet _sourceId = 0;\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\t\tthis.dataReady = true;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nlet _textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\t\tthis.channel = 0;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\tthis.colorSpace = colorSpace;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value = null ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tset needsPMREMUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.pmremVersion ++;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\t\tthis.w = e[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\t\tthis.w = Math.trunc( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass RenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\toptions = Object.assign( {\n\t\t\tgenerateMipmaps: false,\n\t\t\tinternalFormat: null,\n\t\t\tminFilter: LinearFilter,\n\t\t\tdepthBuffer: true,\n\t\t\tstencilBuffer: false,\n\t\t\tresolveDepthBuffer: true,\n\t\t\tresolveStencilBuffer: true,\n\t\t\tdepthTexture: null,\n\t\t\tsamples: 0,\n\t\t\tcount: 1\n\t\t}, options );\n\n\t\tconst texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\ttexture.flipY = false;\n\t\ttexture.generateMipmaps = options.generateMipmaps;\n\t\ttexture.internalFormat = options.internalFormat;\n\n\t\tthis.textures = [];\n\n\t\tconst count = options.count;\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.textures[ i ] = texture.clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\tthis.depthBuffer = options.depthBuffer;\n\t\tthis.stencilBuffer = options.stencilBuffer;\n\n\t\tthis.resolveDepthBuffer = options.resolveDepthBuffer;\n\t\tthis.resolveStencilBuffer = options.resolveStencilBuffer;\n\n\t\tthis.depthTexture = options.depthTexture;\n\n\t\tthis.samples = options.samples;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures[ 0 ];\n\n\t}\n\n\tset texture( value ) {\n\n\t\tthis.textures[ 0 ] = value;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.textures.length; i < il; i ++ ) {\n\n\t\t\t\tthis.textures[ i ].image.width = width;\n\t\t\t\tthis.textures[ i ].image.height = height;\n\t\t\t\tthis.textures[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.scissor.copy( source.scissor );\n\t\tthis.scissorTest = source.scissorTest;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.textures.length = 0;\n\n\t\tfor ( let i = 0, il = source.textures.length; i < il; i ++ ) {\n\n\t\t\tthis.textures[ i ] = source.textures[ i ].clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tthis.resolveDepthBuffer = source.resolveDepthBuffer;\n\t\tthis.resolveStencilBuffer = source.resolveStencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass WebGLRenderTarget extends RenderTarget {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.layerUpdates = new Set();\n\n\t}\n\n\taddLayerUpdate( layerIndex ) {\n\n\t\tthis.layerUpdates.add( layerIndex );\n\n\t}\n\n\tclearLayerUpdates() {\n\n\t\tthis.layerUpdates.clear();\n\n\t}\n\n}\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLArrayRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGL3DRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// sets this quaternion to a uniform random unit quaternnion\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst theta = Math.random() * Math.PI * 2;\n\t\tconst u = Math.random() * 2 - 1;\n\t\tconst c = Math.sqrt( 1 - u * u );\n\n\t\tthis.x = c * Math.cos( theta );\n\t\tthis.y = u;\n\t\tthis.z = c * Math.sin( theta );\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromArray( array, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\t\t// precise AABB computation based on vertex data requires at least a position attribute.\n\t\t\t// instancing isn't supported so far and uses the normal (conservative) code path.\n\n\t\t\tif ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\tif ( object.isMesh === true ) {\n\n\t\t\t\t\t\tobject.getVertexPosition( i, _vector$b );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_vector$b.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_vector$b.applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( object.boundingBox !== undefined ) {\n\n\t\t\t\t\t// object-level bounding box\n\n\t\t\t\t\tif ( object.boundingBox === null ) {\n\n\t\t\t\t\t\tobject.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( object.boundingBox );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// geometry-level bounding box\n\n\t\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( geometry.boundingBox );\n\n\t\t\t\t}\n\n\t\t\t\t_box$4.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x >= this.min.x && point.x <= this.max.x &&\n\t\t\tpoint.y >= this.min.y && point.y <= this.max.y &&\n\t\t\tpoint.z >= this.min.z && point.z <= this.max.z;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x >= this.min.x && box.min.x <= this.max.x &&\n\t\t\tbox.max.y >= this.min.y && box.min.y <= this.max.y &&\n\t\t\tbox.max.z >= this.min.z && box.min.z <= this.max.z;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$3.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$4.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$3 );\n\t\t_f1.subVectors( _v2$4, _v1$7 );\n\t\t_f2.subVectors( _v0$3, _v2$4 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$b ).distanceTo( point );\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\ttarget.makeEmpty();\n\n\t\t} else {\n\n\t\t\tthis.getCenter( target.center );\n\n\t\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$4 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$3 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$4 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.isSphere = true;\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$3.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1$6.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1$6.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1$6, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if t1 is behind the ray - if so, return null\n\t\tif ( t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x.x,\n\t\t\t\t0, 1, 0, x.y,\n\t\t\t\t0, 0, 1, x.z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x,\n\t\t\t\t0, 1, 0, y,\n\t\t\t\t0, 0, 1, z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$4.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$4.elements[ 0 ] *= invSX;\n\t\t_m1$4.elements[ 1 ] *= invSX;\n\t\t_m1$4.elements[ 2 ] *= invSX;\n\n\t\t_m1$4.elements[ 4 ] *= invSY;\n\t\t_m1$4.elements[ 5 ] *= invSY;\n\t\t_m1$4.elements[ 6 ] *= invSY;\n\n\t\t_m1$4.elements[ 8 ] *= invSZ;\n\t\t_m1$4.elements[ 9 ] *= invSZ;\n\t\t_m1$4.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$4 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\n\t\tlet c, d;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tc = - ( far + near ) / ( far - near );\n\t\t\td = ( - 2 * far * near ) / ( far - near );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tc = - far / ( far - near );\n\t\t\td = ( - far * near ) / ( far - near );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a; \tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b; \tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c; \tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\n\t\tlet z, zInv;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tz = ( far + near ) * p;\n\t\t\tzInv = - 2 * p;\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tz = near * p;\n\t\t\tzInv = - 1 * p;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\t\tte[ 8 ] = 0; \t\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0; \t\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0; \t\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0; \t\tte[ 6 ] = 0;\t\tte[ 10 ] = zInv;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0; \t\tte[ 7 ] = 0;\t\tte[ 11 ] = 0;\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$4 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$2 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$2.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$2, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$3 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nconst _childaddedEvent = { type: 'childadded', child: null };\nconst _childremovedEvent = { type: 'childremoved', child: null };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$3.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$3.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$3 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$3.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$3 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tobject.removeFromParent();\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t\t_childaddedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t\t_childaddedEvent.child = null;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t\t_childremovedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childremovedEvent );\n\t\t\t_childremovedEvent.child = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\treturn this.remove( ... this.children );\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$3.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$3.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$3 );\n\n\t\tobject.removeFromParent();\n\t\tobject.parent = this;\n\t\tthis.children.push( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t_childaddedEvent.child = object;\n\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t_childaddedEvent.child = null;\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value, result = [] ) {\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].getObjectsByProperty( name, value, result );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\tif ( this.parent === null ) {\n\n\t\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// make sure descendants are updated if required\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tchild.updateMatrixWorld( force );\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldAutoUpdate === true ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// make sure descendants are updated\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\t\tobject.up = this.up.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\tif ( this.isBatchedMesh ) {\n\n\t\t\tobject.type = 'BatchedMesh';\n\t\t\tobject.perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\t\tobject.sortObjects = this.sortObjects;\n\n\t\t\tobject.drawRanges = this._drawRanges;\n\t\t\tobject.reservedRanges = this._reservedRanges;\n\n\t\t\tobject.visibility = this._visibility;\n\t\t\tobject.active = this._active;\n\t\t\tobject.bounds = this._bounds.map( bound => ( {\n\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\tboxMin: bound.box.min.toArray(),\n\t\t\t\tboxMax: bound.box.max.toArray(),\n\n\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\tsphereRadius: bound.sphere.radius,\n\t\t\t\tsphereCenter: bound.sphere.center.toArray()\n\t\t\t} ) );\n\n\t\t\tobject.maxInstanceCount = this._maxInstanceCount;\n\t\t\tobject.maxVertexCount = this._maxVertexCount;\n\t\t\tobject.maxIndexCount = this._maxIndexCount;\n\n\t\t\tobject.geometryInitialized = this._geometryInitialized;\n\t\t\tobject.geometryCount = this._geometryCount;\n\n\t\t\tobject.matricesTexture = this._matricesTexture.toJSON( meta );\n\n\t\t\tif ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );\n\n\t\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\t\tobject.boundingSphere = {\n\t\t\t\t\tcenter: object.boundingSphere.center.toArray(),\n\t\t\t\t\tradius: object.boundingSphere.radius\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox !== null ) {\n\n\t\t\t\tobject.boundingBox = {\n\t\t\t\t\tmin: object.boundingBox.min.toArray(),\n\t\t\t\t\tmax: object.boundingBox.max.toArray()\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.animations = source.animations.slice();\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$2 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$2.subVectors( a, b );\n\t\ttarget.cross( _v0$2 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$2.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$2.dot( _v0$2 );\n\t\tconst dot01 = _v0$2.dot( _v1$3 );\n\t\tconst dot02 = _v0$2.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\ttarget.set( 0, 0, 0 );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\t// if the triangle is degenerate then we can't contain a point\n\t\tif ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );\n\n\t}\n\n\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\n\n\t\tif ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {\n\n\t\t\ttarget.x = 0;\n\t\t\ttarget.y = 0;\n\t\t\tif ( 'z' in target ) target.z = 0;\n\t\t\tif ( 'w' in target ) target.w = 0;\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttarget.setScalar( 0 );\n\t\ttarget.addScaledVector( v1, _v3$2.x );\n\t\ttarget.addScaledVector( v2, _v3$2.y );\n\t\ttarget.addScaledVector( v3, _v3$2.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$2.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$2.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$2.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$2.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetInterpolation( point, v1, v2, v3, target ) {\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\treturn this.set( r, g, b );\n\n\t}\n\n\tset( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\n\t\t\tconst value = r;\n\n\t\t\tif ( value && value.isColor ) {\n\n\t\t\t\tthis.copy( value );\n\n\t\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\t\tthis.setHex( value );\n\n\t\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\t\tthis.setStyle( value );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.setRGB( r, g, b );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^(\\w+)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL(\n\t\t\t\t\t\t\tparseFloat( color[ 1 ] ) / 360,\n\t\t\t\t\t\t\tparseFloat( color[ 2 ] ) / 100,\n\t\t\t\t\t\t\tparseFloat( color[ 3 ] ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\treturn this.setRGB(\n\t\t\t\t\tparseInt( hex.charAt( 0 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 1 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 2 ), 16 ) / 15,\n\t\t\t\t\tcolorSpace\n\t\t\t\t);\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\n\n\t\t\t}\n\n\t\t} else if ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\ttarget.r = _color.r;\n\t\ttarget.g = _color.g;\n\t\ttarget.b = _color.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\n\n\t\t}\n\n\t\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\treturn this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\tthis.r = v.x;\n\t\tthis.g = v.y;\n\t\tthis.b = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\t\tconst e = m.elements;\n\n\t\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\n\t\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\n\t\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nconst _color = /*@__PURE__*/ new Color();\n\nColor.NAMES = _colorKeywords;\n\nlet _materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\t\tthis.alphaHash = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\t\tthis.blendColor = new Color( 0, 0, 0 );\n\t\tthis.blendAlpha = 0;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.dispersion !== undefined ) data.dispersion = this.dispersion;\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\n\t\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\n\n\t\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\n\n\t\t\tdata.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors === true ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = true;\n\n\t\tif ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;\n\t\tif ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;\n\t\tif ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;\n\t\tif ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;\n\t\tif ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;\n\t\tif ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;\n\t\tif ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();\n\t\tif ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;\n\n\t\tif ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;\n\t\tif ( this.depthTest === false ) data.depthTest = this.depthTest;\n\t\tif ( this.depthWrite === false ) data.depthWrite = this.depthWrite;\n\t\tif ( this.colorWrite === false ) data.colorWrite = this.colorWrite;\n\n\t\tif ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;\n\t\tif ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;\n\t\tif ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;\n\t\tif ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;\n\t\tif ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;\n\t\tif ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;\n\t\tif ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;\n\t\tif ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaHash === true ) data.alphaHash = true;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = true;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = true;\n\n\t\tif ( this.wireframe === true ) data.wireframe = true;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\t\tthis.blendColor.copy( source.blendColor );\n\t\tthis.blendAlpha = source.blendAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaHash = source.alphaHash;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {\n\n\t\tconsole.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {\n\n\t\tconsole.warn( 'Material: onBeforeRender() has been removed.' ); // @deprecated, r166\n\n\t}\n\n\n}\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nconst DataUtils = {\n\ttoHalfFloat: toHalfFloat,\n\tfromHalfFloat: fromHalfFloat,\n};\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\t\tthis.gpuType = FloatType;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\t\tthis.gpuType = source.gpuType;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.itemSize + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.array[ index * this.itemSize + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\t\tthis.array[ index + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$2 = 0;\n\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$2 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1$2.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst positionAttribute = attributes.position;\n\t\tconst normalAttribute = attributes.normal;\n\t\tconst uvAttribute = attributes.uv;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );\n\n\t\t}\n\n\t\tconst tangentAttribute = this.getAttribute( 'tangent' );\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( positionAttribute, a );\n\t\t\tvB.fromBufferAttribute( positionAttribute, b );\n\t\t\tvC.fromBufferAttribute( positionAttribute, c );\n\n\t\t\tuvA.fromBufferAttribute( uvAttribute, a );\n\t\t\tuvB.fromBufferAttribute( uvAttribute, b );\n\t\t\tuvC.fromBufferAttribute( uvAttribute, c );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: index.count\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindex.getX( j + 0 ),\n\t\t\t\t\tindex.getX( j + 1 ),\n\t\t\t\t\tindex.getX( j + 2 )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromBufferAttribute( normalAttribute, v );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( index.getX( j + 0 ) );\n\t\t\t\thandleVertex( index.getX( j + 1 ) );\n\t\t\t\thandleVertex( index.getX( j + 2 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();\nconst _ray$3 = /*@__PURE__*/ new Ray();\nconst _sphere$6 = /*@__PURE__*/ new Sphere();\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _normalA = /*@__PURE__*/ new Vector3();\nconst _normalB = /*@__PURE__*/ new Vector3();\nconst _normalC = /*@__PURE__*/ new Vector3();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$6.copy( geometry.boundingSphere );\n\t\t_sphere$6.applyMatrix4( matrixWorld );\n\n\t\t// check distance from ray origin to bounding sphere\n\n\t\t_ray$3.copy( raycaster.ray ).recast( raycaster.near );\n\n\t\tif ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {\n\n\t\t\tif ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;\n\n\t\t\tif ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\n\n\t\t}\n\n\t\t// convert ray to local space of mesh\n\n\t\t_inverseMatrix$3.copy( matrixWorld ).invert();\n\t\t_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$3 );\n\n\t}\n\n\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\n\n\t\tlet intersection;\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv1 = geometry.attributes.uv1;\n\t\tconst normal = geometry.attributes.normal;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA$1 );\n\tobject.getVertexPosition( b, _vB$1 );\n\tobject.getVertexPosition( c, _vC$1 );\n\n\tconst intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv1 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv1, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv1, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv1, c );\n\n\t\t\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( normal ) {\n\n\t\t\t_normalA.fromBufferAttribute( normal, a );\n\t\t\t_normalB.fromBufferAttribute( normal, b );\n\t\t\t_normalC.fromBufferAttribute( normal, c );\n\n\t\t\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );\n\n\t\t\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\n\n\t\t\t\tintersection.normal.multiplyScalar( - 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tif ( property.isRenderTargetTexture ) {\n\n\t\t\t\t\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\n\t\t\t\t\tdst[ u ][ p ] = null;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t\t}\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction getUnlitUniformColorSpace( renderer ) {\n\n\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\tif ( currentRenderTarget === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputColorSpace;\n\n\t}\n\n\t// https://github.com/mrdoob/three.js/issues/27868\n\tif ( currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\treturn currentRenderTarget.texture.colorSpace;\n\n\t}\n\n\treturn ColorManagement.workingColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.forceSinglePass = true;\n\n\t\tthis.extensions = {\n\t\t\tclipCullDistance: false, // set to use vertex shader clipping\n\t\t\tmultiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv1': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tdata.lights = this.lights;\n\t\tdata.clipping = this.clipping;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t\tthis.coordinateSystem = WebGLCoordinateSystem;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\tthis.coordinateSystem = source.coordinateSystem;\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\treturn super.getWorldDirection( target ).negate();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _v3$1 = /*@__PURE__*/ new Vector3();\nconst _minTarget = /*@__PURE__*/ new Vector2();\nconst _maxTarget = /*@__PURE__*/ new Vector2();\n\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.\n\t */\n\tgetViewBounds( distance, minTarget, maxTarget ) {\n\n\t\t_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tminTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t\t_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tmaxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t}\n\n\t/**\n\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Copies the result into the target Vector2, where x is width and y is height.\n\t */\n\tgetViewSize( distance, target ) {\n\n\t\tthis.getViewBounds( distance, _minTarget, _maxTarget );\n\n\t\treturn target.subVectors( _maxTarget, _minTarget );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\t\tthis.coordinateSystem = null;\n\t\tthis.activeMipmapLevel = 0;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdateCoordinateSystem() {\n\n\t\tconst coordinateSystem = this.coordinateSystem;\n\n\t\tconst cameras = this.children.concat();\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\n\n\t\tfor ( const camera of cameras ) this.remove( camera );\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, 1, 0 );\n\t\t\tcameraPX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, 1, 0 );\n\t\t\tcameraNX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tfor ( const camera of cameras ) {\n\n\t\t\tthis.add( camera );\n\n\t\t\tcamera.updateMatrixWorld();\n\n\t\t}\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst { renderTarget, activeMipmapLevel } = this;\n\n\t\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\n\n\t\t\tthis.coordinateSystem = renderer.coordinateSystem;\n\n\t\t\tthis.updateCoordinateSystem();\n\n\t\t}\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst currentActiveCubeFace = renderer.getActiveCubeFace();\n\t\tconst currentActiveMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\t// mipmaps are generated during the last call of render()\n\t\t// at this point, all sides of the cube render target are defined\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.colorSpace = texture.colorSpace;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( line.start ).addScaledVector( direction, t );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _sphere$5 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t}\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$5.center.set( 0, 0, 0 );\n\t\t_sphere$5.radius = 0.7071067811865476;\n\t\t_sphere$5.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl ) {\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\t\tconst size = array.byteLength;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\ttype = gl.HALF_FLOAT;\n\n\t\t\t} else {\n\n\t\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version,\n\t\t\tsize: size\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute._updateRange; // @deprecated, r159\n\t\tconst updateRanges = attribute.updateRanges;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 && updateRanges.length === 0 ) {\n\n\t\t\t// Not using update ranges\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t}\n\n\t\tif ( updateRanges.length !== 0 ) {\n\n\t\t\tfor ( let i = 0, l = updateRanges.length; i < l; i ++ ) {\n\n\t\t\t\tconst range = updateRanges[ i ];\n\n\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, range.start, range.count );\n\n\t\t\t}\n\n\t\t\tattribute.clearUpdateRanges();\n\n\t\t}\n\n\t\t// @deprecated, r159\n\t\tif ( updateRange.count !== - 1 ) {\n\n\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tif ( data.size !== attribute.array.byteLength ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );\n\n\t\t\t}\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphahash_fragment = \"#ifdef USE_ALPHAHASH\\n\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\n#endif\";\n\nvar alphahash_pars_fragment = \"#ifdef USE_ALPHAHASH\\n\\tconst float ALPHA_HASH_SCALE = 0.05;\\n\\tfloat hash2D( vec2 value ) {\\n\\t\\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\\n\\t}\\n\\tfloat hash3D( vec3 value ) {\\n\\t\\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\\n\\t}\\n\\tfloat getAlphaHashThreshold( vec3 position ) {\\n\\t\\tfloat maxDeriv = max(\\n\\t\\t\\tlength( dFdx( position.xyz ) ),\\n\\t\\t\\tlength( dFdy( position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\\n\\t\\tvec2 pixScales = vec2(\\n\\t\\t\\texp2( floor( log2( pixScale ) ) ),\\n\\t\\t\\texp2( ceil( log2( pixScale ) ) )\\n\\t\\t);\\n\\t\\tvec2 alpha = vec2(\\n\\t\\t\\thash3D( floor( pixScales.x * position.xyz ) ),\\n\\t\\t\\thash3D( floor( pixScales.y * position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat lerpFactor = fract( log2( pixScale ) );\\n\\t\\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\\n\\t\\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\\n\\t\\tvec3 cases = vec3(\\n\\t\\t\\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\\n\\t\\t\\t( x - 0.5 * a ) / ( 1.0 - a ),\\n\\t\\t\\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\\n\\t\\t);\\n\\t\\tfloat threshold = ( x < ( 1.0 - a ) )\\n\\t\\t\\t? ( ( x < a ) ? cases.x : cases.y )\\n\\t\\t\\t: cases.z;\\n\\t\\treturn clamp( threshold , 1.0e-6, 1.0 );\\n\\t}\\n#endif\";\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\\n\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n\\t#endif\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_CLEARCOAT ) \\n\\t\\tclearcoatSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_SHEEN ) \\n\\t\\tsheenSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar batching_pars_vertex = \"#ifdef USE_BATCHING\\n\\t#if ! defined( GL_ANGLE_multi_draw )\\n\\t#define gl_DrawID _gl_DrawID\\n\\tuniform int _gl_DrawID;\\n\\t#endif\\n\\tuniform highp sampler2D batchingTexture;\\n\\tuniform highp usampler2D batchingIdTexture;\\n\\tmat4 getBatchingMatrix( const in float i ) {\\n\\t\\tint size = textureSize( batchingTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n\\tfloat getIndirectIndex( const in int i ) {\\n\\t\\tint size = textureSize( batchingIdTexture, 0 ).x;\\n\\t\\tint x = i % size;\\n\\t\\tint y = i / size;\\n\\t\\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\\n\\t}\\n#endif\\n#ifdef USE_BATCHING_COLOR\\n\\tuniform sampler2D batchingColorTexture;\\n\\tvec3 getBatchingColor( const in float i ) {\\n\\t\\tint size = textureSize( batchingColorTexture, 0 ).x;\\n\\t\\tint j = int( i );\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\\n\\t}\\n#endif\";\n\nvar batching_vertex = \"#ifdef USE_BATCHING\\n\\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\\n#ifdef USE_ALPHAHASH\\n\\tvPosition = vec3( position );\\n#endif\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"float G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n} // validated\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660, 0.0556434,\\n\\t\\t-1.5371385, 1.8760108, -0.2040259,\\n\\t\\t-0.4985314, 0.0415560, 1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vBumpMapUv );\\n\\t\\tvec2 dSTdy = dFdy( vBumpMapUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\\n\\t\\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\t\\tfloat distanceToPlane, distanceGradient;\\n\\t\\tfloat clipOpacity = 1.0;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\tif ( clipOpacity == 0.0 ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tfloat unionClipOpacity = 1.0;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\t\\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tclipOpacity *= 1.0 - unionClipOpacity;\\n\\t\\t#endif\\n\\t\\tdiffuseColor.a *= clipOpacity;\\n\\t\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tbool clipped = true;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tif ( clipped ) discard;\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\\n#ifdef USE_BATCHING_COLOR\\n\\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\\n\\tvColor.xyz *= batchingColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\n#ifdef USE_ALPHAHASH\\n\\tvarying vec3 vPosition;\\n#endif\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n} // validated\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define cubeUV_r0 1.0\\n\\t#define cubeUV_m0 - 2.0\\n\\t#define cubeUV_r1 0.8\\n\\t#define cubeUV_m1 - 1.0\\n\\t#define cubeUV_r4 0.4\\n\\t#define cubeUV_m4 2.0\\n\\t#define cubeUV_r5 0.305\\n\\t#define cubeUV_m5 3.0\\n\\t#define cubeUV_r6 0.21\\n\\t#define cubeUV_m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= cubeUV_r1 ) {\\n\\t\\t\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\\t\\t} else if ( roughness >= cubeUV_r4 ) {\\n\\t\\t\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\\t\\t} else if ( roughness >= cubeUV_r5 ) {\\n\\t\\t\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\\t\\t} else if ( roughness >= cubeUV_r6 ) {\\n\\t\\t\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = objectTangent;\\n#endif\\n#ifdef USE_BATCHING\\n\\tmat3 bm = mat3( batchingMatrix );\\n\\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\\n\\ttransformedNormal = bm * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = bm * transformedTangent;\\n\\t#endif\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmat3 im = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\\n\\ttransformedNormal = im * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = im * transformedTangent;\\n\\t#endif\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar colorspace_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar colorspace_pars_fragment = \"\\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\\n\\tvec3( 0.8224621, 0.177538, 0.0 ),\\n\\tvec3( 0.0331941, 0.9668058, 0.0 ),\\n\\tvec3( 0.0170827, 0.0723974, 0.9105199 )\\n);\\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.2249401, - 0.2249404, 0.0 ),\\n\\tvec3( - 0.0420569, 1.0420571, 0.0 ),\\n\\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\\n);\\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\\n}\\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\\n}\\nvec4 LinearTransferOETF( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBTransferOETF( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform mat3 envMapRotation;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\tvec2 fw = fwidth( coord ) * 0.5;\\n\\t\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\\t#endif\\n}\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Lambert\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\n#if defined( USE_LIGHT_PROBES )\\n\\tuniform vec3 lightProbe[ 9 ];\\n#endif\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\\n\\t\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t\\tvec3 bentNormal = cross( bitangent, viewDir );\\n\\t\\t\\t\\tbentNormal = normalize( cross( bentNormal, bitangent ) );\\n\\t\\t\\t\\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\\n\\t\\t\\t\\treturn getIBLRadiance( viewDir, bentNormal, roughness );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\tmaterial.ior = ior;\\n\\t#ifdef USE_SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_DISPERSION\\n\\tmaterial.dispersion = dispersion;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\\n\\t\\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\\n\\t\\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\\n\\t#else\\n\\t\\tvec2 anisotropyV = anisotropyVector;\\n\\t#endif\\n\\tmaterial.anisotropy = length( anisotropyV );\\n\\tif( material.anisotropy == 0.0 ) {\\n\\t\\tanisotropyV = vec2( 1.0, 0.0 );\\n\\t} else {\\n\\t\\tanisotropyV /= material.anisotropy;\\n\\t\\tmaterial.anisotropy = saturate( material.anisotropy );\\n\\t}\\n\\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\\n\\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\\n\\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\tfloat dispersion;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n\\t#ifdef IOR\\n\\t\\tfloat ior;\\n\\t#endif\\n\\t#ifdef USE_TRANSMISSION\\n\\t\\tfloat transmission;\\n\\t\\tfloat transmissionAlpha;\\n\\t\\tfloat thickness;\\n\\t\\tfloat attenuationDistance;\\n\\t\\tvec3 attenuationColor;\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat anisotropy;\\n\\t\\tfloat alphaT;\\n\\t\\tvec3 anisotropyT;\\n\\t\\tvec3 anisotropyB;\\n\\t#endif\\n};\\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\\nvec3 sheenSpecularDirect = vec3( 0.0 );\\nvec3 sheenSpecularIndirect = vec3(0.0 );\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n float x2 = x * x;\\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\n#ifdef USE_ANISOTROPY\\n\\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\\n\\t\\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\\n\\t\\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\\n\\t\\tfloat v = 0.5 / ( gv + gl );\\n\\t\\treturn saturate(v);\\n\\t}\\n\\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\\n\\t\\tfloat a2 = alphaT * alphaB;\\n\\t\\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\\n\\t\\thighp float v2 = dot( v, v );\\n\\t\\tfloat w2 = a2 / v2;\\n\\t\\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\\n\\t}\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\\n\\t\\tvec3 f0 = material.clearcoatF0;\\n\\t\\tfloat f90 = material.clearcoatF90;\\n\\t\\tfloat roughness = material.clearcoatRoughness;\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\\n\\tvec3 f0 = material.specularColor;\\n\\tfloat f90 = material.specularF90;\\n\\tfloat roughness = material.roughness;\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tF = mix( F, material.iridescenceFresnel, material.iridescence );\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat dotTL = dot( material.anisotropyT, lightDir );\\n\\t\\tfloat dotTV = dot( material.anisotropyT, viewDir );\\n\\t\\tfloat dotTH = dot( material.anisotropyT, halfDir );\\n\\t\\tfloat dotBL = dot( material.anisotropyB, lightDir );\\n\\t\\tfloat dotBV = dot( material.anisotropyB, viewDir );\\n\\t\\tfloat dotBH = dot( material.anisotropyB, halfDir );\\n\\t\\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\\n\\t\\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\\n\\t#else\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t#endif\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometryNormal;\\n\\t\\tvec3 viewDir = geometryViewDir;\\n\\t\\tvec3 position = geometryPosition;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nvec3 geometryPosition = - vViewPosition;\\nvec3 geometryNormal = normal;\\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\nvec3 geometryClearcoatNormal = vec3( 0.0 );\\n#ifdef USE_CLEARCOAT\\n\\tgeometryClearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometryPosition, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tvec4 spotColor;\\n\\tvec3 spotLightCoord;\\n\\tbool inSpotLightMap;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\\n\\t\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\\t\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\\t\\t#else\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#endif\\n\\t\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\\t\\t\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\\t\\t\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\\t\\t\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\\t\\t\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\\t\\t#endif\\n\\t\\t#undef SPOT_LIGHT_MAP_INDEX\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#if defined( USE_LIGHT_PROBES )\\n\\t\\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometryNormal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\\n\\t#else\\n\\t\\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF )\\n\\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tvFragDepth = 1.0 + gl_Position.w;\\n\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t#if defined( USE_POINTS_UV )\\n\\t\\tvec2 uv = vUv;\\n\\t#else\\n\\t\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_POINTS_UV )\\n\\tvarying vec2 vUv;\\n#else\\n\\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t\\tuniform mat3 uvTransform;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphinstance_vertex = \"#ifdef USE_INSTANCING_MORPH\\n\\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\\n\\t}\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t}\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\tuniform float morphTargetBaseInfluence;\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t#endif\\n\\tuniform sampler2DArray morphTargetsTexture;\\n\\tuniform ivec2 morphTargetsTextureSize;\\n\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t}\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t}\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = dFdx( vViewPosition );\\n\\tvec3 fdy = dFdy( vViewPosition );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal *= faceDirection;\\n\\t#endif\\n#endif\\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\\n\\t\\t#if defined( USE_NORMALMAP )\\n\\t\\t\\tvNormalMapUv\\n\\t\\t#elif defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tvClearcoatNormalMapUv\\n\\t\\t#else\\n\\t\\t\\tvUv\\n\\t\\t#endif\\n\\t\\t);\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn[0] *= faceDirection;\\n\\t\\ttbn[1] *= faceDirection;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn2[0] *= faceDirection;\\n\\t\\ttbn2[1] *= faceDirection;\\n\\t#endif\\n#endif\\nvec3 nonPerturbedNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\tnormal = normalize( tbn * mapN );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\\n\\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( uv.st );\\n\\t\\tvec2 st1 = dFdy( uv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\t\\treturn mat3( T * scale, B * scale, N );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = nonPerturbedNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\";\n\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar opaque_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\\nconst float Inv255 = 1. / 255.;\\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec4( 0., 0., 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec4( 1., 1., 1., 1. );\\n\\tfloat vuf;\\n\\tfloat af = modf( v * PackFactors.a, vuf );\\n\\tfloat bf = modf( vuf * ShiftRight8, vuf );\\n\\tfloat gf = modf( vuf * ShiftRight8, vuf );\\n\\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\\n}\\nvec3 packDepthToRGB( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec3( 0., 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec3( 1., 1., 1. );\\n\\tfloat vuf;\\n\\tfloat bf = modf( v * PackFactors.b, vuf );\\n\\tfloat gf = modf( vuf * ShiftRight8, vuf );\\n\\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\\n}\\nvec2 packDepthToRG( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec2( 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec2( 1., 1. );\\n\\tfloat vuf;\\n\\tfloat gf = modf( v * 256., vuf );\\n\\treturn vec2( vuf * Inv255, gf );\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors4 );\\n}\\nfloat unpackRGBToDepth( const in vec3 v ) {\\n\\treturn dot( v, UnpackFactors3 );\\n}\\nfloat unpackRGToDepth( const in vec2 v ) {\\n\\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\\n}\\nvec4 pack2HalfToRGBA( const in vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( const in vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn depth * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * depth - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_BATCHING\\n\\tmvPosition = batchingMatrix * mvPosition;\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n\\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\\t\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn mix( 1.0, shadow, shadowIntensity );\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\t\\n\\t\\tfloat lightToPositionLength = length( lightToPosition );\\n\\t\\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\\n\\t\\t\\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\t\\tdp += shadowBias;\\n\\t\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\t\\tshadow = (\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn mix( 1.0, shadow, shadowIntensity );\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\tvec4 shadowWorldPosition;\\n#endif\\n#if defined( USE_SHADOWMAP )\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if NUM_SPOT_LIGHT_COORDS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition;\\n\\t\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\\t\\t#endif\\n\\t\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\tuniform highp sampler2D boneTexture;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tint size = textureSize( boneTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn saturate( toneMappingExposure * color );\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.6605, - 0.1246, - 0.0182 ),\\n\\tvec3( - 0.5876, 1.1329, - 0.1006 ),\\n\\tvec3( - 0.0728, - 0.0083, 1.1187 )\\n);\\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\\n\\tvec3( 0.6274, 0.0691, 0.0164 ),\\n\\tvec3( 0.3293, 0.9195, 0.0880 ),\\n\\tvec3( 0.0433, 0.0113, 0.8956 )\\n);\\nvec3 agxDefaultContrastApprox( vec3 x ) {\\n\\tvec3 x2 = x * x;\\n\\tvec3 x4 = x2 * x2;\\n\\treturn + 15.5 * x4 * x2\\n\\t\\t- 40.14 * x4 * x\\n\\t\\t+ 31.96 * x4\\n\\t\\t- 6.868 * x2 * x\\n\\t\\t+ 0.4298 * x2\\n\\t\\t+ 0.1191 * x\\n\\t\\t- 0.00232;\\n}\\nvec3 AgXToneMapping( vec3 color ) {\\n\\tconst mat3 AgXInsetMatrix = mat3(\\n\\t\\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\\n\\t\\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\\n\\t\\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\\n\\t);\\n\\tconst mat3 AgXOutsetMatrix = mat3(\\n\\t\\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\\n\\t\\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\\n\\t\\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\\n\\t);\\n\\tconst float AgxMinEv = - 12.47393;\\tconst float AgxMaxEv = 4.026069;\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\\n\\tcolor = AgXInsetMatrix * color;\\n\\tcolor = max( color, 1e-10 );\\tcolor = log2( color );\\n\\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\tcolor = agxDefaultContrastApprox( color );\\n\\tcolor = AgXOutsetMatrix * color;\\n\\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\\n\\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\treturn color;\\n}\\nvec3 NeutralToneMapping( vec3 color ) {\\n\\tconst float StartCompression = 0.8 - 0.04;\\n\\tconst float Desaturation = 0.15;\\n\\tcolor *= toneMappingExposure;\\n\\tfloat x = min( color.r, min( color.g, color.b ) );\\n\\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\\n\\tcolor -= offset;\\n\\tfloat peak = max( color.r, max( color.g, color.b ) );\\n\\tif ( peak < StartCompression ) return color;\\n\\tfloat d = 1. - StartCompression;\\n\\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\\n\\tcolor *= newPeak / peak;\\n\\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\\n\\treturn mix( color, vec3( newPeak ), g );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tmaterial.transmission = transmission;\\n\\tmaterial.transmissionAlpha = 1.0;\\n\\tmaterial.thickness = thickness;\\n\\tmaterial.attenuationDistance = attenuationDistance;\\n\\tmaterial.attenuationColor = attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmitted = getIBLVolumeRefraction(\\n\\t\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\\n\\t\\tmaterial.attenuationColor, material.attenuationDistance );\\n\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\\n\\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tfloat w0( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w1( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\\n\\t}\\n\\tfloat w2( float a ){\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w3( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * a );\\n\\t}\\n\\tfloat g0( float a ) {\\n\\t\\treturn w0( a ) + w1( a );\\n\\t}\\n\\tfloat g1( float a ) {\\n\\t\\treturn w2( a ) + w3( a );\\n\\t}\\n\\tfloat h0( float a ) {\\n\\t\\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\\n\\t}\\n\\tfloat h1( float a ) {\\n\\t\\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\\n\\t}\\n\\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\\n\\t\\tuv = uv * texelSize.zw + 0.5;\\n\\t\\tvec2 iuv = floor( uv );\\n\\t\\tvec2 fuv = fract( uv );\\n\\t\\tfloat g0x = g0( fuv.x );\\n\\t\\tfloat g1x = g1( fuv.x );\\n\\t\\tfloat h0x = h0( fuv.x );\\n\\t\\tfloat h1x = h1( fuv.x );\\n\\t\\tfloat h0y = h0( fuv.y );\\n\\t\\tfloat h1y = h1( fuv.y );\\n\\t\\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\\n\\t\\t\\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\\n\\t}\\n\\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\\n\\t\\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\\n\\t\\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\\n\\t\\tvec2 fLodSizeInv = 1.0 / fLodSize;\\n\\t\\tvec2 cLodSizeInv = 1.0 / cLodSize;\\n\\t\\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\\n\\t\\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\\n\\t\\treturn mix( fSample, cSample, fract( lod ) );\\n\\t}\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\\n\\t}\\n\\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( isinf( attenuationDistance ) ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec4 transmittedLight;\\n\\t\\tvec3 transmittance;\\n\\t\\t#ifdef USE_DISPERSION\\n\\t\\t\\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\\n\\t\\t\\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\\n\\t\\t\\tfor ( int i = 0; i < 3; i ++ ) {\\n\\t\\t\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\\n\\t\\t\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\t\\n\\t\\t\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\t\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\t\\t\\trefractionCoords += 1.0;\\n\\t\\t\\t\\trefractionCoords /= 2.0;\\n\\t\\t\\n\\t\\t\\t\\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\\n\\t\\t\\t\\ttransmittedLight[ i ] = transmissionSample[ i ];\\n\\t\\t\\t\\ttransmittedLight.a += transmissionSample.a;\\n\\t\\t\\t\\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\\n\\t\\t\\t}\\n\\t\\t\\ttransmittedLight.a /= 3.0;\\n\\t\\t\\n\\t\\t#else\\n\\t\\t\\n\\t\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\t\\trefractionCoords += 1.0;\\n\\t\\t\\trefractionCoords /= 2.0;\\n\\t\\t\\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\t\\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\t\\n\\t\\t#endif\\n\\t\\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform mat3 mapTransform;\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform mat3 alphaMapTransform;\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tuniform mat3 lightMapTransform;\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tuniform mat3 aoMapTransform;\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tuniform mat3 bumpMapTransform;\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tuniform mat3 normalMapTransform;\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tuniform mat3 displacementMapTransform;\\n\\tvarying vec2 vDisplacementMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tuniform mat3 emissiveMapTransform;\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tuniform mat3 metalnessMapTransform;\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tuniform mat3 roughnessMapTransform;\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tuniform mat3 anisotropyMapTransform;\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tuniform mat3 clearcoatMapTransform;\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform mat3 clearcoatNormalMapTransform;\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform mat3 clearcoatRoughnessMapTransform;\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tuniform mat3 sheenColorMapTransform;\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tuniform mat3 sheenRoughnessMapTransform;\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tuniform mat3 iridescenceMapTransform;\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform mat3 iridescenceThicknessMapTransform;\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tuniform mat3 specularMapTransform;\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tuniform mat3 specularColorMapTransform;\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tuniform mat3 specularIntensityMapTransform;\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvUv = vec3( uv, 1 ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_BATCHING\\n\\t\\tworldPosition = batchingMatrix * worldPosition;\\n\\t#endif\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nuniform mat3 backgroundRotation;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\\n\\t#else\\n\\t\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = texColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$e = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#elif DEPTH_PACKING == 3202\\n\\t\\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\\n\\t#elif DEPTH_PACKING == 3203\\n\\t\\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$a = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$9 = \"#define LAMBERT\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define USE_SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef USE_SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_DISPERSION\\n\\tuniform float dispersion;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\tuniform vec2 anisotropyVector;\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tuniform sampler2D anisotropyMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include \\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#ifdef USE_POINTS_UV\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\nvoid main() {\\n\\t#ifdef USE_POINTS_UV\\n\\t\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$2 = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphahash_fragment: alphahash_fragment,\n\talphahash_pars_fragment: alphahash_pars_fragment,\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbatching_pars_vertex: batching_pars_vertex,\n\tbatching_vertex: batching_vertex,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tcolorspace_fragment: colorspace_fragment,\n\tcolorspace_pars_fragment: colorspace_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphinstance_vertex: morphinstance_vertex,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\topaque_fragment: opaque_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$h,\n\tbackground_frag: fragment$h,\n\tbackgroundCube_vert: vertex$g,\n\tbackgroundCube_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\t\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tenvMapRotation: { value: /*@__PURE__*/ new Matrix3() },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 },\n\t\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 },\n\t\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null },\n\t\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null },\n\t\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null },\n\t\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowIntensity: 1,\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowIntensity: 1,\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowIntensity: 1,\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 },\n\t\t\tbackgroundRotation: { value: /*@__PURE__*/ new Matrix3() }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tdispersion: { value: 0 },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\n\t\t\tanisotropyMap: { value: null },\n\t\t\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nconst _rgb = { r: 0, b: 0, g: 0 };\nconst _e1$1 = /*@__PURE__*/ new Euler();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction getBackground( scene ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\treturn background;\n\n\t}\n\n\tfunction render( scene ) {\n\n\t\tlet forceClear = false;\n\t\tconst background = getBackground( scene );\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\n\n\t\tif ( environmentBlendMode === 'additive' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\n\n\t\t} else if ( environmentBlendMode === 'alpha-blend' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\t// buffers might not be writable which is required to ensure a correct clear\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t}\n\n\tfunction addToRenderList( renderList, scene ) {\n\n\t\tconst background = getBackground( scene );\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\t_e1$1.copy( scene.backgroundRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;\n\n\t\t\tif ( background.isCubeTexture && background.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1$1.y *= - 1;\n\t\t\t\t_e1$1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );\n\t\t\tboxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render,\n\t\taddToRenderList: addToRenderList\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, attributes ) {\n\n\tconst maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tconst state = getBindingState( geometry, program, material );\n\n\t\tif ( currentState !== state ) {\n\n\t\t\tcurrentState = state;\n\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t}\n\n\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\treturn gl.createVertexArray();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\treturn gl.bindVertexArray( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\treturn gl.deleteVertexArray( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tgl.vertexAttribDivisor( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {\n\n\t\tif ( integer === true ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\t// check for integer attributes\n\n\t\t\t\t\tconst integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType );\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info ) {\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tgl.drawArraysInstanced( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\textension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );\n\n\t\tlet elementCount = 0;\n\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\telementCount += counts[ i ];\n\n\t\t}\n\n\t\tinfo.update( elementCount, mode, 1 );\n\n\t}\n\n\tfunction renderMultiDrawInstances( starts, counts, drawCount, primcount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < starts.length; i ++ ) {\n\n\t\t\t\trenderInstances( starts[ i ], counts[ i ], primcount[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < primcount.length; i ++ ) {\n\n\t\t\t\tinfo.update( elementCount, mode, primcount[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\tthis.renderMultiDrawInstances = renderMultiDrawInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters, utils ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction textureFormatReadable( textureFormat ) {\n\n\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfunction textureTypeReadable( textureType ) {\n\n\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );\n\n\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\ttextureType !== FloatType && ! halfFloatSupportedByExt ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\n\tconst maxSamples = gl.getParameter( gl.MAX_SAMPLES );\n\n\treturn {\n\n\t\tisWebGL2: true, // keeping this for backwards compatibility\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\ttextureFormatReadable: textureFormatReadable,\n\t\ttextureTypeReadable: textureTypeReadable,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\nlet _oldActiveCubeFace = 0;\nlet _oldActiveMipmapLevel = 0;\nlet _oldXrEnabled = false;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\t\t_oldXrEnabled = this._renderer.xr.enabled;\n\n\t\tthis._renderer.xr.enabled = false;\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported equirectangular image size is 64 x 32.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported cube size is 16 x 16.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );\n\t\tthis._renderer.xr.enabled = _oldXrEnabled;\n\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\t\t_oldXrEnabled = this._renderer.xr.enabled;\n\n\t\tthis._renderer.xr.enabled = false;\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tcolorSpace: LinearSRGBColorSpace,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\t\tconst n = this._lodPlanes.length;\n\n\t\tfor ( let i = 1; i < n; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\tconst currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) {\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\trenderTarget.texture.pmremVersion = texture.pmremVersion;\n\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( renderTarget !== undefined ) {\n\n\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\trenderTarget.texture.pmremVersion = texture.pmremVersion;\n\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function () {\n\n\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\t\t\tgetExtension( 'WEBGL_clip_cull_distance' );\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\t\t\tgetExtension( 'WEBGL_render_shared_exponent' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\twarnOnce( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tconst array = geometry.morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.remove( array[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else if ( geometryPosition !== undefined ) {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info ) {\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tgl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\textension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );\n\n\t\tlet elementCount = 0;\n\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\telementCount += counts[ i ];\n\n\t\t}\n\n\t\tinfo.update( elementCount, mode, 1 );\n\n\n\t}\n\n\tfunction renderMultiDrawInstances( starts, counts, drawCount, primcount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < starts.length; i ++ ) {\n\n\t\t\t\trenderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < primcount.length; i ++ ) {\n\n\t\t\t\tinfo.update( elementCount, mode, primcount[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\tthis.renderMultiDrawInstances = renderMultiDrawInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase gl.TRIANGLES:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINES:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_STRIP:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_LOOP:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase gl.POINTS:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tfunction update( object, geometry, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// the following encodes morph targets into an array of data textures. Each layer represents a single morph target.\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet entry = morphTextures.get( geometry );\n\n\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\tlet vertexDataCount = 0;\n\n\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\tlet height = 1;\n\n\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t}\n\n\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\ttexture.type = FloatType;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\t// fill buffer\n\n\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tentry = {\n\t\t\t\tcount: morphTargetsCount,\n\t\t\t\ttexture: texture,\n\t\t\t\tsize: new Vector2( width, height )\n\t\t\t};\n\n\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\tfunction disposeTexture() {\n\n\t\t\t\ttexture.dispose();\n\n\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t}\n\n\t\t//\n\t\tif ( object.isInstancedMesh === true && object.morphTexture !== null ) {\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );\n\n\t\t} else {\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t}\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tif ( updateMap.get( object ) !== frame ) {\n\n\t\t\t\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\n\n\t\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\t\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\n\n\t\t\t\t}\n\n\t\t\t\tupdateMap.set( object, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( updateMap.get( skeleton ) !== frame ) {\n\n\t\t\t\tskeleton.update();\n\n\t\t\t\tupdateMap.set( skeleton, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.compareFunction = null;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.compareFunction = source.compareFunction;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\n\nconst emptyTexture = /*@__PURE__*/ new Texture();\n\nconst emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );\n\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\tlet emptyTexture2D;\n\n\tif ( this.type === gl.SAMPLER_2D_SHADOW ) {\n\n\t\temptyShadowTexture.compareFunction = LessEqualCompare; // #28670\n\t\temptyTexture2D = emptyShadowTexture;\n\n\t} else {\n\n\t\temptyTexture2D = emptyTexture;\n\n\t}\n\n\ttextures.setTexture2D( v || emptyTexture2D, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\n// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/\nconst COMPLETION_STATUS_KHR = 0x91B1;\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( colorSpace ) {\n\n\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\tconst encodingPrimaries = ColorManagement.getPrimaries( colorSpace );\n\n\tlet gamutMapping;\n\n\tif ( workingPrimaries === encodingPrimaries ) {\n\n\t\tgamutMapping = '';\n\n\t} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {\n\n\t\tgamutMapping = 'LinearDisplayP3ToLinearSRGB';\n\n\t} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {\n\n\t\tgamutMapping = 'LinearSRGBToLinearDisplayP3';\n\n\t}\n\n\tswitch ( colorSpace ) {\n\n\t\tcase LinearSRGBColorSpace:\n\t\tcase LinearDisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t\tcase SRGBColorSpace:\n\t\tcase DisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'sRGBTransferOETF' ];\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, colorSpace ) {\n\n\tconst components = getEncodingComponents( colorSpace );\n\treturn `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase AgXToneMapping:\n\t\t\ttoneMappingName = 'AgX';\n\t\t\tbreak;\n\n\t\tcase NeutralToneMapping:\n\t\t\ttoneMappingName = 'Neutral';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\n\nfunction getLuminanceFunction() {\n\n\tColorManagement.getLuminanceCoefficients( _v0$1 );\n\n\tconst r = _v0$1.x.toFixed( 4 );\n\tconst g = _v0$1.y.toFixed( 4 );\n\tconst b = _v0$1.z.toFixed( 4 );\n\n\treturn [\n\n\t\t'float luminance( const in vec3 rgb ) {',\n\n\t\t`\tconst vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`,\n\n\t\t'\treturn dot( weights, rgb );',\n\n\t\t'}'\n\n\t].join( '\\n' );\n\n}\n\nfunction generateVertexExtensions( parameters ) {\n\n\tconst chunks = [\n\t\tparameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',\n\t\tparameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;\n\t\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\n\t\tif ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nconst shaderChunkMap = new Map();\n\nfunction includeReplacer( match, include ) {\n\n\tlet string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tconst newInclude = shaderChunkMap.get( include );\n\n\t\tif ( newInclude !== undefined ) {\n\n\t\t\tstring = ShaderChunk[ newInclude ];\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.', include, newInclude );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = `precision ${parameters.precision} float;\n\tprecision ${parameters.precision} int;\n\tprecision ${parameters.precision} sampler2D;\n\tprecision ${parameters.precision} samplerCube;\n\tprecision ${parameters.precision} sampler3D;\n\tprecision ${parameters.precision} sampler2DArray;\n\tprecision ${parameters.precision} sampler2DShadow;\n\tprecision ${parameters.precision} samplerCubeShadow;\n\tprecision ${parameters.precision} sampler2DArrayShadow;\n\tprecision ${parameters.precision} isampler2D;\n\tprecision ${parameters.precision} isampler3D;\n\tprecision ${parameters.precision} isamplerCube;\n\tprecision ${parameters.precision} isampler2DArray;\n\tprecision ${parameters.precision} usampler2D;\n\tprecision ${parameters.precision} usampler3D;\n\tprecision ${parameters.precision} usamplerCube;\n\tprecision ${parameters.precision} usampler2DArray;\n\t`;\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customVertexExtensions = generateVertexExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',\n\t\t\tparameters.batching ? '#define USE_BATCHING' : '',\n\t\t\tparameters.batchingColor ? '#define USE_BATCHING_COLOR' : '',\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\t\t\tparameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\t//\n\n\t\t\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\n\t\t\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\n\t\t\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\n\t\t\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\n\t\t\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\n\t\t\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\n\t\t\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\n\t\t\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\n\n\t\t\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\n\t\t\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\n\n\t\t\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\n\n\t\t\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\n\t\t\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\n\t\t\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\n\n\t\t\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\n\t\t\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\n\n\t\t\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\n\t\t\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\n\n\t\t\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\n\t\t\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\n\t\t\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\n\n\t\t\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\n\t\t\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\n\n\t\t\t//\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_MORPH',\n\n\t\t\t'\tuniform sampler2D morphTexture;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_UV1',\n\n\t\t\t'\tattribute vec2 uv1;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV2',\n\n\t\t\t'\tattribute vec2 uv2;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV3',\n\n\t\t\t'\tattribute vec2 uv3;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.dispersion ? '#define USE_DISPERSION' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor || parameters.batchingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),\n\t\t\tgetLuminanceFunction(),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\tcustomVertexExtensions,\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\tfunction onFirstUse( self ) {\n\n\t\t// check for link errors\n\t\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\t\tlet runnable = true;\n\t\t\tlet haveDiagnostics = true;\n\n\t\t\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\t\t\trunnable = false;\n\n\t\t\t\tif ( typeof renderer.debug.onShaderError === 'function' ) {\n\n\t\t\t\t\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// default error reporting\n\n\t\t\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\n\\n' +\n\t\t\t\t\t\t'Material Name: ' + self.name + '\\n' +\n\t\t\t\t\t\t'Material Type: ' + self.type + '\\n\\n' +\n\t\t\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\t\t\tfragmentErrors\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} else if ( programLog !== '' ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\t\thaveDiagnostics = false;\n\n\t\t\t}\n\n\t\t\tif ( haveDiagnostics ) {\n\n\t\t\t\tself.diagnostics = {\n\n\t\t\t\t\trunnable: runnable,\n\n\t\t\t\t\tprogramLog: programLog,\n\n\t\t\t\t\tvertexShader: {\n\n\t\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t\t},\n\n\t\t\t\t\tfragmentShader: {\n\n\t\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Clean up\n\n\t\t// Crashes in iOS9 and iOS10. #18402\n\t\t// gl.detachShader( program, glVertexShader );\n\t\t// gl.detachShader( program, glFragmentShader );\n\n\t\tgl.deleteShader( glVertexShader );\n\t\tgl.deleteShader( glFragmentShader );\n\n\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t}\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\t// Populates cachedUniforms and cachedAttributes\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\t// Populates cachedAttributes and cachedUniforms\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,\n\t// flag the program as ready immediately. It may cause a stall when it's first used.\n\n\tlet programReady = ( parameters.rendererExtensionParallelShaderCompile === false );\n\n\tthis.isReady = function () {\n\n\t\tif ( programReady === false ) {\n\n\t\t\tprogramReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );\n\n\t\t}\n\n\t\treturn programReady;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.type = parameters.shaderType;\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id$1 = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id$1 ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst _activeChannels = new Set();\n\tconst programs = [];\n\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getChannel( value ) {\n\n\t\t_activeChannels.add( value );\n\n\t\tif ( value === 0 ) return 'uv';\n\n\t\treturn `uv${ value }`;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst IS_INSTANCEDMESH = object.isInstancedMesh === true;\n\t\tconst IS_BATCHEDMESH = object.isBatchedMesh === true;\n\n\t\tconst HAS_MAP = !! material.map;\n\t\tconst HAS_MATCAP = !! material.matcap;\n\t\tconst HAS_ENVMAP = !! envMap;\n\t\tconst HAS_AOMAP = !! material.aoMap;\n\t\tconst HAS_LIGHTMAP = !! material.lightMap;\n\t\tconst HAS_BUMPMAP = !! material.bumpMap;\n\t\tconst HAS_NORMALMAP = !! material.normalMap;\n\t\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\n\t\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\n\n\t\tconst HAS_METALNESSMAP = !! material.metalnessMap;\n\t\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\n\n\t\tconst HAS_ANISOTROPY = material.anisotropy > 0;\n\t\tconst HAS_CLEARCOAT = material.clearcoat > 0;\n\t\tconst HAS_DISPERSION = material.dispersion > 0;\n\t\tconst HAS_IRIDESCENCE = material.iridescence > 0;\n\t\tconst HAS_SHEEN = material.sheen > 0;\n\t\tconst HAS_TRANSMISSION = material.transmission > 0;\n\n\t\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\n\n\t\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\n\t\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\n\t\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\n\n\t\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\n\t\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\n\n\t\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\n\t\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\n\n\t\tconst HAS_SPECULARMAP = !! material.specularMap;\n\t\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\n\t\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\n\n\t\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\n\t\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\n\n\t\tconst HAS_GRADIENTMAP = !! material.gradientMap;\n\n\t\tconst HAS_ALPHAMAP = !! material.alphaMap;\n\n\t\tconst HAS_ALPHATEST = material.alphaTest > 0;\n\n\t\tconst HAS_ALPHAHASH = !! material.alphaHash;\n\n\t\tconst HAS_EXTENSIONS = !! material.extensions;\n\n\t\tlet toneMapping = NoToneMapping;\n\n\t\tif ( material.toneMapped ) {\n\n\t\t\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\ttoneMapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst parameters = {\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderType: material.type,\n\t\t\tshaderName: material.name,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tbatching: IS_BATCHEDMESH,\n\t\t\tbatchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,\n\t\t\tinstancing: IS_INSTANCEDMESH,\n\t\t\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\n\t\t\tinstancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,\n\n\t\t\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\n\t\t\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\n\t\t\talphaToCoverage: !! material.alphaToCoverage,\n\n\t\t\tmap: HAS_MAP,\n\t\t\tmatcap: HAS_MATCAP,\n\t\t\tenvMap: HAS_ENVMAP,\n\t\t\tenvMapMode: HAS_ENVMAP && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\taoMap: HAS_AOMAP,\n\t\t\tlightMap: HAS_LIGHTMAP,\n\t\t\tbumpMap: HAS_BUMPMAP,\n\t\t\tnormalMap: HAS_NORMALMAP,\n\t\t\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\n\t\t\temissiveMap: HAS_EMISSIVEMAP,\n\n\t\t\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\n\t\t\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tmetalnessMap: HAS_METALNESSMAP,\n\t\t\troughnessMap: HAS_ROUGHNESSMAP,\n\n\t\t\tanisotropy: HAS_ANISOTROPY,\n\t\t\tanisotropyMap: HAS_ANISOTROPYMAP,\n\n\t\t\tclearcoat: HAS_CLEARCOAT,\n\t\t\tclearcoatMap: HAS_CLEARCOATMAP,\n\t\t\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\n\t\t\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\n\n\t\t\tdispersion: HAS_DISPERSION,\n\n\t\t\tiridescence: HAS_IRIDESCENCE,\n\t\t\tiridescenceMap: HAS_IRIDESCENCEMAP,\n\t\t\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\n\n\t\t\tsheen: HAS_SHEEN,\n\t\t\tsheenColorMap: HAS_SHEEN_COLORMAP,\n\t\t\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\n\n\t\t\tspecularMap: HAS_SPECULARMAP,\n\t\t\tspecularColorMap: HAS_SPECULAR_COLORMAP,\n\t\t\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\n\n\t\t\ttransmission: HAS_TRANSMISSION,\n\t\t\ttransmissionMap: HAS_TRANSMISSIONMAP,\n\t\t\tthicknessMap: HAS_THICKNESSMAP,\n\n\t\t\tgradientMap: HAS_GRADIENTMAP,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,\n\n\t\t\talphaMap: HAS_ALPHAMAP,\n\t\t\talphaTest: HAS_ALPHATEST,\n\t\t\talphaHash: HAS_ALPHAHASH,\n\n\t\t\tcombine: material.combine,\n\n\t\t\t//\n\n\t\t\tmapUv: HAS_MAP && getChannel( material.map.channel ),\n\t\t\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\n\t\t\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\n\t\t\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\n\t\t\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\n\t\t\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\n\t\t\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\n\n\t\t\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\n\t\t\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\n\n\t\t\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\n\n\t\t\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\n\t\t\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\n\t\t\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\n\n\t\t\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\n\t\t\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\n\n\t\t\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\n\t\t\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\n\n\t\t\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\n\t\t\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\n\t\t\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\n\n\t\t\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\n\t\t\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\n\n\t\t\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\n\n\t\t\t//\n\n\t\t\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\n\t\t\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( !! fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading === true,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation === true,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumLightProbes: lights.numLightProbes,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: toneMapping,\n\n\t\t\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: material.depthPacking >= 0,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),\n\t\t\textensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ),\n\n\t\t\trendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\t// the usage of getChannel() determines the active texture channels for this shader\n\n\t\tparameters.vertexUv1s = _activeChannels.has( 1 );\n\t\tparameters.vertexUv2s = _activeChannels.has( 2 );\n\t\tparameters.vertexUv3s = _activeChannels.has( 3 );\n\n\t\t_activeChannels.clear();\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputColorSpace );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputColorSpace );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.mapUv );\n\t\tarray.push( parameters.alphaMapUv );\n\t\tarray.push( parameters.lightMapUv );\n\t\tarray.push( parameters.aoMapUv );\n\t\tarray.push( parameters.bumpMapUv );\n\t\tarray.push( parameters.normalMapUv );\n\t\tarray.push( parameters.displacementMapUv );\n\t\tarray.push( parameters.emissiveMapUv );\n\t\tarray.push( parameters.metalnessMapUv );\n\t\tarray.push( parameters.roughnessMapUv );\n\t\tarray.push( parameters.anisotropyMapUv );\n\t\tarray.push( parameters.clearcoatMapUv );\n\t\tarray.push( parameters.clearcoatNormalMapUv );\n\t\tarray.push( parameters.clearcoatRoughnessMapUv );\n\t\tarray.push( parameters.iridescenceMapUv );\n\t\tarray.push( parameters.iridescenceThicknessMapUv );\n\t\tarray.push( parameters.sheenColorMapUv );\n\t\tarray.push( parameters.sheenRoughnessMapUv );\n\t\tarray.push( parameters.specularMapUv );\n\t\tarray.push( parameters.specularColorMapUv );\n\t\tarray.push( parameters.specularIntensityMapUv );\n\t\tarray.push( parameters.transmissionMapUv );\n\t\tarray.push( parameters.thicknessMapUv );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.numLightProbes );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingMorph )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.normalMapObjectSpace )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.normalMapTangentSpace )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.vertexUv1s )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.vertexUv2s )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.vertexUv3s )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.anisotropy )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.alphaHash )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.batching )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.dispersion )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.batchingColor )\n\t\t\t_programLayers.enable( 21 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.pointsUvs )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.alphaToCoverage )\n\t\t\t_programLayers.enable( 19 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowIntensity: 1,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowIntensity: 1,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowIntensity: 1,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1,\n\n\t\t\tnumLightProbes: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0,\n\t\tnumLightProbes: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\tlet numLightProbes = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t\tnumLightProbes ++;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowIntensity = shadow.intensity;\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowIntensity = shadow.intensity;\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowIntensity = shadow.intensity;\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ||\n\t\t\thash.numLightProbes !== numLightProbes ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\t\t\tstate.numLightProbes = numLightProbes;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\thash.numLightProbes = numLightProbes;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions ) {\n\n\tconst lights = new WebGLLights( extensions );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init( camera ) {\n\n\t\tstate.camera = camera;\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tcamera: null,\n\n\t\tlights: lights,\n\n\t\ttransmissionRenderTarget: {}\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( renderer, objects, capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\tlet _previousType = this.type;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst activeCubeFace = renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst _state = renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// check for shadow map type changes\n\n\t\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\n\t\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null || toVSM === true || fromVSM === true ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tif ( shadow.map !== null ) {\n\n\t\t\t\t\tshadow.map.dispose();\n\n\t\t\t\t}\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\trenderer.setRenderTarget( shadow.map );\n\t\t\trenderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\t_previousType = this.type;\n\n\t\tscope.needsUpdate = false;\n\n\t\trenderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\trenderer.setRenderTarget( shadow.mapPass );\n\t\trenderer.clear();\n\t\trenderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\trenderer.setRenderTarget( shadow.map );\n\t\trenderer.clear();\n\t\trenderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\t\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tconst materialProperties = renderer.properties.get( result );\n\t\t\tmaterialProperties.light = light;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, type );\n\n\t\t\t\t\t\t\tobject.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t\trenderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t\tobject.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, type );\n\n\t\t\t\t\tobject.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t\trenderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t\tobject.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t// make sure to remove the unique distance/depth materials used for shadow map rendering\n\n\t\tfor ( const id in _materialCache ) {\n\n\t\t\tconst cache = _materialCache[ id ];\n\n\t\t\tconst uuid = event.target.uuid;\n\n\t\t\tif ( uuid in cache ) {\n\n\t\t\t\tconst shadowMaterial = cache[ uuid ];\n\t\t\t\tshadowMaterial.dispose();\n\t\t\t\tdelete cache[ uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl ) {\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentBlendColor = new Color( 0, 0, 0 );\n\tlet currentBlendAlpha = 0;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( gl.VERSION );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( gl.SCISSOR_BOX );\n\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count, dimensions ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tif ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t} else {\n\n\t\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\n\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\t// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\n\n\t\t\tif ( target === gl.DRAW_FRAMEBUFFER ) {\n\n\t\t\t\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\n\n\t\t\t}\n\n\t\t\tif ( target === gl.FRAMEBUFFER ) {\n\n\t\t\t\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tdrawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;\n\n\t\t\t\t}\n\n\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== gl.BACK ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = gl.BACK;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: gl.FUNC_ADD,\n\t\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\n\t\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\n\t};\n\n\tequationToGL[ MinEquation ] = gl.MIN;\n\tequationToGL[ MaxEquation ] = gl.MAX;\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: gl.ZERO,\n\t\t[ OneFactor ]: gl.ONE,\n\t\t[ SrcColorFactor ]: gl.SRC_COLOR,\n\t\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\n\t\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\n\t\t[ DstColorFactor ]: gl.DST_COLOR,\n\t\t[ DstAlphaFactor ]: gl.DST_ALPHA,\n\t\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\n\t\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\n\t\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\n\t\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,\n\t\t[ ConstantColorFactor ]: gl.CONSTANT_COLOR,\n\t\t[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,\n\t\t[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,\n\t\t[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( gl.BLEND );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( gl.BLEND );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ONE, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\t\t\t\tcurrentBlendColor.set( 0, 0, 0 );\n\t\t\t\tcurrentBlendAlpha = 0;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tif ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {\n\n\t\t\tgl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );\n\n\t\t\tcurrentBlendColor.copy( blendColor );\n\t\t\tcurrentBlendAlpha = blendAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )\n\t\t\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( gl.BLEND );\n\t\tgl.disable( gl.CULL_FACE );\n\t\tgl.disable( gl.DEPTH_TEST );\n\t\tgl.disable( gl.POLYGON_OFFSET_FILL );\n\t\tgl.disable( gl.SCISSOR_TEST );\n\t\tgl.disable( gl.STENCIL_TEST );\n\t\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\tgl.blendFunc( gl.ONE, gl.ZERO );\n\t\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\n\t\tgl.blendColor( 0, 0, 0, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( gl.LESS );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\n\t\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( gl.BACK );\n\t\tgl.frontFace( gl.CCW );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( gl.TEXTURE0 );\n\n\t\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\n\t\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\n\t\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentBlendColor = new Color( 0, 0, 0 );\n\t\tcurrentBlendAlpha = 0;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction contain( texture, aspect ) {\n\n\tconst imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;\n\n\tif ( imageAspect > aspect ) {\n\n\t\ttexture.repeat.x = 1;\n\t\ttexture.repeat.y = imageAspect / aspect;\n\n\t\ttexture.offset.x = 0;\n\t\ttexture.offset.y = ( 1 - texture.repeat.y ) / 2;\n\n\t} else {\n\n\t\ttexture.repeat.x = aspect / imageAspect;\n\t\ttexture.repeat.y = 1;\n\n\t\ttexture.offset.x = ( 1 - texture.repeat.x ) / 2;\n\t\ttexture.offset.y = 0;\n\n\t}\n\n\treturn texture;\n\n}\n\nfunction cover( texture, aspect ) {\n\n\tconst imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;\n\n\tif ( imageAspect > aspect ) {\n\n\t\ttexture.repeat.x = aspect / imageAspect;\n\t\ttexture.repeat.y = 1;\n\n\t\ttexture.offset.x = ( 1 - texture.repeat.x ) / 2;\n\t\ttexture.offset.y = 0;\n\n\t} else {\n\n\t\ttexture.repeat.x = 1;\n\t\ttexture.repeat.y = imageAspect / aspect;\n\n\t\ttexture.offset.x = 0;\n\t\ttexture.offset.y = ( 1 - texture.repeat.y ) / 2;\n\n\t}\n\n\treturn texture;\n\n}\n\nfunction fill( texture ) {\n\n\ttexture.repeat.x = 1;\n\ttexture.repeat.y = 1;\n\n\ttexture.offset.x = 0;\n\ttexture.offset.y = 0;\n\n\treturn texture;\n\n}\n\n\n\n/**\n * Given the width, height, format, and type of a texture. Determines how many\n * bytes must be used to represent the texture.\n */\nfunction getByteLength( width, height, format, type ) {\n\n\tconst typeByteLength = getTextureTypeByteLength( type );\n\n\tswitch ( format ) {\n\n\t\t// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml\n\t\tcase AlphaFormat:\n\t\t\treturn width * height;\n\t\tcase LuminanceFormat:\n\t\t\treturn width * height;\n\t\tcase LuminanceAlphaFormat:\n\t\t\treturn width * height * 2;\n\t\tcase RedFormat:\n\t\t\treturn ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RedIntegerFormat:\n\t\t\treturn ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGFormat:\n\t\t\treturn ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGIntegerFormat:\n\t\t\treturn ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGBFormat:\n\t\t\treturn ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGBAFormat:\n\t\t\treturn ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGBAIntegerFormat:\n\t\t\treturn ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/\n\t\tcase RGB_S3TC_DXT1_Format:\n\t\tcase RGBA_S3TC_DXT1_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;\n\t\tcase RGBA_S3TC_DXT3_Format:\n\t\tcase RGBA_S3TC_DXT5_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/\n\t\tcase RGB_PVRTC_2BPPV1_Format:\n\t\tcase RGBA_PVRTC_2BPPV1_Format:\n\t\t\treturn ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;\n\t\tcase RGB_PVRTC_4BPPV1_Format:\n\t\tcase RGBA_PVRTC_4BPPV1_Format:\n\t\t\treturn ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/\n\t\tcase RGB_ETC1_Format:\n\t\tcase RGB_ETC2_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;\n\t\tcase RGBA_ETC2_EAC_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/\n\t\tcase RGBA_ASTC_4x4_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\t\tcase RGBA_ASTC_5x4_Format:\n\t\t\treturn Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\t\tcase RGBA_ASTC_5x5_Format:\n\t\t\treturn Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_6x5_Format:\n\t\t\treturn Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_6x6_Format:\n\t\t\treturn Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;\n\t\tcase RGBA_ASTC_8x5_Format:\n\t\t\treturn Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_8x6_Format:\n\t\t\treturn Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;\n\t\tcase RGBA_ASTC_8x8_Format:\n\t\t\treturn Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;\n\t\tcase RGBA_ASTC_10x5_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_10x6_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;\n\t\tcase RGBA_ASTC_10x8_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;\n\t\tcase RGBA_ASTC_10x10_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;\n\t\tcase RGBA_ASTC_12x10_Format:\n\t\t\treturn Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;\n\t\tcase RGBA_ASTC_12x12_Format:\n\t\t\treturn Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/\n\t\tcase RGBA_BPTC_Format:\n\t\tcase RGB_BPTC_SIGNED_Format:\n\t\tcase RGB_BPTC_UNSIGNED_Format:\n\t\t\treturn Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/\n\t\tcase RED_RGTC1_Format:\n\t\tcase SIGNED_RED_RGTC1_Format:\n\t\t\treturn Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;\n\t\tcase RED_GREEN_RGTC2_Format:\n\t\tcase SIGNED_RED_GREEN_RGTC2_Format:\n\t\t\treturn Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;\n\n\t}\n\n\tthrow new Error(\n\t\t`Unable to determine texture byte length for ${format} format.`,\n\t);\n\n}\n\nfunction getTextureTypeByteLength( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase UnsignedByteType:\n\t\tcase ByteType:\n\t\t\treturn { byteLength: 1, components: 1 };\n\t\tcase UnsignedShortType:\n\t\tcase ShortType:\n\t\tcase HalfFloatType:\n\t\t\treturn { byteLength: 2, components: 1 };\n\t\tcase UnsignedShort4444Type:\n\t\tcase UnsignedShort5551Type:\n\t\t\treturn { byteLength: 2, components: 4 };\n\t\tcase UnsignedIntType:\n\t\tcase IntType:\n\t\tcase FloatType:\n\t\t\treturn { byteLength: 4, components: 1 };\n\t\tcase UnsignedInt5999Type:\n\t\t\treturn { byteLength: 4, components: 3 };\n\n\t}\n\n\tthrow new Error( `Unknown texture type ${type}.` );\n\n}\n\nconst TextureUtils = {\n\tcontain,\n\tcover,\n\tfill,\n\tgetByteLength\n};\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _imageDimensions = new Vector2();\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( dimensions.width > maxSize || dimensions.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( dimensions.width, dimensions.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ||\n\t\t\t\t( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {\n\n\t\t\t\tconst width = Math.floor( scale * dimensions.width );\n\t\t\t\tconst height = Math.floor( scale * dimensions.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture ) {\n\n\t\treturn texture.generateMipmaps && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === _gl.RED ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RED_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.RG32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGB ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGBA ) {\n\n\t\t\tconst transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\n\n\t\t}\n\n\t\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\n\t\t\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\n\t\t\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getInternalDepthFormat( useStencil, depthType ) {\n\n\t\tlet glInternalFormat;\n\t\tif ( useStencil ) {\n\n\t\t\tif ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\n\t\t\t} else if ( depthType === FloatType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH32F_STENCIL8;\n\n\t\t\t} else if ( depthType === UnsignedShortType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\t\t\t\tconsole.warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t} else if ( depthType === FloatType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t} else if ( depthType === UnsignedShortType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT16;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn glInternalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\n\n\t\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\n\n\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\tinfo.memory.textures --;\n\n\t\t\t}\n\n\t\t\tproperties.remove( textures[ i ] );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.colorSpace );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: _gl.REPEAT,\n\t\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\n\t\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: _gl.NEAREST,\n\t\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\n\t\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\n\n\t\t[ LinearFilter ]: _gl.LINEAR,\n\t\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\n\t\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\n\t};\n\n\tconst compareToGL = {\n\t\t[ NeverCompare ]: _gl.NEVER,\n\t\t[ AlwaysCompare ]: _gl.ALWAYS,\n\t\t[ LessCompare ]: _gl.LESS,\n\t\t[ LessEqualCompare ]: _gl.LEQUAL,\n\t\t[ EqualCompare ]: _gl.EQUAL,\n\t\t[ GreaterEqualCompare ]: _gl.GEQUAL,\n\t\t[ GreaterCompare ]: _gl.GREATER,\n\t\t[ NotEqualCompare ]: _gl.NOTEQUAL\n\t};\n\n\tfunction setTextureParameters( textureType, texture ) {\n\n\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&\n\t\t\t( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||\n\t\t\ttexture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );\n\n\t\t}\n\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\n\n\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\n\n\t\t}\n\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\n\n\t\tif ( texture.compareFunction ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = _gl.TEXTURE_2D;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\n\t\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tlet image = resizeImage( texture.image, false, capabilities.maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tlet glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tconst levels = getMipLevels( texture, image );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\tglInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type );\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tif ( texture.layerUpdates.size > 0 ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type );\n\n\t\t\t\t\t\t\t\t\t\t\tfor ( const layerIndex of texture.layerUpdates ) {\n\n\t\t\t\t\t\t\t\t\t\t\t\tconst layerData = mipmap.data.subarray(\n\t\t\t\t\t\t\t\t\t\t\t\t\tlayerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT,\n\t\t\t\t\t\t\t\t\t\t\t\t\t( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT\n\t\t\t\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\ttexture.clearLayerUpdates();\n\n\t\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tif ( texture.layerUpdates.size > 0 ) {\n\n\t\t\t\t\t\t\tconst layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type );\n\n\t\t\t\t\t\t\tfor ( const layerIndex of texture.layerUpdates ) {\n\n\t\t\t\t\t\t\t\tconst layerData = image.data.subarray(\n\t\t\t\t\t\t\t\t\tlayerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT,\n\t\t\t\t\t\t\t\t\t( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\ttexture.clearLayerUpdates();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tconst dimensions = getDimensions( mipmaps[ 0 ] );\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tconst dimensions = getDimensions( image );\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\n\t\t\tconst useTexStorage = ( texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tlet levels = getMipLevels( texture, image );\n\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tconst dimensions = getDimensions( cubeImage[ 0 ] );\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tconst width = Math.max( 1, renderTarget.width >> level );\n\t\t\tconst height = Math.max( 1, renderTarget.height >> level );\n\n\t\t\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t// retrieve the depth attachment types\n\t\t\tconst depthTexture = renderTarget.depthTexture;\n\t\t\tconst depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null;\n\t\t\tconst glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType );\n\t\t\tconst glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\n\t\t\t// set up the attachment\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\tconst isUseMultisampledRTT = useMultisampledRTT( renderTarget );\n\t\t\tif ( isUseMultisampledRTT ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( isMultisample ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\tif ( ! isMultipleRenderTargets ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = [];\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_2D, attachment );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment ) ) {\n\n\t\t\t\t\tgenerateMipmap( _gl.TEXTURE_2D );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = _gl.TEXTURE_2D;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture );\n\n\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tconst invalidationArrayRead = [];\n\tconst invalidationArrayDraw = [];\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.samples > 0 ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tconst textures = renderTarget.textures;\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = _gl.COLOR_BUFFER_BIT;\n\t\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\t\t\t// If MRT we need to remove FBO attachments\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTarget.resolveDepthBuffer ) {\n\n\t\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;\n\n\t\t\t\t\t\t// resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799)\n\n\t\t\t\t\t\tif ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );\n\n\t\t\t\t\tif ( supportsInvalidateFramebuffer === true ) {\n\n\t\t\t\t\t\tinvalidationArrayRead.length = 0;\n\t\t\t\t\t\tinvalidationArrayDraw.length = 0;\n\n\t\t\t\t\t\tinvalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i );\n\n\t\t\t\t\t\tif ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) {\n\n\t\t\t\t\t\t\tinvalidationArrayRead.push( depthStyle );\n\t\t\t\t\t\t\tinvalidationArrayDraw.push( depthStyle );\n\n\t\t\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\n\t\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );\n\n\t\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t} else {\n\n\t\t\t\tif ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( capabilities.maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst colorSpace = texture.colorSpace;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image;\n\n\t\tif ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {\n\n\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction getDimensions( image ) {\n\n\t\tif ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {\n\n\t\t\t// if intrinsic data are not available, fallback to width/height\n\n\t\t\t_imageDimensions.width = image.naturalWidth || image.width;\n\t\t\t_imageDimensions.height = image.naturalHeight || image.height;\n\n\t\t} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {\n\n\t\t\t_imageDimensions.width = image.displayWidth;\n\t\t\t_imageDimensions.height = image.displayHeight;\n\n\t\t} else {\n\n\t\t\t_imageDimensions.width = image.width;\n\t\t\t_imageDimensions.height = image.height;\n\n\t\t}\n\n\t\treturn _imageDimensions;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions ) {\n\n\tfunction convert( p, colorSpace = NoColorSpace ) {\n\n\t\tlet extension;\n\n\t\tconst transfer = ColorManagement.getTransfer( colorSpace );\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\t\tif ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\t\tif ( p === HalfFloatType ) return gl.HALF_FLOAT;\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBFormat ) return gl.RGB;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return gl.RED;\n\t\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\n\t\tif ( p === RGFormat ) return gl.RG;\n\t\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\n\t\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( transfer === SRGBTransfer ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC\n\n\t\tif ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\t\t\t\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n\t\t\t\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8;\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\t\t\t\t\t\tgrip.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\t\t\t\t\ttargetRay.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\nconst _occlusion_vertex = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`;\n\nconst _occlusion_fragment = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\n\nclass WebXRDepthSensing {\n\n\tconstructor() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t\tthis.depthNear = 0;\n\t\tthis.depthFar = 0;\n\n\t}\n\n\tinit( renderer, depthData, renderState ) {\n\n\t\tif ( this.texture === null ) {\n\n\t\t\tconst texture = new Texture();\n\n\t\t\tconst texProps = renderer.properties.get( texture );\n\t\t\ttexProps.__webglTexture = depthData.texture;\n\n\t\t\tif ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {\n\n\t\t\t\tthis.depthNear = depthData.depthNear;\n\t\t\t\tthis.depthFar = depthData.depthFar;\n\n\t\t\t}\n\n\t\t\tthis.texture = texture;\n\n\t\t}\n\n\t}\n\n\tgetMesh( cameraXR ) {\n\n\t\tif ( this.texture !== null ) {\n\n\t\t\tif ( this.mesh === null ) {\n\n\t\t\t\tconst viewport = cameraXR.cameras[ 0 ].viewport;\n\t\t\t\tconst material = new ShaderMaterial( {\n\t\t\t\t\tvertexShader: _occlusion_vertex,\n\t\t\t\t\tfragmentShader: _occlusion_fragment,\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\tdepthColor: { value: this.texture },\n\t\t\t\t\t\tdepthWidth: { value: viewport.z },\n\t\t\t\t\t\tdepthHeight: { value: viewport.w }\n\t\t\t\t\t}\n\t\t\t\t} );\n\n\t\t\t\tthis.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this.mesh;\n\n\t}\n\n\treset() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t}\n\n\tgetDepthTexture() {\n\n\t\treturn this.texture;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\n\t\tconst depthSensing = new WebXRDepthSensing();\n\t\tconst attributes = gl.getContextAttributes();\n\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\tconst currentSize = new Vector2();\n\t\tlet currentPixelRatio = null;\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraXR = new ArrayCamera();\n\t\tcameraXR.layers.enable( 1 );\n\t\tcameraXR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\tdepthSensing.reset();\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\trenderer.setPixelRatio( currentPixelRatio );\n\t\t\trenderer.setSize( currentSize.width, currentSize.height, false );\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\t\trenderer.getSize( currentSize );\n\n\t\t\t\tif ( session.renderState.layers === undefined ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: attributes.antialias,\n\t\t\t\t\t\talpha: true,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: gl.RGBA8,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0,\n\t\t\t\t\t\t\tresolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false )\n\t\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getEnvironmentBlendMode = function () {\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\treturn session.environmentBlendMode;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getDepthTexture = function () {\n\n\t\t\treturn depthSensing.getDepthTexture();\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tif ( depthSensing.texture !== null ) {\n\n\t\t\t\tcamera.near = depthSensing.depthNear;\n\t\t\t\tcamera.far = depthSensing.depthFar;\n\n\t\t\t}\n\n\t\t\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraXR.near,\n\t\t\t\t\tdepthFar: cameraXR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraXR.near;\n\t\t\t\t_currentDepthFar = cameraXR.far;\n\n\t\t\t\tcameraL.near = _currentDepthNear;\n\t\t\t\tcameraL.far = _currentDepthFar;\n\t\t\t\tcameraR.near = _currentDepthNear;\n\t\t\t\tcameraR.far = _currentDepthFar;\n\n\t\t\t\tcameraL.updateProjectionMatrix();\n\t\t\t\tcameraR.updateProjectionMatrix();\n\t\t\t\tcamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraXR.cameras;\n\n\t\t\tupdateCamera( cameraXR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\t// update user camera and its children\n\n\t\t\tupdateUserCamera( camera, cameraXR, parent );\n\n\t\t};\n\n\t\tfunction updateUserCamera( camera, cameraXR, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrix.copy( cameraXR.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrix.copy( parent.matrixWorld );\n\t\t\t\tcamera.matrix.invert();\n\t\t\t\tcamera.matrix.multiply( cameraXR.matrixWorld );\n\n\t\t\t}\n\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.updateMatrixWorld( true );\n\n\t\t\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\n\t\t\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\n\n\t\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\t\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\n\t\t\t\tcamera.zoom = 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraXR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.hasDepthSensing = function () {\n\n\t\t\treturn depthSensing.texture !== null;\n\n\t\t};\n\n\t\tthis.getDepthSensingMesh = function () {\n\n\t\t\treturn depthSensing.getMesh( cameraXR );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraXRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraXR's camera list\n\n\t\t\t\tif ( views.length !== cameraXR.cameras.length ) {\n\n\t\t\t\t\tcameraXR.cameras.length = 0;\n\t\t\t\t\tcameraXRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraXR.matrix.copy( camera.matrix );\n\t\t\t\t\t\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraXRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraXR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tconst enabledFeatures = session.enabledFeatures;\n\n\t\t\t\tif ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) {\n\n\t\t\t\t\tconst depthData = glBinding.getDepthInformation( views[ 0 ] );\n\n\t\t\t\t\tif ( depthData && depthData.isValid && depthData.texture ) {\n\n\t\t\t\t\t\tdepthSensing.init( renderer, depthData, session.renderState );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nconst _e1 = /*@__PURE__*/ new Euler();\nconst _m1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshTransformUniform( map, uniform ) {\n\n\t\tif ( map.matrixAutoUpdate === true ) {\n\n\t\t\tmap.updateMatrix();\n\n\t\t}\n\n\t\tuniform.value.copy( map.matrix );\n\n\t}\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\n\t\t\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\n\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.bumpScale.value *= - 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\n\t\t\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\n\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.normalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\n\t\t\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\n\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst envMap = materialProperties.envMap;\n\t\tconst envMapRotation = materialProperties.envMapRotation;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\t_e1.copy( envMapRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;\n\n\t\t\tif ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1.y *= - 1;\n\t\t\t\t_e1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tuniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.uvTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\n\n\t\t}\n\n\t\tuniforms.roughness.value = material.roughness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\n\n\t\t}\n\n\t\tif ( material.envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.dispersion > 0 ) {\n\n\t\t\tuniforms.dispersion.value = material.dispersion;\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tif ( material.anisotropy > 0 ) {\n\n\t\t\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\n\n\t\t\tif ( material.anisotropyMap ) {\n\n\t\t\t\tuniforms.anisotropyMap.value = material.anisotropyMap;\n\n\t\t\t\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tconst light = properties.get( material ).light;\n\n\t\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\n\t\tuniforms.nearDistance.value = light.shadow.camera.near;\n\t\tuniforms.farDistance.value = light.shadow.camera.far;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\t\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\t\tgl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tif ( hasUniformChanged( uniform, i, j, cache ) === true ) {\n\n\t\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\t\tfor ( let k = 0; k < values.length; k ++ ) {\n\n\t\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t\t// TODO add integer and struct support\n\t\t\t\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\t\tuniform.__data[ 3 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\t\tuniform.__data[ 7 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\t\tuniform.__data[ 11 ] = 0;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, indexArray, cache ) {\n\n\t\tconst value = uniform.value;\n\t\tconst indexString = index + '_' + indexArray;\n\n\t\tif ( cache[ indexString ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tcache[ indexString ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tcache[ indexString ] = value.clone();\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\tconst cachedObject = cache[ indexString ];\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tif ( cachedObject !== value ) {\n\n\t\t\t\t\tcache[ indexString ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( cachedObject.equals( value ) === false ) {\n\n\t\t\t\t\tcachedObject.copy( value );\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tfor ( let k = 0, kl = values.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\tconst chunkOffset = offset % chunkSize; // offset in the current chunk\n\t\t\t\t\tconst chunkPadding = chunkOffset % info.boundary; // required padding to match boundary\n\t\t\t\t\tconst chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data\n\n\t\t\t\t\toffset += chunkPadding;\n\n\t\t\t\t\t// Check for chunk overflow\n\t\t\t\t\tif ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) {\n\n\t\t\t\t\t\t// Add padding and adjust offset\n\t\t\t\t\t\toffset += ( chunkSize - chunkStart );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following two properties will be used for partial buffer updates\n\t\t\t\t\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\t\t\tuniform.__offset = offset;\n\n\t\t\t\t\t// Update the global offset\n\t\t\t\t\toffset += info.storage;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tconst chunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t// float/int/bool\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass WebGLRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst {\n\t\t\tcanvas = createCanvasElement(),\n\t\t\tcontext = null,\n\t\t\tdepth = true,\n\t\t\tstencil = false,\n\t\t\talpha = false,\n\t\t\tantialias = false,\n\t\t\tpremultipliedAlpha = true,\n\t\t\tpreserveDrawingBuffer = false,\n\t\t\tpowerPreference = 'default',\n\t\t\tfailIfMajorPerformanceCaveat = false,\n\t\t} = parameters;\n\n\t\tthis.isWebGLRenderer = true;\n\n\t\tlet _alpha;\n\n\t\tif ( context !== null ) {\n\n\t\t\tif ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );\n\n\t\t\t}\n\n\t\t\t_alpha = context.getContextAttributes().alpha;\n\n\t\t} else {\n\n\t\t\t_alpha = alpha;\n\n\t\t}\n\n\t\tconst uintClearColor = new Uint32Array( 4 );\n\t\tconst intClearColor = new Int32Array( 4 );\n\n\t\tlet currentRenderList = null;\n\t\tlet currentRenderState = null;\n\n\t\t// render() can be called from within a callback triggered by another render.\n\t\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\t\tconst renderListStack = [];\n\t\tconst renderStateStack = [];\n\n\t\t// public properties\n\n\t\tthis.domElement = canvas;\n\n\t\t// Debug configuration container\n\t\tthis.debug = {\n\n\t\t\t/**\n\t\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t\t * @type {boolean}\n\t\t\t */\n\t\t\tcheckShaderErrors: true,\n\t\t\t/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\n\t\t\tonShaderError: null\n\t\t};\n\n\t\t// clearing\n\n\t\tthis.autoClear = true;\n\t\tthis.autoClearColor = true;\n\t\tthis.autoClearDepth = true;\n\t\tthis.autoClearStencil = true;\n\n\t\t// scene graph\n\n\t\tthis.sortObjects = true;\n\n\t\t// user-defined clipping\n\n\t\tthis.clippingPlanes = [];\n\t\tthis.localClippingEnabled = false;\n\n\t\t// physically based shading\n\n\t\tthis._outputColorSpace = SRGBColorSpace;\n\n\t\t// tone mapping\n\n\t\tthis.toneMapping = NoToneMapping;\n\t\tthis.toneMappingExposure = 1.0;\n\n\t\t// internal properties\n\n\t\tconst _this = this;\n\n\t\tlet _isContextLost = false;\n\n\t\t// internal state cache\n\n\t\tlet _currentActiveCubeFace = 0;\n\t\tlet _currentActiveMipmapLevel = 0;\n\t\tlet _currentRenderTarget = null;\n\t\tlet _currentMaterialId = - 1;\n\n\t\tlet _currentCamera = null;\n\n\t\tconst _currentViewport = new Vector4();\n\t\tconst _currentScissor = new Vector4();\n\t\tlet _currentScissorTest = null;\n\n\t\tconst _currentClearColor = new Color( 0x000000 );\n\t\tlet _currentClearAlpha = 0;\n\n\t\t//\n\n\t\tlet _width = canvas.width;\n\t\tlet _height = canvas.height;\n\n\t\tlet _pixelRatio = 1;\n\t\tlet _opaqueSort = null;\n\t\tlet _transparentSort = null;\n\n\t\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\t\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\t\tlet _scissorTest = false;\n\n\t\t// frustum\n\n\t\tconst _frustum = new Frustum();\n\n\t\t// clipping\n\n\t\tlet _clippingEnabled = false;\n\t\tlet _localClippingEnabled = false;\n\n\t\t// camera matrices cache\n\n\t\tconst _projScreenMatrix = new Matrix4();\n\n\t\tconst _vector3 = new Vector3();\n\n\t\tconst _vector4 = new Vector4();\n\n\t\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\t\tlet _renderBackground = false;\n\n\t\tfunction getTargetPixelRatio() {\n\n\t\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t\t}\n\n\t\t// initialize\n\n\t\tlet _gl = context;\n\n\t\tfunction getContext( contextName, contextAttributes ) {\n\n\t\t\treturn canvas.getContext( contextName, contextAttributes );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\tconst contextAttributes = {\n\t\t\t\talpha: true,\n\t\t\t\tdepth,\n\t\t\t\tstencil,\n\t\t\t\tantialias,\n\t\t\t\tpremultipliedAlpha,\n\t\t\t\tpreserveDrawingBuffer,\n\t\t\t\tpowerPreference,\n\t\t\t\tfailIfMajorPerformanceCaveat,\n\t\t\t};\n\n\t\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\t\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tconst contextName = 'webgl2';\n\n\t\t\t\t_gl = getContext( contextName, contextAttributes );\n\n\t\t\t\tif ( _gl === null ) {\n\n\t\t\t\t\tif ( getContext( contextName ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\t\tthrow error;\n\n\t\t}\n\n\t\tlet extensions, capabilities, state, info;\n\t\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\t\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\t\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\t\tlet utils, bindingStates, uniformsGroups;\n\n\t\tfunction initGLContext() {\n\n\t\t\textensions = new WebGLExtensions( _gl );\n\t\t\textensions.init();\n\n\t\t\tutils = new WebGLUtils( _gl, extensions );\n\n\t\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters, utils );\n\n\t\t\tstate = new WebGLState( _gl );\n\n\t\t\tinfo = new WebGLInfo( _gl );\n\t\t\tproperties = new WebGLProperties();\n\t\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\t\tattributes = new WebGLAttributes( _gl );\n\t\t\tbindingStates = new WebGLBindingStates( _gl, attributes );\n\t\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\t\tclipping = new WebGLClipping( properties );\n\t\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\t\trenderLists = new WebGLRenderLists();\n\t\t\trenderStates = new WebGLRenderStates( extensions );\n\t\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\n\t\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );\n\t\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );\n\n\t\t\tinfo.programs = programCache.programs;\n\n\t\t\t_this.capabilities = capabilities;\n\t\t\t_this.extensions = extensions;\n\t\t\t_this.properties = properties;\n\t\t\t_this.renderLists = renderLists;\n\t\t\t_this.shadowMap = shadowMap;\n\t\t\t_this.state = state;\n\t\t\t_this.info = info;\n\n\t\t}\n\n\t\tinitGLContext();\n\n\t\t// xr\n\n\t\tconst xr = new WebXRManager( _this, _gl );\n\n\t\tthis.xr = xr;\n\n\t\t// API\n\n\t\tthis.getContext = function () {\n\n\t\t\treturn _gl;\n\n\t\t};\n\n\t\tthis.getContextAttributes = function () {\n\n\t\t\treturn _gl.getContextAttributes();\n\n\t\t};\n\n\t\tthis.forceContextLoss = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.loseContext();\n\n\t\t};\n\n\t\tthis.forceContextRestore = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.restoreContext();\n\n\t\t};\n\n\t\tthis.getPixelRatio = function () {\n\n\t\t\treturn _pixelRatio;\n\n\t\t};\n\n\t\tthis.setPixelRatio = function ( value ) {\n\n\t\t\tif ( value === undefined ) return;\n\n\t\t\t_pixelRatio = value;\n\n\t\t\tthis.setSize( _width, _height, false );\n\n\t\t};\n\n\t\tthis.getSize = function ( target ) {\n\n\t\t\treturn target.set( _width, _height );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height, updateStyle = true ) {\n\n\t\t\tif ( xr.isPresenting ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\tcanvas.width = Math.floor( width * _pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * _pixelRatio );\n\n\t\t\tif ( updateStyle === true ) {\n\n\t\t\t\tcanvas.style.width = width + 'px';\n\t\t\t\tcanvas.style.height = height + 'px';\n\n\t\t\t}\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t\t};\n\n\t\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_pixelRatio = pixelRatio;\n\n\t\t\tcanvas.width = Math.floor( width * pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * pixelRatio );\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getCurrentViewport = function ( target ) {\n\n\t\t\treturn target.copy( _currentViewport );\n\n\t\t};\n\n\t\tthis.getViewport = function ( target ) {\n\n\t\t\treturn target.copy( _viewport );\n\n\t\t};\n\n\t\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_viewport.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissor = function ( target ) {\n\n\t\t\treturn target.copy( _scissor );\n\n\t\t};\n\n\t\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_scissor.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissorTest = function () {\n\n\t\t\treturn _scissorTest;\n\n\t\t};\n\n\t\tthis.setScissorTest = function ( boolean ) {\n\n\t\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t\t};\n\n\t\tthis.setOpaqueSort = function ( method ) {\n\n\t\t\t_opaqueSort = method;\n\n\t\t};\n\n\t\tthis.setTransparentSort = function ( method ) {\n\n\t\t\t_transparentSort = method;\n\n\t\t};\n\n\t\t// Clearing\n\n\t\tthis.getClearColor = function ( target ) {\n\n\t\t\treturn target.copy( background.getClearColor() );\n\n\t\t};\n\n\t\tthis.setClearColor = function () {\n\n\t\t\tbackground.setClearColor.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.getClearAlpha = function () {\n\n\t\t\treturn background.getClearAlpha();\n\n\t\t};\n\n\t\tthis.setClearAlpha = function () {\n\n\t\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\t\tlet bits = 0;\n\n\t\t\tif ( color ) {\n\n\t\t\t\t// check if we're trying to clear an integer target\n\t\t\t\tlet isIntegerFormat = false;\n\t\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t\tconst targetFormat = _currentRenderTarget.texture.format;\n\t\t\t\t\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RGIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RedIntegerFormat;\n\n\t\t\t\t}\n\n\t\t\t\t// use the appropriate clear functions to clear the target if it's a signed\n\t\t\t\t// or unsigned integer target\n\t\t\t\tif ( isIntegerFormat ) {\n\n\t\t\t\t\tconst targetType = _currentRenderTarget.texture.type;\n\t\t\t\t\tconst isUnsignedType = targetType === UnsignedByteType ||\n\t\t\t\t\t\ttargetType === UnsignedIntType ||\n\t\t\t\t\t\ttargetType === UnsignedShortType ||\n\t\t\t\t\t\ttargetType === UnsignedInt248Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort4444Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort5551Type;\n\n\t\t\t\t\tconst clearColor = background.getClearColor();\n\t\t\t\t\tconst a = background.getClearAlpha();\n\t\t\t\t\tconst r = clearColor.r;\n\t\t\t\t\tconst g = clearColor.g;\n\t\t\t\t\tconst b = clearColor.b;\n\n\t\t\t\t\tif ( isUnsignedType ) {\n\n\t\t\t\t\t\tuintClearColor[ 0 ] = r;\n\t\t\t\t\t\tuintClearColor[ 1 ] = g;\n\t\t\t\t\t\tuintClearColor[ 2 ] = b;\n\t\t\t\t\t\tuintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tintClearColor[ 0 ] = r;\n\t\t\t\t\t\tintClearColor[ 1 ] = g;\n\t\t\t\t\t\tintClearColor[ 2 ] = b;\n\t\t\t\t\t\tintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbits |= _gl.COLOR_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\t\tif ( stencil ) {\n\n\t\t\t\tbits |= _gl.STENCIL_BUFFER_BIT;\n\t\t\t\tthis.state.buffers.stencil.setMask( 0xffffffff );\n\n\t\t\t}\n\n\t\t\t_gl.clear( bits );\n\n\t\t};\n\n\t\tthis.clearColor = function () {\n\n\t\t\tthis.clear( true, false, false );\n\n\t\t};\n\n\t\tthis.clearDepth = function () {\n\n\t\t\tthis.clear( false, true, false );\n\n\t\t};\n\n\t\tthis.clearStencil = function () {\n\n\t\t\tthis.clear( false, false, true );\n\n\t\t};\n\n\t\t//\n\n\t\tthis.dispose = function () {\n\n\t\t\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\trenderLists.dispose();\n\t\t\trenderStates.dispose();\n\t\t\tproperties.dispose();\n\t\t\tcubemaps.dispose();\n\t\t\tcubeuvmaps.dispose();\n\t\t\tobjects.dispose();\n\t\t\tbindingStates.dispose();\n\t\t\tuniformsGroups.dispose();\n\t\t\tprogramCache.dispose();\n\n\t\t\txr.dispose();\n\n\t\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t\tanimation.stop();\n\n\t\t};\n\n\t\t// Events\n\n\t\tfunction onContextLost( event ) {\n\n\t\t\tevent.preventDefault();\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t\t_isContextLost = true;\n\n\t\t}\n\n\t\tfunction onContextRestore( /* event */ ) {\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t\t_isContextLost = false;\n\n\t\t\tconst infoAutoReset = info.autoReset;\n\t\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\t\tconst shadowMapType = shadowMap.type;\n\n\t\t\tinitGLContext();\n\n\t\t\tinfo.autoReset = infoAutoReset;\n\t\t\tshadowMap.enabled = shadowMapEnabled;\n\t\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\t\tshadowMap.type = shadowMapType;\n\n\t\t}\n\n\t\tfunction onContextCreationError( event ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t\t}\n\n\t\tfunction onMaterialDispose( event ) {\n\n\t\t\tconst material = event.target;\n\n\t\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tdeallocateMaterial( material );\n\n\t\t}\n\n\t\t// Buffer deallocation\n\n\t\tfunction deallocateMaterial( material ) {\n\n\t\t\treleaseMaterialProgramReferences( material );\n\n\t\t\tproperties.remove( material );\n\n\t\t}\n\n\n\t\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\t\tconst programs = properties.get( material ).programs;\n\n\t\t\tif ( programs !== undefined ) {\n\n\t\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t\t} );\n\n\t\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Buffer rendering\n\n\t\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t\t//\n\n\t\t\tlet index = geometry.index;\n\t\t\tlet rangeFactor = 1;\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\n\t\t\t\tif ( index === undefined ) return;\n\n\t\t\t\trangeFactor = 2;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst drawRange = geometry.drawRange;\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\t\tif ( group !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t\t}\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t\t}\n\n\t\t\tconst drawCount = drawEnd - drawStart;\n\n\t\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t\t//\n\n\t\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\t\tlet attribute;\n\t\t\tlet renderer = bufferRenderer;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tattribute = attributes.get( index );\n\n\t\t\t\trenderer = indexedBufferRenderer;\n\t\t\t\trenderer.setIndex( attribute );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLine ) {\n\n\t\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isPoints ) {\n\n\t\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tif ( object._multiDrawInstances !== null ) {\n\n\t\t\t\t\trenderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ! extensions.get( 'WEBGL_multi_draw' ) ) {\n\n\t\t\t\t\t\tconst starts = object._multiDrawStarts;\n\t\t\t\t\t\tconst counts = object._multiDrawCounts;\n\t\t\t\t\t\tconst drawCount = object._multiDrawCount;\n\t\t\t\t\t\tconst bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;\n\t\t\t\t\t\tconst uniforms = properties.get( material ).currentProgram.getUniforms();\n\t\t\t\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\t\t\t\tuniforms.setValue( _gl, '_gl_DrawID', i );\n\t\t\t\t\t\t\trenderer.render( starts[ i ] / bytesPerElement, counts[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\trenderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isInstancedMesh ) {\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Compile\n\n\t\tfunction prepareMaterial( material, scene, object ) {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.compile = function ( scene, camera, targetScene = null ) {\n\n\t\t\tif ( targetScene === null ) targetScene = scene;\n\n\t\t\tcurrentRenderState = renderStates.get( targetScene );\n\t\t\tcurrentRenderState.init( camera );\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t// gather lights from both the target scene and the new object that will be added to the scene.\n\n\t\t\ttargetScene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tif ( scene !== targetScene ) {\n\n\t\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tcurrentRenderState.setupLights();\n\n\t\t\t// Only initialize materials in the new scene, not the targetScene.\n\n\t\t\tconst materials = new Set();\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material ) {\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\t\tprepareMaterial( material2, targetScene, object );\n\t\t\t\t\t\t\tmaterials.add( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprepareMaterial( material, targetScene, object );\n\t\t\t\t\t\tmaterials.add( material );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\trenderStateStack.pop();\n\t\t\tcurrentRenderState = null;\n\n\t\t\treturn materials;\n\n\t\t};\n\n\t\t// compileAsync\n\n\t\tthis.compileAsync = function ( scene, camera, targetScene = null ) {\n\n\t\t\tconst materials = this.compile( scene, camera, targetScene );\n\n\t\t\t// Wait for all the materials in the new object to indicate that they're\n\t\t\t// ready to be used before resolving the promise.\n\n\t\t\treturn new Promise( ( resolve ) => {\n\n\t\t\t\tfunction checkMaterialsReady() {\n\n\t\t\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\t\t\tconst materialProperties = properties.get( material );\n\t\t\t\t\t\tconst program = materialProperties.currentProgram;\n\n\t\t\t\t\t\tif ( program.isReady() ) {\n\n\t\t\t\t\t\t\t// remove any programs that report they're ready to use from the list\n\t\t\t\t\t\t\tmaterials.delete( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\t// once the list of compiling materials is empty, call the callback\n\n\t\t\t\t\tif ( materials.size === 0 ) {\n\n\t\t\t\t\t\tresolve( scene );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// if some materials are still not ready, wait a bit and check again\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {\n\n\t\t\t\t\t// If we can check the compilation status of the materials without\n\t\t\t\t\t// blocking then do so right away.\n\n\t\t\t\t\tcheckMaterialsReady();\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise start by waiting a bit to give the materials we just\n\t\t\t\t\t// initialized a chance to finish.\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time ) {\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t\t}\n\n\t\tfunction onXRSessionStart() {\n\n\t\t\tanimation.stop();\n\n\t\t}\n\n\t\tfunction onXRSessionEnd() {\n\n\t\t\tanimation.start();\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\t\t\txr.setAnimationLoop( callback );\n\n\t\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t\t};\n\n\t\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t// Rendering\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( _isContextLost === true ) return;\n\n\t\t\t// update scene graph\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t\t// update camera matrices and frustum\n\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\t\tcurrentRenderState.init( camera );\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\t\tcurrentRenderList.init();\n\n\t\t\trenderListStack.push( currentRenderList );\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tconst depthSensingMesh = _this.xr.getDepthSensingMesh();\n\n\t\t\t\tif ( depthSensingMesh !== null ) {\n\n\t\t\t\t\tprojectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\t\tcurrentRenderList.finish();\n\n\t\t\tif ( _this.sortObjects === true ) {\n\n\t\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t\t}\n\n\t\t\t_renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;\n\t\t\tif ( _renderBackground ) {\n\n\t\t\t\tbackground.addToRenderList( currentRenderList, scene );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tthis.info.render.frame ++;\n\n\t\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t\t//\n\n\t\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\t\t// render scene\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\n\t\t\tcurrentRenderState.setupLights();\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tif ( transmissiveObjects.length > 0 ) {\n\n\t\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\t\trenderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( _renderBackground ) background.render( scene );\n\n\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\n\n\t\t\t\tif ( _renderBackground ) background.render( scene );\n\n\t\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t\t// _gl.finish();\n\n\t\t\tbindingStates.resetDefaultState();\n\t\t\t_currentMaterialId = - 1;\n\t\t\t_currentCamera = null;\n\n\t\t\trenderStateStack.pop();\n\n\t\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderState = null;\n\n\t\t\t}\n\n\t\t\trenderListStack.pop();\n\n\t\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderList = null;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\t\tif ( object.visible === false ) return;\n\n\t\t\tconst visible = object.layers.test( camera.layers );\n\n\t\t\tif ( visible ) {\n\n\t\t\t\tif ( object.isGroup ) {\n\n\t\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\t_vector4.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\t\t\t\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector4.copy( object.boundingSphere.center );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector4.copy( geometry.boundingSphere.center );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t_vector4\n\t\t\t\t\t\t\t\t.applyMatrix4( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst children = object.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\tstate.setPolygonOffset( false );\n\n\t\t}\n\n\t\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tif ( overrideMaterial !== null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {\n\n\t\t\t\tcurrentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {\n\t\t\t\t\tgenerateMipmaps: true,\n\t\t\t\t\ttype: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\t\tsamples: 4,\n\t\t\t\t\tstencilBuffer: stencil,\n\t\t\t\t\tresolveDepthBuffer: false,\n\t\t\t\t\tresolveStencilBuffer: false,\n\t\t\t\t\tcolorSpace: ColorManagement.workingColorSpace,\n\t\t\t\t} );\n\n\t\t\t\t// debug\n\n\t\t\t\t/*\n\t\t\t\tconst geometry = new PlaneGeometry();\n\t\t\t\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tscene.add( mesh );\n\t\t\t\t*/\n\n\t\t\t}\n\n\t\t\tconst transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];\n\n\t\t\tconst activeViewport = camera.viewport || _currentViewport;\n\t\t\ttransmissionRenderTarget.setSize( activeViewport.z, activeViewport.w );\n\n\t\t\t//\n\n\t\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t\t_this.setRenderTarget( transmissionRenderTarget );\n\n\t\t\t_this.getClearColor( _currentClearColor );\n\t\t\t_currentClearAlpha = _this.getClearAlpha();\n\t\t\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\n\n\t\t\t_this.clear();\n\n\t\t\tif ( _renderBackground ) background.render( scene );\n\n\t\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\t\tconst currentToneMapping = _this.toneMapping;\n\t\t\t_this.toneMapping = NoToneMapping;\n\n\t\t\t// Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).\n\t\t\t// Transmission render pass requires viewport to match the transmissionRenderTarget.\n\t\t\tconst currentCameraViewport = camera.viewport;\n\t\t\tif ( camera.viewport !== undefined ) camera.viewport = undefined;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t\ttextures.updateMultisampleRenderTarget( transmissionRenderTarget );\n\t\t\ttextures.updateRenderTargetMipmap( transmissionRenderTarget );\n\n\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131\n\n\t\t\t\tlet renderTargetNeedsUpdate = false;\n\n\t\t\t\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst renderItem = transmissiveObjects[ i ];\n\n\t\t\t\t\tconst object = renderItem.object;\n\t\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\t\tconst material = renderItem.material;\n\t\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\t\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tconst currentSide = material.side;\n\n\t\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t\t\tmaterial.side = currentSide;\n\t\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\t\trenderTargetNeedsUpdate = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetNeedsUpdate === true ) {\n\n\t\t\t\t\ttextures.updateMultisampleRenderTarget( transmissionRenderTarget );\n\t\t\t\t\ttextures.updateRenderTargetMipmap( transmissionRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t\t\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\n\n\t\t\tif ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;\n\n\t\t\t_this.toneMapping = currentToneMapping;\n\n\t\t}\n\n\t\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t\t}\n\n\t\tfunction getProgram( material, scene, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tconst lights = currentRenderState.state.lights;\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tconst lightsStateVersion = lights.state.version;\n\n\t\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\t\tlet programs = materialProperties.programs;\n\n\t\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.fog = scene.fog;\n\t\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\t\t\tmaterialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;\n\n\t\t\tif ( programs === undefined ) {\n\n\t\t\t\t// new material\n\n\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\tprograms = new Map();\n\t\t\t\tmaterialProperties.programs = programs;\n\n\t\t\t}\n\n\t\t\tlet program = programs.get( programCacheKey );\n\n\t\t\tif ( program !== undefined ) {\n\n\t\t\t\t// early out if program and light state is identical\n\n\t\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\t\treturn program;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t\t}\n\n\t\t\tconst uniforms = materialProperties.uniforms;\n\n\t\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t\t}\n\n\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t// store the light setup it was created for\n\n\t\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t\t}\n\n\t\t\tmaterialProperties.currentProgram = program;\n\t\t\tmaterialProperties.uniformsList = null;\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\tfunction getUniformList( materialProperties ) {\n\n\t\t\tif ( materialProperties.uniformsList === null ) {\n\n\t\t\t\tconst progUniforms = materialProperties.currentProgram.getUniforms();\n\t\t\t\tmaterialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );\n\n\t\t\t}\n\n\t\t\treturn materialProperties.uniformsList;\n\n\t\t}\n\n\t\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\n\t\t\tmaterialProperties.batching = parameters.batching;\n\t\t\tmaterialProperties.batchingColor = parameters.batchingColor;\n\t\t\tmaterialProperties.instancing = parameters.instancing;\n\t\t\tmaterialProperties.instancingColor = parameters.instancingColor;\n\t\t\tmaterialProperties.instancingMorph = parameters.instancingMorph;\n\t\t\tmaterialProperties.skinning = parameters.skinning;\n\t\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t\t}\n\n\t\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\ttextures.resetTextureUnits();\n\n\t\t\tconst fog = scene.fog;\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\n\t\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\t\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\n\t\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\t\tconst morphColors = !! geometry.morphAttributes.color;\n\n\t\t\tlet toneMapping = NoToneMapping;\n\n\t\t\tif ( material.toneMapped ) {\n\n\t\t\t\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\t\ttoneMapping = _this.toneMapping;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tconst materialProperties = properties.get( material );\n\t\t\tconst lights = currentRenderState.state.lights;\n\n\t\t\tif ( _clippingEnabled === true ) {\n\n\t\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\t\tconst useCache =\n\t\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t\t// (#8465, #8379)\n\t\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet needsProgramChange = false;\n\n\t\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batching === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tneedsProgramChange = true;\n\t\t\t\tmaterialProperties.__version = material.version;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet program = materialProperties.currentProgram;\n\n\t\t\tif ( needsProgramChange === true ) {\n\n\t\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t\tlet refreshProgram = false;\n\t\t\tlet refreshMaterial = false;\n\t\t\tlet refreshLights = false;\n\n\t\t\tconst p_uniforms = program.getUniforms(),\n\t\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\t\trefreshProgram = true;\n\t\t\t\trefreshMaterial = true;\n\t\t\t\trefreshLights = true;\n\n\t\t\t}\n\n\t\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t\t_currentMaterialId = material.id;\n\n\t\t\t\trefreshMaterial = true;\n\n\t\t\t}\n\n\t\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\t\t// common camera uniforms\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\n\n\t\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t\t}\n\n\t\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\t\tconst skeleton = object.skeleton;\n\n\t\t\t\tif ( skeleton ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingIdTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingColorTexture' );\n\t\t\t\tif ( object._colorsTexture !== null ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {\n\n\t\t\t\tmorphtargets.update( object, geometry, program );\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t\t}\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {\n\n\t\t\t\tm_uniforms.envMapIntensity.value = scene.environmentIntensity;\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t\t// values\n\t\t\t\t\t//\n\t\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t\t// the GL state when required\n\n\t\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t\t}\n\n\t\t\t\t// refresh uniforms common to several materials\n\n\t\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\n\t\t\t}\n\n\t\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\t\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t\t}\n\n\t\t\t// common matrices\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t\t// UBOs\n\n\t\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\t\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\t\tuniforms.directionalLights.needsUpdate = value;\n\t\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\t\tuniforms.pointLights.needsUpdate = value;\n\t\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\t\tuniforms.spotLights.needsUpdate = value;\n\t\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t\t}\n\n\t\tfunction materialNeedsLights( material ) {\n\n\t\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t\t}\n\n\t\tthis.getActiveCubeFace = function () {\n\n\t\t\treturn _currentActiveCubeFace;\n\n\t\t};\n\n\t\tthis.getActiveMipmapLevel = function () {\n\n\t\t\treturn _currentActiveMipmapLevel;\n\n\t\t};\n\n\t\tthis.getRenderTarget = function () {\n\n\t\t\treturn _currentRenderTarget;\n\n\t\t};\n\n\t\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t\t};\n\n\t\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t\t_currentRenderTarget = renderTarget;\n\t\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\t\tlet useDefaultFramebuffer = true;\n\t\t\tlet framebuffer = null;\n\t\t\tlet isCube = false;\n\t\t\tlet isRenderTarget3D = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\t\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t\t}\n\n\t\t\t\tconst texture = renderTarget.texture;\n\n\t\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tisCube = true;\n\n\t\t\t\t} else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t\t} else {\n\n\t\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t\t}\n\n\t\t\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\tif ( framebufferBound && useDefaultFramebuffer ) {\n\n\t\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport );\n\t\t\tstate.scissor( _currentScissor );\n\t\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t\t}\n\n\t\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t\t};\n\n\t\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( ! capabilities.textureFormatReadable( textureFormat ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! capabilities.textureTypeReadable( textureType ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( ! capabilities.textureFormatReadable( textureFormat ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! capabilities.textureTypeReadable( textureType ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\tconst glBuffer = _gl.createBuffer();\n\t\t\t\t\t\t_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );\n\t\t\t\t\t\t_gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );\n\t\t\t\t\t\t_gl.flush();\n\n\t\t\t\t\t\t// check if the commands have finished every 8 ms\n\t\t\t\t\t\tconst sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );\n\t\t\t\t\t\tawait probeAsync( _gl, sync, 4 );\n\n\t\t\t\t\t\ttry {\n\n\t\t\t\t\t\t\t_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );\n\t\t\t\t\t\t\t_gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );\n\n\t\t\t\t\t\t} finally {\n\n\t\t\t\t\t\t\t_gl.deleteBuffer( glBuffer );\n\t\t\t\t\t\t\t_gl.deleteSync( sync );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\treturn buffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {\n\n\t\t\t// support previous signature with position first\n\t\t\tif ( texture.isTexture !== true ) {\n\n\t\t\t\t// @deprecated, r165\n\t\t\t\twarnOnce( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' );\n\n\t\t\t\tposition = arguments[ 0 ] || null;\n\t\t\t\ttexture = arguments[ 1 ];\n\n\t\t\t}\n\n\t\t\tconst levelScale = Math.pow( 2, - level );\n\t\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\t\tconst x = position !== null ? position.x : 0;\n\t\t\tconst y = position !== null ? position.y : 0;\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {\n\n\t\t\t// support previous signature with dstPosition first\n\t\t\tif ( srcTexture.isTexture !== true ) {\n\n\t\t\t\t// @deprecated, r165\n\t\t\t\twarnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed.' );\n\n\t\t\t\tdstPosition = arguments[ 0 ] || null;\n\t\t\t\tsrcTexture = arguments[ 1 ];\n\t\t\t\tdstTexture = arguments[ 2 ];\n\t\t\t\tlevel = arguments[ 3 ] || 0;\n\t\t\t\tsrcRegion = null;\n\n\t\t\t}\n\n\t\t\tlet width, height, minX, minY;\n\t\t\tlet dstX, dstY;\n\t\t\tif ( srcRegion !== null ) {\n\n\t\t\t\twidth = srcRegion.max.x - srcRegion.min.x;\n\t\t\t\theight = srcRegion.max.y - srcRegion.min.y;\n\t\t\t\tminX = srcRegion.min.x;\n\t\t\t\tminY = srcRegion.min.y;\n\n\t\t\t} else {\n\n\t\t\t\twidth = srcTexture.image.width;\n\t\t\t\theight = srcTexture.image.height;\n\t\t\t\tminX = 0;\n\t\t\t\tminY = 0;\n\n\t\t\t}\n\n\t\t\tif ( dstPosition !== null ) {\n\n\t\t\t\tdstX = dstPosition.x;\n\t\t\t\tdstY = dstPosition.y;\n\n\t\t\t} else {\n\n\t\t\t\tdstX = 0;\n\t\t\t\tdstY = 0;\n\n\t\t\t}\n\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t\t// As another texture upload may have changed pixelStorei\n\t\t\t// parameters, make sure they are correct for the dstTexture\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );\n\n\t\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {\n\n\t\t\t// support previous signature with source box first\n\t\t\tif ( srcTexture.isTexture !== true ) {\n\n\t\t\t\t// @deprecated, r165\n\t\t\t\twarnOnce( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' );\n\n\t\t\t\tsrcRegion = arguments[ 0 ] || null;\n\t\t\t\tdstPosition = arguments[ 1 ] || null;\n\t\t\t\tsrcTexture = arguments[ 2 ];\n\t\t\t\tdstTexture = arguments[ 3 ];\n\t\t\t\tlevel = arguments[ 4 ] || 0;\n\n\t\t\t}\n\n\t\t\tlet width, height, depth, minX, minY, minZ;\n\t\t\tlet dstX, dstY, dstZ;\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\t\t\tif ( srcRegion !== null ) {\n\n\t\t\t\twidth = srcRegion.max.x - srcRegion.min.x;\n\t\t\t\theight = srcRegion.max.y - srcRegion.min.y;\n\t\t\t\tdepth = srcRegion.max.z - srcRegion.min.z;\n\t\t\t\tminX = srcRegion.min.x;\n\t\t\t\tminY = srcRegion.min.y;\n\t\t\t\tminZ = srcRegion.min.z;\n\n\t\t\t} else {\n\n\t\t\t\twidth = image.width;\n\t\t\t\theight = image.height;\n\t\t\t\tdepth = image.depth;\n\t\t\t\tminX = 0;\n\t\t\t\tminY = 0;\n\t\t\t\tminZ = 0;\n\n\t\t\t}\n\n\t\t\tif ( dstPosition !== null ) {\n\n\t\t\t\tdstX = dstPosition.x;\n\t\t\t\tdstY = dstPosition.y;\n\t\t\t\tdstZ = dstPosition.z;\n\n\t\t\t} else {\n\n\t\t\t\tdstX = 0;\n\t\t\t\tdstY = 0;\n\t\t\t\tdstZ = 0;\n\n\t\t\t}\n\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\t\t\tlet glTarget;\n\n\t\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_3D;\n\n\t\t\t} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );\n\n\t\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.initRenderTarget = function ( target ) {\n\n\t\t\tif ( properties.get( target ).__webglFramebuffer === undefined ) {\n\n\t\t\t\ttextures.setupRenderTarget( target );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.initTexture = function ( texture ) {\n\n\t\t\tif ( texture.isCubeTexture ) {\n\n\t\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t\t} else {\n\n\t\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.resetState = function () {\n\n\t\t\t_currentActiveCubeFace = 0;\n\t\t\t_currentActiveMipmapLevel = 0;\n\t\t\t_currentRenderTarget = null;\n\n\t\t\tstate.reset();\n\t\t\tbindingStates.reset();\n\n\t\t};\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tget coordinateSystem() {\n\n\t\treturn WebGLCoordinateSystem;\n\n\t}\n\n\tget outputColorSpace() {\n\n\t\treturn this._outputColorSpace;\n\n\t}\n\n\tset outputColorSpace( colorSpace ) {\n\n\t\tthis._outputColorSpace = colorSpace;\n\n\t\tconst gl = this.getContext();\n\t\tgl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\t\tgl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\n\t}\n\n}\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.isFogExp2 = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.isFog = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\t\tthis.backgroundRotation = new Euler();\n\n\t\tthis.environmentIntensity = 1;\n\t\tthis.environmentRotation = new Euler();\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\t\tthis.backgroundRotation.copy( source.backgroundRotation );\n\n\t\tthis.environmentIntensity = source.environmentIntensity;\n\t\tthis.environmentRotation.copy( source.environmentRotation );\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\t\tdata.object.backgroundRotation = this.backgroundRotation.toArray();\n\n\t\tif ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;\n\t\tdata.object.environmentRotation = this.environmentRotation.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.data.stride + this.offset + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material = new SpriteMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = material;\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance, level.hysteresis );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0, hysteresis = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance < levelDistance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance >= levelDistance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance,\n\t\t\t\thysteresis: level.hysteresis\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector3 = /*@__PURE__*/ new Vector3();\nconst _matrix4 = /*@__PURE__*/ new Matrix4();\nconst _vertex = /*@__PURE__*/ new Vector3();\n\nconst _sphere$4 = /*@__PURE__*/ new Sphere();\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = AttachedBindMode;\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingBox.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingSphere.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$4.copy( this.boundingSphere );\n\t\t_sphere$4.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;\n\n\t\t// convert ray to local space of skinned mesh\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$2 );\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tsuper.getVertexPosition( index, target );\n\n\t\tthis.applyBoneTransform( index, target );\n\n\t\treturn target;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === AttachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === DetachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tapplyBoneTransform( index, vector ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );\n\n\t\tvector.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\tvector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn vector.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix$1 = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _box3 = /*@__PURE__*/ new Box3();\nconst _identity = /*@__PURE__*/ new Matrix4();\nconst _mesh$1 = /*@__PURE__*/ new Mesh();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\t\tthis.morphTexture = null;\n\n\t\tthis.count = count;\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.setMatrixAt( i, _identity );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\tgeometry.computeBoundingBox();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingBox.union( _box3 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere === null ) {\n\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingSphere.union( _sphere$3 );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tgetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tconst len = objectInfluences.length + 1; // All influences + the baseInfluenceSum\n\n\t\tconst dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tobjectInfluences[ i ] = array[ dataIndex + i ];\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh$1.geometry = this.geometry;\n\t\t_mesh$1.material = this.material;\n\n\t\tif ( _mesh$1.material === undefined ) return;\n\n\t\t// test with bounding sphere first\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$3.copy( this.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t// now test each instance\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh$1.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh$1.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tsetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst len = objectInfluences.length + 1; // morphBaseInfluence + all influences\n\n\t\tif ( this.morphTexture === null ) {\n\n\t\t\tthis.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );\n\n\t\t}\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t}\n\n\t\tconst morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tconst dataIndex = len * index;\n\n\t\tarray[ dataIndex ] = morphBaseInfluence;\n\n\t\tarray.set( objectInfluences, dataIndex + 1 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\tif ( this.morphTexture !== null ) {\n\n\t\t\tthis.morphTexture.dispose();\n\t\t\tthis.morphTexture = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction sortOpaque( a, b ) {\n\n\treturn a.z - b.z;\n\n}\n\nfunction sortTransparent( a, b ) {\n\n\treturn b.z - a.z;\n\n}\n\nclass MultiDrawRenderList {\n\n\tconstructor() {\n\n\t\tthis.index = 0;\n\t\tthis.pool = [];\n\t\tthis.list = [];\n\n\t}\n\n\tpush( drawRange, z, index ) {\n\n\t\tconst pool = this.pool;\n\t\tconst list = this.list;\n\t\tif ( this.index >= pool.length ) {\n\n\t\t\tpool.push( {\n\n\t\t\t\tstart: - 1,\n\t\t\t\tcount: - 1,\n\t\t\t\tz: - 1,\n\t\t\t\tindex: - 1,\n\n\t\t\t} );\n\n\t\t}\n\n\t\tconst item = pool[ this.index ];\n\t\tlist.push( item );\n\t\tthis.index ++;\n\n\t\titem.start = drawRange.start;\n\t\titem.count = drawRange.count;\n\t\titem.z = z;\n\t\titem.index = index;\n\n\t}\n\n\treset() {\n\n\t\tthis.list.length = 0;\n\t\tthis.index = 0;\n\n\t}\n\n}\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _invMatrixWorld = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\nconst _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );\nconst _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _frustum = /*@__PURE__*/ new Frustum();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _forward = /*@__PURE__*/ new Vector3();\nconst _temp = /*@__PURE__*/ new Vector3();\nconst _renderList = /*@__PURE__*/ new MultiDrawRenderList();\nconst _mesh = /*@__PURE__*/ new Mesh();\nconst _batchIntersects = [];\n\n// @TODO: SkinnedMesh support?\n// @TODO: geometry.groups support?\n// @TODO: geometry.drawRange support?\n// @TODO: geometry.morphAttributes support?\n// @TODO: Support uniform parameter per geometry\n// @TODO: Add an \"optimize\" function to pack geometry and remove data gaps\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData( src, target, targetOffset = 0 ) {\n\n\tconst itemSize = target.itemSize;\n\tif ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {\n\n\t\t// use the component getters and setters if the array data cannot\n\t\t// be copied directly\n\t\tconst vertexCount = src.count;\n\t\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\ttarget.setComponent( i + targetOffset, c, src.getComponent( i, c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// faster copy approach using typed array set function\n\t\ttarget.array.set( src.array, targetOffset * itemSize );\n\n\t}\n\n\ttarget.needsUpdate = true;\n\n}\n\nclass BatchedMesh extends Mesh {\n\n\tget maxInstanceCount() {\n\n\t\treturn this._maxInstanceCount;\n\n\t}\n\n\tconstructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {\n\n\t\tsuper( new BufferGeometry(), material );\n\n\t\tthis.isBatchedMesh = true;\n\t\tthis.perObjectFrustumCulled = true;\n\t\tthis.sortObjects = true;\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\t\tthis.customSort = null;\n\n\t\t// stores visible, active, and geometry id per object\n\t\tthis._drawInfo = [];\n\n\t\t// geometry information\n\t\tthis._drawRanges = [];\n\t\tthis._reservedRanges = [];\n\t\tthis._bounds = [];\n\n\t\tthis._maxInstanceCount = maxInstanceCount;\n\t\tthis._maxVertexCount = maxVertexCount;\n\t\tthis._maxIndexCount = maxIndexCount;\n\n\t\tthis._geometryInitialized = false;\n\t\tthis._geometryCount = 0;\n\t\tthis._multiDrawCounts = new Int32Array( maxInstanceCount );\n\t\tthis._multiDrawStarts = new Int32Array( maxInstanceCount );\n\t\tthis._multiDrawCount = 0;\n\t\tthis._multiDrawInstances = null;\n\t\tthis._visibilityChanged = true;\n\n\t\t// Local matrix per geometry by using data texture\n\t\tthis._matricesTexture = null;\n\t\tthis._indirectTexture = null;\n\t\tthis._colorsTexture = null;\n\n\t\tthis._initMatricesTexture();\n\t\tthis._initIndirectTexture();\n\n\t}\n\n\t_initMatricesTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tconst matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );\n\n\t\tthis._matricesTexture = matricesTexture;\n\n\t}\n\n\t_initIndirectTexture() {\n\n\t\tlet size = Math.sqrt( this._maxInstanceCount );\n\t\tsize = Math.ceil( size );\n\n\t\tconst indirectArray = new Uint32Array( size * size );\n\t\tconst indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );\n\n\t\tthis._indirectTexture = indirectTexture;\n\n\t}\n\n\t_initColorsTexture() {\n\n\t\tlet size = Math.sqrt( this._maxIndexCount );\n\t\tsize = Math.ceil( size );\n\n\t\t// 4 floats per RGBA pixel initialized to white\n\t\tconst colorsArray = new Float32Array( size * size * 4 ).fill( 1 );\n\t\tconst colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );\n\t\tcolorsTexture.colorSpace = ColorManagement.workingColorSpace;\n\n\t\tthis._colorsTexture = colorsTexture;\n\n\t}\n\n\t_initializeGeometry( reference ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst maxVertexCount = this._maxVertexCount;\n\t\tconst maxIndexCount = this._maxIndexCount;\n\t\tif ( this._geometryInitialized === false ) {\n\n\t\t\tfor ( const attributeName in reference.attributes ) {\n\n\t\t\t\tconst srcAttribute = reference.getAttribute( attributeName );\n\t\t\t\tconst { array, itemSize, normalized } = srcAttribute;\n\n\t\t\t\tconst dstArray = new array.constructor( maxVertexCount * itemSize );\n\t\t\t\tconst dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );\n\n\t\t\t\tgeometry.setAttribute( attributeName, dstAttribute );\n\n\t\t\t}\n\n\t\t\tif ( reference.getIndex() !== null ) {\n\n\t\t\t\t// Reserve last u16 index for primitive restart.\n\t\t\t\tconst indexArray = maxVertexCount > 65535\n\t\t\t\t\t? new Uint32Array( maxIndexCount )\n\t\t\t\t\t: new Uint16Array( maxIndexCount );\n\n\t\t\t\tgeometry.setIndex( new BufferAttribute( indexArray, 1 ) );\n\n\t\t\t}\n\n\t\t\tthis._geometryInitialized = true;\n\n\t\t}\n\n\t}\n\n\t// Make sure the geometry is compatible with the existing combined geometry attributes\n\t_validateGeometry( geometry ) {\n\n\t\t// check to ensure the geometries are using consistent attributes and indices\n\t\tconst batchGeometry = this.geometry;\n\t\tif ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: All geometries must consistently have \"index\".' );\n\n\t\t}\n\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( ! geometry.hasAttribute( attributeName ) ) {\n\n\t\t\t\tthrow new Error( `BatchedMesh: Added geometry missing \"${ attributeName }\". All geometries must have consistent attributes.` );\n\n\t\t\t}\n\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tif ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {\n\n\t\t\t\tthrow new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tsetCustomSort( func ) {\n\n\t\tthis.customSort = func;\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingBox = this.boundingBox;\n\t\tconst drawInfo = this._drawInfo;\n\n\t\tboundingBox.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( drawInfo[ i ].active === false ) continue;\n\n\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingBox.union( _box$1 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\t\tconst drawInfo = this._drawInfo;\n\n\t\tboundingSphere.makeEmpty();\n\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\tif ( drawInfo[ i ].active === false ) continue;\n\n\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingSphere.union( _sphere$2 );\n\n\t\t}\n\n\t}\n\n\taddInstance( geometryId ) {\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._drawInfo.length >= this._maxInstanceCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum item count reached.' );\n\n\t\t}\n\n\t\tthis._drawInfo.push( {\n\n\t\t\tvisible: true,\n\t\t\tactive: true,\n\t\t\tgeometryIndex: geometryId,\n\n\t\t} );\n\n\t\t// initialize the matrix\n\t\tconst drawId = this._drawInfo.length - 1;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = matricesTexture.image.data;\n\t\t_identityMatrix.toArray( matricesArray, drawId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\tconst colorsTexture = this._colorsTexture;\n\t\tif ( colorsTexture ) {\n\n\t\t\t_whiteColor.toArray( colorsTexture.image.data, drawId * 4 );\n\t\t\tcolorsTexture.needsUpdate = true;\n\n\t\t}\n\n\t\treturn drawId;\n\n\t}\n\n\taddGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {\n\n\t\tthis._initializeGeometry( geometry );\n\n\t\tthis._validateGeometry( geometry );\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._drawInfo.length >= this._maxInstanceCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum item count reached.' );\n\n\t\t}\n\n\t\t// get the necessary range fo the geometry\n\t\tconst reservedRange = {\n\t\t\tvertexStart: - 1,\n\t\t\tvertexCount: - 1,\n\t\t\tindexStart: - 1,\n\t\t\tindexCount: - 1,\n\t\t};\n\n\t\tlet lastRange = null;\n\t\tconst reservedRanges = this._reservedRanges;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst bounds = this._bounds;\n\t\tif ( this._geometryCount !== 0 ) {\n\n\t\t\tlastRange = reservedRanges[ reservedRanges.length - 1 ];\n\n\t\t}\n\n\t\tif ( vertexCount === - 1 ) {\n\n\t\t\treservedRange.vertexCount = geometry.getAttribute( 'position' ).count;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexCount = vertexCount;\n\n\t\t}\n\n\t\tif ( lastRange === null ) {\n\n\t\t\treservedRange.vertexStart = 0;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;\n\n\t\t}\n\n\t\tconst index = geometry.getIndex();\n\t\tconst hasIndex = index !== null;\n\t\tif ( hasIndex ) {\n\n\t\t\tif ( indexCount\t=== - 1 ) {\n\n\t\t\t\treservedRange.indexCount = index.count;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexCount = indexCount;\n\n\t\t\t}\n\n\t\t\tif ( lastRange === null ) {\n\n\t\t\t\treservedRange.indexStart = 0;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif (\n\t\t\treservedRange.indexStart !== - 1 &&\n\t\t\treservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||\n\t\t\treservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );\n\n\t\t}\n\n\t\t// update id\n\t\tconst geometryId = this._geometryCount;\n\t\tthis._geometryCount ++;\n\n\t\t// add the reserved range and draw range objects\n\t\treservedRanges.push( reservedRange );\n\t\tdrawRanges.push( {\n\t\t\tstart: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,\n\t\t\tcount: - 1\n\t\t} );\n\t\tbounds.push( {\n\t\t\tboxInitialized: false,\n\t\t\tbox: new Box3(),\n\n\t\t\tsphereInitialized: false,\n\t\t\tsphere: new Sphere()\n\t\t} );\n\n\t\t// update the geometry\n\t\tthis.setGeometryAt( geometryId, geometry );\n\n\t\treturn geometryId;\n\n\t}\n\n\tsetGeometryAt( geometryId, geometry ) {\n\n\t\tif ( geometryId >= this._geometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\tthis._validateGeometry( geometry );\n\n\t\tconst batchGeometry = this.geometry;\n\t\tconst hasIndex = batchGeometry.getIndex() !== null;\n\t\tconst dstIndex = batchGeometry.getIndex();\n\t\tconst srcIndex = geometry.getIndex();\n\t\tconst reservedRange = this._reservedRanges[ geometryId ];\n\t\tif (\n\t\t\thasIndex &&\n\t\t\tsrcIndex.count > reservedRange.indexCount ||\n\t\t\tgeometry.attributes.position.count > reservedRange.vertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );\n\n\t\t}\n\n\t\t// copy geometry over\n\t\tconst vertexStart = reservedRange.vertexStart;\n\t\tconst vertexCount = reservedRange.vertexCount;\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\t// copy attribute data\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tcopyAttributeData( srcAttribute, dstAttribute, vertexStart );\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tconst itemSize = srcAttribute.itemSize;\n\t\t\tfor ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {\n\n\t\t\t\tconst index = vertexStart + i;\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tdstAttribute.setComponent( index, c, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdstAttribute.needsUpdate = true;\n\t\t\tdstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );\n\n\t\t}\n\n\t\t// copy index\n\t\tif ( hasIndex ) {\n\n\t\t\tconst indexStart = reservedRange.indexStart;\n\n\t\t\t// copy index data over\n\t\t\tfor ( let i = 0; i < srcIndex.count; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );\n\n\t\t\t}\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tfor ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart );\n\n\t\t\t}\n\n\t\t\tdstIndex.needsUpdate = true;\n\t\t\tdstIndex.addUpdateRange( indexStart, reservedRange.indexCount );\n\n\t\t}\n\n\t\t// store the bounding boxes\n\t\tconst bound = this._bounds[ geometryId ];\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tbound.box.copy( geometry.boundingBox );\n\t\t\tbound.boxInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.boxInitialized = false;\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tbound.sphere.copy( geometry.boundingSphere );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.sphereInitialized = false;\n\n\t\t}\n\n\t\t// set drawRange count\n\t\tconst drawRange = this._drawRanges[ geometryId ];\n\t\tconst posAttr = geometry.getAttribute( 'position' );\n\t\tdrawRange.count = hasIndex ? srcIndex.count : posAttr.count;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn geometryId;\n\n\t}\n\n\t/*\n\tdeleteGeometry( geometryId ) {\n\n\t\t// TODO: delete geometry and associated instances\n\n\t}\n\t*/\n\n\t/*\n\tdeleteInstance( instanceId ) {\n\n\t\t// Note: User needs to call optimize() afterward to pack the data.\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tdrawInfo[ instanceId ].active = false;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\t*/\n\n\t// get bounding box and compute it if it doesn't exist\n\tgetBoundingBoxAt( geometryId, target ) {\n\n\t\tif ( geometryId >= this._geometryCount ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding box\n\t\tconst bound = this._bounds[ geometryId ];\n\t\tconst box = bound.box;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.boxInitialized === false ) {\n\n\t\t\tbox.makeEmpty();\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ geometryId ];\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\tbox.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );\n\n\t\t\t}\n\n\t\t\tbound.boxInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( box );\n\t\treturn target;\n\n\t}\n\n\t// get bounding sphere and compute it if it doesn't exist\n\tgetBoundingSphereAt( geometryId, target ) {\n\n\t\tif ( geometryId >= this._geometryCount ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding sphere\n\t\tconst bound = this._bounds[ geometryId ];\n\t\tconst sphere = bound.sphere;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.sphereInitialized === false ) {\n\n\t\t\tsphere.makeEmpty();\n\n\t\t\tthis.getBoundingBoxAt( geometryId, _box$1 );\n\t\t\t_box$1.getCenter( sphere.center );\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ geometryId ];\n\n\t\t\tlet maxRadiusSq = 0;\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\t_vector$5.fromBufferAttribute( position, iv );\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );\n\n\t\t\t}\n\n\t\t\tsphere.radius = Math.sqrt( maxRadiusSq );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( sphere );\n\t\treturn target;\n\n\t}\n\n\tsetMatrixAt( instanceId, matrix ) {\n\n\t\t// @TODO: Map geometryId to index of the arrays because\n\t\t// optimize() can make geometryId mismatch the index\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tmatrix.toArray( matricesArray, instanceId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetMatrixAt( instanceId, matrix ) {\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn matrix.fromArray( matricesArray, instanceId * 16 );\n\n\t}\n\n\tsetColorAt( instanceId, color ) {\n\n\t\tif ( this._colorsTexture === null ) {\n\n\t\t\tthis._initColorsTexture();\n\n\t\t}\n\n\t\t// @TODO: Map id to index of the arrays because\n\t\t// optimize() can make id mismatch the index\n\n\t\tconst colorsTexture = this._colorsTexture;\n\t\tconst colorsArray = this._colorsTexture.image.data;\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tcolor.toArray( colorsArray, instanceId * 4 );\n\t\tcolorsTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( instanceId, color ) {\n\n\t\tconst colorsArray = this._colorsTexture.image.data;\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn color.fromArray( colorsArray, instanceId * 4 );\n\n\t}\n\n\tsetVisibleAt( instanceId, value ) {\n\n\t\t// if the geometry is out of range, not active, or visibility state\n\t\t// does not change then return early\n\t\tconst drawInfo = this._drawInfo;\n\t\tif (\n\t\t\tinstanceId >= drawInfo.length ||\n\t\t\tdrawInfo[ instanceId ].active === false ||\n\t\t\tdrawInfo[ instanceId ].visible === value\n\t\t) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tdrawInfo[ instanceId ].visible = value;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetVisibleAt( instanceId ) {\n\n\t\t// return early if the geometry is out of range or not active\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn drawInfo[ instanceId ].visible;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst batchGeometry = this.geometry;\n\n\t\t// iterate over each geometry\n\t\t_mesh.material = this.material;\n\t\t_mesh.geometry.index = batchGeometry.index;\n\t\t_mesh.geometry.attributes = batchGeometry.attributes;\n\t\tif ( _mesh.geometry.boundingBox === null ) {\n\n\t\t\t_mesh.geometry.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( _mesh.geometry.boundingSphere === null ) {\n\n\t\t\t_mesh.geometry.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\tif ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\t\t\tconst drawRange = drawRanges[ geometryId ];\n\t\t\t_mesh.geometry.setDrawRange( drawRange.start, drawRange.count );\n\n\t\t\t// ge the intersects\n\t\t\tthis.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );\n\t\t\tthis.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );\n\t\t\tthis.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );\n\t\t\t_mesh.raycast( raycaster, _batchIntersects );\n\n\t\t\t// add batch id to the intersects\n\t\t\tfor ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {\n\n\t\t\t\tconst intersect = _batchIntersects[ j ];\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersect.batchId = i;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_batchIntersects.length = 0;\n\n\t\t}\n\n\t\t_mesh.material = null;\n\t\t_mesh.geometry.index = null;\n\t\t_mesh.geometry.attributes = {};\n\t\t_mesh.geometry.setDrawRange( 0, Infinity );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.geometry = source.geometry.clone();\n\t\tthis.perObjectFrustumCulled = source.perObjectFrustumCulled;\n\t\tthis.sortObjects = source.sortObjects;\n\t\tthis.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;\n\t\tthis.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;\n\n\t\tthis._drawRanges = source._drawRanges.map( range => ( { ...range } ) );\n\t\tthis._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );\n\n\t\tthis._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) );\n\t\tthis._bounds = source._bounds.map( bound => ( {\n\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\tbox: bound.box.clone(),\n\n\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\tsphere: bound.sphere.clone()\n\t\t} ) );\n\n\t\tthis._maxInstanceCount = source._maxInstanceCount;\n\t\tthis._maxVertexCount = source._maxVertexCount;\n\t\tthis._maxIndexCount = source._maxIndexCount;\n\n\t\tthis._geometryInitialized = source._geometryInitialized;\n\t\tthis._geometryCount = source._geometryCount;\n\t\tthis._multiDrawCounts = source._multiDrawCounts.slice();\n\t\tthis._multiDrawStarts = source._multiDrawStarts.slice();\n\n\t\tthis._matricesTexture = source._matricesTexture.clone();\n\t\tthis._matricesTexture.image.data = this._matricesTexture.image.data.slice();\n\n\t\tif ( this._colorsTexture !== null ) {\n\n\t\t\tthis._colorsTexture = source._colorsTexture.clone();\n\t\t\tthis._colorsTexture.image.data = this._colorsTexture.image.data.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\t// Assuming the geometry is not shared with other meshes\n\t\tthis.geometry.dispose();\n\n\t\tthis._matricesTexture.dispose();\n\t\tthis._matricesTexture = null;\n\n\t\tthis._indirectTexture.dispose();\n\t\tthis._indirectTexture = null;\n\n\t\tif ( this._colorsTexture !== null ) {\n\n\t\t\tthis._colorsTexture.dispose();\n\t\t\tthis._colorsTexture = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tonBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {\n\n\t\t// if visibility has not changed and frustum culling and object sorting is not required\n\t\t// then skip iterating over all items\n\t\tif ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// the indexed version of the multi draw function requires specifying the start\n\t\t// offset in bytes.\n\t\tconst index = geometry.getIndex();\n\t\tconst bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst multiDrawStarts = this._multiDrawStarts;\n\t\tconst multiDrawCounts = this._multiDrawCounts;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\tconst indirectTexture = this._indirectTexture;\n\t\tconst indirectArray = indirectTexture.image.data;\n\n\t\t// prepare the frustum in the local frame\n\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t_projScreenMatrix$2\n\t\t\t\t.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )\n\t\t\t\t.multiply( this.matrixWorld );\n\t\t\t_frustum.setFromProjectionMatrix(\n\t\t\t\t_projScreenMatrix$2,\n\t\t\t\trenderer.coordinateSystem\n\t\t\t);\n\n\t\t}\n\n\t\tlet count = 0;\n\t\tif ( this.sortObjects ) {\n\n\t\t\t// get the camera position in the local frame\n\t\t\t_invMatrixWorld.copy( this.matrixWorld ).invert();\n\t\t\t_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );\n\t\t\t_forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld );\n\n\t\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\t\tif ( drawInfo[ i ].visible && drawInfo[ i ].active ) {\n\n\t\t\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\n\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\tthis.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\t// get the distance from camera used for sorting\n\t\t\t\t\t\tconst z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );\n\t\t\t\t\t\t_renderList.push( drawRanges[ geometryId ], z, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Sort the draw ranges and prep for rendering\n\t\t\tconst list = _renderList.list;\n\t\t\tconst customSort = this.customSort;\n\t\t\tif ( customSort === null ) {\n\n\t\t\t\tlist.sort( material.transparent ? sortTransparent : sortOpaque );\n\n\t\t\t} else {\n\n\t\t\t\tcustomSort.call( this, list, camera );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = list.length; i < l; i ++ ) {\n\n\t\t\t\tconst item = list[ i ];\n\t\t\t\tmultiDrawStarts[ count ] = item.start * bytesPerElement;\n\t\t\t\tmultiDrawCounts[ count ] = item.count;\n\t\t\t\tindirectArray[ count ] = item.index;\n\t\t\t\tcount ++;\n\n\t\t\t}\n\n\t\t\t_renderList.reset();\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\t\tif ( drawInfo[ i ].visible && drawInfo[ i ].active ) {\n\n\t\t\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\t\tthis.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\tconst range = drawRanges[ geometryId ];\n\t\t\t\t\t\tmultiDrawStarts[ count ] = range.start * bytesPerElement;\n\t\t\t\t\t\tmultiDrawCounts[ count ] = range.count;\n\t\t\t\t\t\tindirectArray[ count ] = i;\n\t\t\t\t\t\tcount ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tindirectTexture.needsUpdate = true;\n\t\tthis._multiDrawCount = count;\n\t\tthis._visibilityChanged = false;\n\n\t}\n\n\tonBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {\n\n\t\tthis.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vStart = /*@__PURE__*/ new Vector3();\nconst _vEnd = /*@__PURE__*/ new Vector3();\n\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nconst _intersectPointOnRay = /*@__PURE__*/ new Vector3();\nconst _intersectPointOnSegment = /*@__PURE__*/ new Vector3();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_vStart.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_vEnd.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _vStart.distanceTo( _vEnd );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.isLineLoop ) {\n\n\t\t\t\tconst a = index.getX( end - 1 );\n\t\t\t\tconst b = index.getX( start );\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.isLineLoop ) {\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {\n\n\tconst positionAttribute = object.geometry.attributes.position;\n\n\t_vStart.fromBufferAttribute( positionAttribute, a );\n\t_vEnd.fromBufferAttribute( positionAttribute, b );\n\n\tconst distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );\n\n\tif ( distSq > thresholdSq ) return;\n\n\t_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\treturn {\n\n\t\tdistance: distance,\n\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t// point: raycaster.ray.at( distance ),\n\t\tpoint: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),\n\t\tindex: a,\n\t\tface: null,\n\t\tfaceIndex: null,\n\t\tobject: object\n\n\t};\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isVideoTexture = true;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.isFramebufferTexture = true;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCompressedTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nclass CompressedArrayTexture extends CompressedTexture {\n\n\tconstructor( mipmaps, width, height, depth, format, type ) {\n\n\t\tsuper( mipmaps, width, height, format, type );\n\n\t\tthis.isCompressedArrayTexture = true;\n\t\tthis.image.depth = depth;\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.layerUpdates = new Set();\n\n\t}\n\n\taddLayerUpdate( layerIndex ) {\n\n\t\tthis.layerUpdates.add( layerIndex );\n\n\t}\n\n\tclearLayerUpdates() {\n\n\t\tthis.layerUpdates.clear();\n\n\t}\n\n}\n\nclass CompressedCubeTexture extends CompressedTexture {\n\n\tconstructor( images, format, type ) {\n\n\t\tsuper( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );\n\n\t\tthis.isCompressedCubeTexture = true;\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.image = images;\n\n\t}\n\n}\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.isEllipseCurve = true;\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.isArcCurve = true;\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = /*@__PURE__*/ new Vector3();\nconst px = /*@__PURE__*/ new CubicPoly();\nconst py = /*@__PURE__*/ new CubicPoly();\nconst pz = /*@__PURE__*/ new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.isCatmullRomCurve3 = true;\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve = true;\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve3 = true;\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve = true;\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector2() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.type = 'LineCurve3';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve = true;\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve3 = true;\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isSplineCurve = true;\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tconst lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';\n\t\t\tthis.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u, optionalTarget );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\t\tconst initNormals = [];\n\t\tconst normals = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( c, d, b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tlength: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices = [], indices = [], radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivision with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\nconst _triangle = /*@__PURE__*/ new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.4)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 32767 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim | 0 );\n\t\t\ttriangles.push( ear.i / dim | 0 );\n\t\t\ttriangles.push( next.i / dim | 0 );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\tlet p = c.next;\n\twhile ( p !== a ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( x0, y0, minX, minY, invSize ),\n\t\tmaxZ = zOrder( x1, y1, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim | 0 );\n\t\t\ttriangles.push( p.i / dim | 0 );\n\t\t\ttriangles.push( b.i / dim | 0 );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\touterNode = eliminateHole( queue[ i ], outerNode );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\tconst bridge = findHoleBridge( hole, outerNode );\n\tif ( ! bridge ) {\n\n\t\treturn outerNode;\n\n\t}\n\n\tconst bridgeReverse = splitPolygon( bridge, hole );\n\n\t// filter collinear points around the cuts\n\tfilterPoints( bridgeReverse, bridgeReverse.next );\n\treturn filterPoints( bridge, bridge.next );\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode,\n\t\tqx = - Infinity,\n\t\tm;\n\n\tconst hx = hole.x, hy = hole.y;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\t\t\t\tif ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = ( x - minX ) * invSize | 0;\n\ty = ( y - minY ) * invSize | 0;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&\n ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&\n ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = 0;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tconst depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn pt.clone().addScaledVector( vec, size );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tdata.options = Object.assign( {}, options );\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy === 0 && thetaStart === 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy === heightSegments && thetaEnd === Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segment\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCircleGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShadowMaterial = true;\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.isRawShaderMaterial = true;\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.anisotropyRotation = 0;\n\t\tthis.anisotropyMap = null;\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = Infinity;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._anisotropy = 0;\n\t\tthis._clearcoat = 0;\n\t\tthis._dispersion = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._sheen = 0.0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget anisotropy() {\n\n\t\treturn this._anisotropy;\n\n\t}\n\n\tset anisotropy( value ) {\n\n\t\tif ( this._anisotropy > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._anisotropy = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget dispersion() {\n\n\t\treturn this._dispersion;\n\n\t}\n\n\tset dispersion( value ) {\n\n\t\tif ( this._dispersion > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._dispersion = value;\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.anisotropy = source.anisotropy;\n\t\tthis.anisotropyRotation = source.anisotropyRotation;\n\t\tthis.anisotropyMap = source.anisotropyMap;\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.dispersion = source.dispersion;\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhongMaterial = true;\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshToonMaterial = true;\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshNormalMaterial = true;\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshLambertMaterial = true;\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshMatcapMaterial = true;\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineDashedMaterial = true;\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\nfunction subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\tconst clip = sourceClip.clone();\n\n\tclip.name = name;\n\n\tconst tracks = [];\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tconst track = clip.tracks[ i ];\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = [];\n\t\tconst values = [];\n\n\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( times.length === 0 ) continue;\n\n\t\ttrack.times = convertArray( times, track.times.constructor );\n\t\ttrack.values = convertArray( values, track.values.constructor );\n\n\t\ttracks.push( track );\n\n\t}\n\n\tclip.tracks = tracks;\n\n\t// find minimum .times value across all tracks in the trimmed clip\n\n\tlet minStartTime = Infinity;\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t}\n\n\t}\n\n\t// shift all tracks such that clip begins at t=0\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t}\n\n\tclip.resetDuration();\n\n\treturn clip;\n\n}\n\nfunction makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\tif ( fps <= 0 ) fps = 30;\n\n\tconst numTracks = referenceClip.tracks.length;\n\tconst referenceTime = referenceFrame / fps;\n\n\t// Make each track's values relative to the values at the reference frame\n\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t// Skip this track if it's non-numeric\n\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t} );\n\n\t\tif ( targetTrack === undefined ) continue;\n\n\t\tlet referenceOffset = 0;\n\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t}\n\n\t\tlet targetOffset = 0;\n\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t}\n\n\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\tlet referenceValue;\n\n\t\t// Find the value to subtract out of the track\n\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else {\n\n\t\t\t// Interpolate to the reference value\n\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\treferenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );\n\n\t\t}\n\n\t\t// Conjugate the quaternion\n\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t}\n\n\t\t// Subtract the reference value from all of the track values\n\n\t\tconst numTimes = targetTrack.times.length;\n\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart,\n\t\t\t\t\treferenceValue,\n\t\t\t\t\t0,\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\treturn targetClip;\n\n}\n\nconst AnimationUtils = {\n\tconvertArray: convertArray,\n\tisTypedArray: isTypedArray,\n\tgetKeyframeOrder: getKeyframeOrder,\n\tsortedArray: sortedArray,\n\tflattenJSON: flattenJSON,\n\tsubclip: subclip,\n\tmakeClipAdditive: makeClipAdditive\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = convertArray( times, this.TimeBufferType );\n\t\tthis.values = convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': convertArray( track.times, Array ),\n\t\t\t\t'values': convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = times.slice( from, to );\n\t\t\tthis.values = this.values.slice( from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = this.times.slice(),\n\t\t\tvalues = this.values.slice(),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = times.slice( 0, writeIndex );\n\t\t\tthis.values = values.slice( 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = this.times.slice();\n\t\tconst values = this.values.slice();\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {\n\n\t// No interpolation parameter because only InterpolateDiscrete is valid.\n\tconstructor( name, times, values ) {\n\n\t\tsuper( name, times, values );\n\n\t}\n\n}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\n// DefaultInterpolation is inherited;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {\n\n\t// No interpolation parameter because only InterpolateDiscrete is valid.\n\tconstructor( name, times, values ) {\n\n\t\tsuper( name, times, values );\n\n\t}\n\n}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tflattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tflattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nLoader.DEFAULT_MATERIAL_NAME = '__DEFAULT';\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\n\t\t\t\t\t// Nginx needs X-File-Size check\n\t\t\t\t\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\n\t\t\t\t\tconst contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t}, ( e ) => {\n\n\t\t\t\t\t\t\t\t\tcontroller.error( e );\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\t\ttexture.colorSpace = SRGBColorSpace;\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tlet texData;\n\n\t\t\ttry {\n\n\t\t\t\ttexData = scope.parse( buffer );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) {\n\n\t\t\t\t\tonError( error );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = texData.colorSpace;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\t\tif ( this.target !== undefined ) data.object.target = this.target.uuid;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.isHemisphereLight = true;\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.intensity = 1;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix$1 );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.intensity = source.intensity;\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.intensity !== 1 ) object.intensity = this.intensity;\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.isSpotLightShadow = true;\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isSpotLight = true;\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay;\n\n\t\tthis.map = null;\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isRectAreaLight = true;\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = MaterialLoader.createMaterialFromType( json.type );\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.dispersion !== undefined ) material.dispersion = json.dispersion;\n\t\tif ( json.iridescence !== undefined ) material.iridescence = json.iridescence;\n\t\tif ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;\n\t\tif ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\n\t\tif ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;\n\t\tif ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;\n\t\tif ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;\n\t\tif ( json.blendDst !== undefined ) material.blendDst = json.blendDst;\n\t\tif ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;\n\t\tif ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;\n\t\tif ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;\n\t\tif ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;\n\t\tif ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );\n\t\tif ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== undefined ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\t\tif ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.lights !== undefined ) material.lights = json.lights;\n\t\tif ( json.clipping !== undefined ) material.clipping = json.clipping;\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );\n\t\tif ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n\tstatic createMaterialFromType( type ) {\n\n\t\tconst materialLib = {\n\t\t\tShadowMaterial,\n\t\t\tSpriteMaterial,\n\t\t\tRawShaderMaterial,\n\t\t\tShaderMaterial,\n\t\t\tPointsMaterial,\n\t\t\tMeshPhysicalMaterial,\n\t\t\tMeshStandardMaterial,\n\t\t\tMeshPhongMaterial,\n\t\t\tMeshToonMaterial,\n\t\t\tMeshNormalMaterial,\n\t\t\tMeshLambertMaterial,\n\t\t\tMeshDepthMaterial,\n\t\t\tMeshDistanceMaterial,\n\t\t\tMeshBasicMaterial,\n\t\t\tMeshMatcapMaterial,\n\t\t\tLineDashedMaterial,\n\t\t\tLineBasicMaterial,\n\t\t\tMaterial\n\t\t};\n\n\t\treturn new materialLib[ type ]();\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) { // @deprecated, r165\n\n\t\tconsole.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isInstancedBufferGeometry = true;\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\\'t load ' + url ) );\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\t\tthis.bindLightTargets( object );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ].data instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\t\tthis.bindLightTargets( object );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.source = source;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\t\t\t\tif ( data.channel !== undefined ) texture.channel = data.channel;\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\t\t\t\tif ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;\n\n\t\t\t\tif ( data.userData !== undefined ) texture.userData = data.userData;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog.name !== '' ) {\n\n\t\t\t\t\t\tobject.fog.name = data.fog.name;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;\n\t\t\t\tif ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;\n\t\t\t\tif ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );\n\n\t\t\t\tif ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;\n\t\t\t\tif ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\t\t\t\tobject.target = data.target || '';\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\t\t\t\tobject.target = data.target || '';\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'BatchedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );\n\t\t\t\tobject.geometry = geometry;\n\t\t\t\tobject.perObjectFrustumCulled = data.perObjectFrustumCulled;\n\t\t\t\tobject.sortObjects = data.sortObjects;\n\n\t\t\t\tobject._drawRanges = data.drawRanges;\n\t\t\t\tobject._reservedRanges = data.reservedRanges;\n\n\t\t\t\tobject._visibility = data.visibility;\n\t\t\t\tobject._active = data.active;\n\t\t\t\tobject._bounds = data.bounds.map( bound => {\n\n\t\t\t\t\tconst box = new Box3();\n\t\t\t\t\tbox.min.fromArray( bound.boxMin );\n\t\t\t\t\tbox.max.fromArray( bound.boxMax );\n\n\t\t\t\t\tconst sphere = new Sphere();\n\t\t\t\t\tsphere.radius = bound.sphereRadius;\n\t\t\t\t\tsphere.center.fromArray( bound.sphereCenter );\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\t\t\tbox: box,\n\n\t\t\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\t\t\tsphere: sphere\n\t\t\t\t\t};\n\n\t\t\t\t} );\n\n\t\t\t\tobject._maxInstanceCount = data.maxInstanceCount;\n\t\t\t\tobject._maxVertexCount = data.maxVertexCount;\n\t\t\t\tobject._maxIndexCount = data.maxIndexCount;\n\n\t\t\t\tobject._geometryInitialized = data.geometryInitialized;\n\t\t\t\tobject._geometryCount = data.geometryCount;\n\n\t\t\t\tobject._matricesTexture = getTexture( data.matricesTexture.uuid );\n\t\t\t\tif ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.up !== undefined ) object.up.fromArray( data.up );\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance, level.hysteresis );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\tbindLightTargets( object ) {\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isDirectionalLight || child.isSpotLight ) {\n\n\t\t\t\tconst uuid = child.target;\n\n\t\t\t\tconst target = object.getObjectByProperty( 'uuid', uuid );\n\n\t\t\t\tif ( target !== undefined ) {\n\n\t\t\t\t\tchild.target = target;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.target = new Object3D();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\t// If cached is a promise, wait for it to resolve\n\t\t\tif ( cached.then ) {\n\n\t\t\t\tcached.then( imageBitmap => {\n\n\t\t\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} ).catch( e => {\n\n\t\t\t\t\tif ( onError ) onError( e );\n\n\t\t\t\t} );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t// If cached is not a promise (i.e., it's already an imageBitmap)\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tconst promise = fetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t\treturn imageBitmap;\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tCache.remove( url );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tCache.add( url, promise );\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nlet _context;\n\nclass AudioContext {\n\n\tstatic getContext() {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t}\n\n\tstatic setContext( value ) {\n\n\t\t_context = value;\n\n\t}\n\n}\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} ).catch( handleError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\thandleError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\tfunction handleError( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\n\t\t}\n\n\t}\n\n}\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t_projectionMatrix.copy( camera.projectionMatrix );\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( _projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( _projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tif ( this.source !== null ) {\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t}\n\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this._connected === false ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.isPlaying === true && this.source.detune !== undefined ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tconnect() {\n\n\t\tsuper.connect();\n\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /*@__PURE__*/ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /*@__PURE__*/ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'map':\n\n\t\t\t\t\tif ( 'map' in targetObject ) {\n\n\t\t\t\t\t\ttargetObject = targetObject.map;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.map ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.map;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.isAnimationObjectGroup = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\tdeltaTime = 0;\n\n\t\t\t} else {\n\n\n\t\t\t\tthis._startTime = null; // unschedule\n\t\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\n\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, _controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nlet _id = 0;\n\nclass UniformsGroup extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isUniformsGroup = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.name = '';\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.uniforms = [];\n\n\t}\n\n\tadd( uniform ) {\n\n\t\tthis.uniforms.push( uniform );\n\n\t\treturn this;\n\n\t}\n\n\tremove( uniform ) {\n\n\t\tconst index = this.uniforms.indexOf( uniform );\n\n\t\tif ( index !== - 1 ) this.uniforms.splice( index, 1 );\n\n\t\treturn this;\n\n\t}\n\n\tsetName( name ) {\n\n\t\tthis.name = name;\n\n\t\treturn this;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.usage = source.usage;\n\n\t\tconst uniformsSource = source.uniforms;\n\n\t\tthis.uniforms.length = 0;\n\n\t\tfor ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {\n\n\t\t\tconst uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];\n\n\t\t\tfor ( let j = 0; j < uniforms.length; j ++ ) {\n\n\t\t\t\tthis.uniforms.push( uniforms[ j ].clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.isInstancedInterleavedBuffer = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.isGLBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tsetFromXRController( controller ) {\n\n\t\t_matrix.identity().extractRotation( controller.matrixWorld );\n\n\t\tthis.ray.origin.setFromMatrixPosition( controller.matrixWorld );\n\t\tthis.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );\n\n\t\treturn this;\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersect( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersect( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersect( object, raycaster, intersects, recursive ) {\n\n\tlet propagate = true;\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tconst result = object.raycast( raycaster, intersects );\n\n\t\tif ( result === false ) propagate = false;\n\n\t}\n\n\tif ( propagate === true && recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersect( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.\n * theta (the azimuthal angle) is measured from the positive z-axis.\n */\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix2 {\n\n\tconstructor( n11, n12, n21, n22 ) {\n\n\t\tMatrix2.prototype.isMatrix2 = true;\n\n\t\tthis.elements = [\n\t\t\t1, 0,\n\t\t\t0, 1,\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n21, n22 );\n\n\t\t}\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\t\t\t1, 0,\n\t\t\t0, 1,\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( n11, n12, n21, n22 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 2 ] = n12;\n\t\tte[ 1 ] = n21; te[ 3 ] = n22;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox2 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x >= this.min.x && point.x <= this.max.x &&\n\t\t\tpoint.y >= this.min.y && point.y <= this.max.y;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x >= this.min.x && box.min.x <= this.max.x &&\n\t\t\tbox.max.y >= this.min.y && box.min.y <= this.max.y;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$4 ).distanceTo( point );\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'SpotLightHelper';\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t// update the local matrix based on the parent and light target transforms\n\t\tif ( this.parent ) {\n\n\t\t\tthis.parent.updateWorldMatrix( true );\n\n\t\t\tthis.matrix\n\t\t\t\t.copy( this.parent.matrixWorld )\n\t\t\t\t.invert()\n\t\t\t\t.multiply( this.light.matrixWorld );\n\n\t\t} else {\n\n\t\t\tthis.matrix.copy( this.light.matrixWorld );\n\n\t\t}\n\n\t\tthis.matrixWorld.copy( this.light.matrixWorld );\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.type = 'SkeletonHelper';\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object.isBone === true ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'HemisphereLightHelper';\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the sectors\n\n\t\tif ( sectors > 1 ) {\n\n\t\t\tfor ( let i = 0; i < sectors; i ++ ) {\n\n\t\t\t\tconst v = ( i / sectors ) * ( Math.PI * 2 );\n\n\t\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( x, 0, z );\n\n\t\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// create the rings\n\n\t\tfor ( let i = 0; i < rings; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / rings * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'DirectionalLightHelper';\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttps://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2' );\n\t\taddLine( 'n2', 'n4' );\n\t\taddLine( 'n4', 'n3' );\n\t\taddLine( 'n3', 'n1' );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2' );\n\t\taddLine( 'f2', 'f4' );\n\t\taddLine( 'f4', 'f3' );\n\t\taddLine( 'f3', 'f1' );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1' );\n\t\taddLine( 'n2', 'f2' );\n\t\taddLine( 'n3', 'f3' );\n\t\taddLine( 'n4', 'f4' );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1' );\n\t\taddLine( 'p', 'n2' );\n\t\taddLine( 'p', 'n3' );\n\t\taddLine( 'p', 'n4' );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2' );\n\t\taddLine( 'u2', 'u3' );\n\t\taddLine( 'u3', 'u1' );\n\n\t\t// target\n\n\t\taddLine( 'c', 't' );\n\t\taddLine( 'p', 'c' );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2' );\n\t\taddLine( 'cn3', 'cn4' );\n\n\t\taddLine( 'cf1', 'cf2' );\n\t\taddLine( 'cf3', 'cf4' );\n\n\t\tfunction addLine( a, b ) {\n\n\t\t\taddPoint( a );\n\t\t\taddPoint( b );\n\n\t\t}\n\n\t\tfunction addPoint( id ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( 0, 0, 0 );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\tthis.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );\n\n\t}\n\n\tsetColors( frustum, cone, up, target, cross ) {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst colorAttribute = geometry.getAttribute( 'color' );\n\n\t\t// near\n\n\t\tcolorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2\n\t\tcolorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4\n\t\tcolorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3\n\t\tcolorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1\n\n\t\t// far\n\n\t\tcolorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2\n\t\tcolorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4\n\t\tcolorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3\n\t\tcolorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1\n\n\t\t// sides\n\n\t\tcolorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1\n\t\tcolorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2\n\t\tcolorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3\n\t\tcolorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4\n\n\t\t// cone\n\n\t\tcolorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1\n\t\tcolorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2\n\t\tcolorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3\n\t\tcolorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4\n\n\t\t// up\n\n\t\tcolorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2\n\t\tcolorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3\n\t\tcolorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1\n\n\t\t// target\n\n\t\tcolorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t\n\t\tcolorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c\n\n\t\t// cross\n\n\t\tcolorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2\n\t\tcolorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4\n\n\t\tcolorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2\n\t\tcolorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4\n\n\t\tcolorAttribute.needsUpdate = true;\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tthis.position.set( 0, 0, 0 );\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tthis.translateZ( - this.plane.constant );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.line.geometry.dispose();\n\t\tthis.line.material.dispose();\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tlet toChange = 0;\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange ++;\n\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162\n\n\tconstructor( width = 1, height = 1, count = 1, options = {} ) {\n\n\t\tconsole.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the \"count\" parameter to enable MRT.' );\n\n\t\tsuper( width, height, { ...options, count } );\n\n\t\tthis.isWebGLMultipleRenderTargets = true;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures;\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexports.ACESFilmicToneMapping = ACESFilmicToneMapping;\nexports.AddEquation = AddEquation;\nexports.AddOperation = AddOperation;\nexports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;\nexports.AdditiveBlending = AdditiveBlending;\nexports.AgXToneMapping = AgXToneMapping;\nexports.AlphaFormat = AlphaFormat;\nexports.AlwaysCompare = AlwaysCompare;\nexports.AlwaysDepth = AlwaysDepth;\nexports.AlwaysStencilFunc = AlwaysStencilFunc;\nexports.AmbientLight = AmbientLight;\nexports.AnimationAction = AnimationAction;\nexports.AnimationClip = AnimationClip;\nexports.AnimationLoader = AnimationLoader;\nexports.AnimationMixer = AnimationMixer;\nexports.AnimationObjectGroup = AnimationObjectGroup;\nexports.AnimationUtils = AnimationUtils;\nexports.ArcCurve = ArcCurve;\nexports.ArrayCamera = ArrayCamera;\nexports.ArrowHelper = ArrowHelper;\nexports.AttachedBindMode = AttachedBindMode;\nexports.Audio = Audio;\nexports.AudioAnalyser = AudioAnalyser;\nexports.AudioContext = AudioContext;\nexports.AudioListener = AudioListener;\nexports.AudioLoader = AudioLoader;\nexports.AxesHelper = AxesHelper;\nexports.BackSide = BackSide;\nexports.BasicDepthPacking = BasicDepthPacking;\nexports.BasicShadowMap = BasicShadowMap;\nexports.BatchedMesh = BatchedMesh;\nexports.Bone = Bone;\nexports.BooleanKeyframeTrack = BooleanKeyframeTrack;\nexports.Box2 = Box2;\nexports.Box3 = Box3;\nexports.Box3Helper = Box3Helper;\nexports.BoxGeometry = BoxGeometry;\nexports.BoxHelper = BoxHelper;\nexports.BufferAttribute = BufferAttribute;\nexports.BufferGeometry = BufferGeometry;\nexports.BufferGeometryLoader = BufferGeometryLoader;\nexports.ByteType = ByteType;\nexports.Cache = Cache;\nexports.Camera = Camera;\nexports.CameraHelper = CameraHelper;\nexports.CanvasTexture = CanvasTexture;\nexports.CapsuleGeometry = CapsuleGeometry;\nexports.CatmullRomCurve3 = CatmullRomCurve3;\nexports.CineonToneMapping = CineonToneMapping;\nexports.CircleGeometry = CircleGeometry;\nexports.ClampToEdgeWrapping = ClampToEdgeWrapping;\nexports.Clock = Clock;\nexports.Color = Color;\nexports.ColorKeyframeTrack = ColorKeyframeTrack;\nexports.ColorManagement = ColorManagement;\nexports.CompressedArrayTexture = CompressedArrayTexture;\nexports.CompressedCubeTexture = CompressedCubeTexture;\nexports.CompressedTexture = CompressedTexture;\nexports.CompressedTextureLoader = CompressedTextureLoader;\nexports.ConeGeometry = ConeGeometry;\nexports.ConstantAlphaFactor = ConstantAlphaFactor;\nexports.ConstantColorFactor = ConstantColorFactor;\nexports.CubeCamera = CubeCamera;\nexports.CubeReflectionMapping = CubeReflectionMapping;\nexports.CubeRefractionMapping = CubeRefractionMapping;\nexports.CubeTexture = CubeTexture;\nexports.CubeTextureLoader = CubeTextureLoader;\nexports.CubeUVReflectionMapping = CubeUVReflectionMapping;\nexports.CubicBezierCurve = CubicBezierCurve;\nexports.CubicBezierCurve3 = CubicBezierCurve3;\nexports.CubicInterpolant = CubicInterpolant;\nexports.CullFaceBack = CullFaceBack;\nexports.CullFaceFront = CullFaceFront;\nexports.CullFaceFrontBack = CullFaceFrontBack;\nexports.CullFaceNone = CullFaceNone;\nexports.Curve = Curve;\nexports.CurvePath = CurvePath;\nexports.CustomBlending = CustomBlending;\nexports.CustomToneMapping = CustomToneMapping;\nexports.CylinderGeometry = CylinderGeometry;\nexports.Cylindrical = Cylindrical;\nexports.Data3DTexture = Data3DTexture;\nexports.DataArrayTexture = DataArrayTexture;\nexports.DataTexture = DataTexture;\nexports.DataTextureLoader = DataTextureLoader;\nexports.DataUtils = DataUtils;\nexports.DecrementStencilOp = DecrementStencilOp;\nexports.DecrementWrapStencilOp = DecrementWrapStencilOp;\nexports.DefaultLoadingManager = DefaultLoadingManager;\nexports.DepthFormat = DepthFormat;\nexports.DepthStencilFormat = DepthStencilFormat;\nexports.DepthTexture = DepthTexture;\nexports.DetachedBindMode = DetachedBindMode;\nexports.DirectionalLight = DirectionalLight;\nexports.DirectionalLightHelper = DirectionalLightHelper;\nexports.DiscreteInterpolant = DiscreteInterpolant;\nexports.DisplayP3ColorSpace = DisplayP3ColorSpace;\nexports.DodecahedronGeometry = DodecahedronGeometry;\nexports.DoubleSide = DoubleSide;\nexports.DstAlphaFactor = DstAlphaFactor;\nexports.DstColorFactor = DstColorFactor;\nexports.DynamicCopyUsage = DynamicCopyUsage;\nexports.DynamicDrawUsage = DynamicDrawUsage;\nexports.DynamicReadUsage = DynamicReadUsage;\nexports.EdgesGeometry = EdgesGeometry;\nexports.EllipseCurve = EllipseCurve;\nexports.EqualCompare = EqualCompare;\nexports.EqualDepth = EqualDepth;\nexports.EqualStencilFunc = EqualStencilFunc;\nexports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;\nexports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;\nexports.Euler = Euler;\nexports.EventDispatcher = EventDispatcher;\nexports.ExtrudeGeometry = ExtrudeGeometry;\nexports.FileLoader = FileLoader;\nexports.Float16BufferAttribute = Float16BufferAttribute;\nexports.Float32BufferAttribute = Float32BufferAttribute;\nexports.FloatType = FloatType;\nexports.Fog = Fog;\nexports.FogExp2 = FogExp2;\nexports.FramebufferTexture = FramebufferTexture;\nexports.FrontSide = FrontSide;\nexports.Frustum = Frustum;\nexports.GLBufferAttribute = GLBufferAttribute;\nexports.GLSL1 = GLSL1;\nexports.GLSL3 = GLSL3;\nexports.GreaterCompare = GreaterCompare;\nexports.GreaterDepth = GreaterDepth;\nexports.GreaterEqualCompare = GreaterEqualCompare;\nexports.GreaterEqualDepth = GreaterEqualDepth;\nexports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;\nexports.GreaterStencilFunc = GreaterStencilFunc;\nexports.GridHelper = GridHelper;\nexports.Group = Group;\nexports.HalfFloatType = HalfFloatType;\nexports.HemisphereLight = HemisphereLight;\nexports.HemisphereLightHelper = HemisphereLightHelper;\nexports.IcosahedronGeometry = IcosahedronGeometry;\nexports.ImageBitmapLoader = ImageBitmapLoader;\nexports.ImageLoader = ImageLoader;\nexports.ImageUtils = ImageUtils;\nexports.IncrementStencilOp = IncrementStencilOp;\nexports.IncrementWrapStencilOp = IncrementWrapStencilOp;\nexports.InstancedBufferAttribute = InstancedBufferAttribute;\nexports.InstancedBufferGeometry = InstancedBufferGeometry;\nexports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;\nexports.InstancedMesh = InstancedMesh;\nexports.Int16BufferAttribute = Int16BufferAttribute;\nexports.Int32BufferAttribute = Int32BufferAttribute;\nexports.Int8BufferAttribute = Int8BufferAttribute;\nexports.IntType = IntType;\nexports.InterleavedBuffer = InterleavedBuffer;\nexports.InterleavedBufferAttribute = InterleavedBufferAttribute;\nexports.Interpolant = Interpolant;\nexports.InterpolateDiscrete = InterpolateDiscrete;\nexports.InterpolateLinear = InterpolateLinear;\nexports.InterpolateSmooth = InterpolateSmooth;\nexports.InvertStencilOp = InvertStencilOp;\nexports.KeepStencilOp = KeepStencilOp;\nexports.KeyframeTrack = KeyframeTrack;\nexports.LOD = LOD;\nexports.LatheGeometry = LatheGeometry;\nexports.Layers = Layers;\nexports.LessCompare = LessCompare;\nexports.LessDepth = LessDepth;\nexports.LessEqualCompare = LessEqualCompare;\nexports.LessEqualDepth = LessEqualDepth;\nexports.LessEqualStencilFunc = LessEqualStencilFunc;\nexports.LessStencilFunc = LessStencilFunc;\nexports.Light = Light;\nexports.LightProbe = LightProbe;\nexports.Line = Line;\nexports.Line3 = Line3;\nexports.LineBasicMaterial = LineBasicMaterial;\nexports.LineCurve = LineCurve;\nexports.LineCurve3 = LineCurve3;\nexports.LineDashedMaterial = LineDashedMaterial;\nexports.LineLoop = LineLoop;\nexports.LineSegments = LineSegments;\nexports.LinearDisplayP3ColorSpace = LinearDisplayP3ColorSpace;\nexports.LinearFilter = LinearFilter;\nexports.LinearInterpolant = LinearInterpolant;\nexports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;\nexports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;\nexports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;\nexports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;\nexports.LinearSRGBColorSpace = LinearSRGBColorSpace;\nexports.LinearToneMapping = LinearToneMapping;\nexports.LinearTransfer = LinearTransfer;\nexports.Loader = Loader;\nexports.LoaderUtils = LoaderUtils;\nexports.LoadingManager = LoadingManager;\nexports.LoopOnce = LoopOnce;\nexports.LoopPingPong = LoopPingPong;\nexports.LoopRepeat = LoopRepeat;\nexports.LuminanceAlphaFormat = LuminanceAlphaFormat;\nexports.LuminanceFormat = LuminanceFormat;\nexports.MOUSE = MOUSE;\nexports.Material = Material;\nexports.MaterialLoader = MaterialLoader;\nexports.MathUtils = MathUtils;\nexports.Matrix2 = Matrix2;\nexports.Matrix3 = Matrix3;\nexports.Matrix4 = Matrix4;\nexports.MaxEquation = MaxEquation;\nexports.Mesh = Mesh;\nexports.MeshBasicMaterial = MeshBasicMaterial;\nexports.MeshDepthMaterial = MeshDepthMaterial;\nexports.MeshDistanceMaterial = MeshDistanceMaterial;\nexports.MeshLambertMaterial = MeshLambertMaterial;\nexports.MeshMatcapMaterial = MeshMatcapMaterial;\nexports.MeshNormalMaterial = MeshNormalMaterial;\nexports.MeshPhongMaterial = MeshPhongMaterial;\nexports.MeshPhysicalMaterial = MeshPhysicalMaterial;\nexports.MeshStandardMaterial = MeshStandardMaterial;\nexports.MeshToonMaterial = MeshToonMaterial;\nexports.MinEquation = MinEquation;\nexports.MirroredRepeatWrapping = MirroredRepeatWrapping;\nexports.MixOperation = MixOperation;\nexports.MultiplyBlending = MultiplyBlending;\nexports.MultiplyOperation = MultiplyOperation;\nexports.NearestFilter = NearestFilter;\nexports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;\nexports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;\nexports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;\nexports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;\nexports.NeutralToneMapping = NeutralToneMapping;\nexports.NeverCompare = NeverCompare;\nexports.NeverDepth = NeverDepth;\nexports.NeverStencilFunc = NeverStencilFunc;\nexports.NoBlending = NoBlending;\nexports.NoColorSpace = NoColorSpace;\nexports.NoToneMapping = NoToneMapping;\nexports.NormalAnimationBlendMode = NormalAnimationBlendMode;\nexports.NormalBlending = NormalBlending;\nexports.NotEqualCompare = NotEqualCompare;\nexports.NotEqualDepth = NotEqualDepth;\nexports.NotEqualStencilFunc = NotEqualStencilFunc;\nexports.NumberKeyframeTrack = NumberKeyframeTrack;\nexports.Object3D = Object3D;\nexports.ObjectLoader = ObjectLoader;\nexports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;\nexports.OctahedronGeometry = OctahedronGeometry;\nexports.OneFactor = OneFactor;\nexports.OneMinusConstantAlphaFactor = OneMinusConstantAlphaFactor;\nexports.OneMinusConstantColorFactor = OneMinusConstantColorFactor;\nexports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;\nexports.OneMinusDstColorFactor = OneMinusDstColorFactor;\nexports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;\nexports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;\nexports.OrthographicCamera = OrthographicCamera;\nexports.P3Primaries = P3Primaries;\nexports.PCFShadowMap = PCFShadowMap;\nexports.PCFSoftShadowMap = PCFSoftShadowMap;\nexports.PMREMGenerator = PMREMGenerator;\nexports.Path = Path;\nexports.PerspectiveCamera = PerspectiveCamera;\nexports.Plane = Plane;\nexports.PlaneGeometry = PlaneGeometry;\nexports.PlaneHelper = PlaneHelper;\nexports.PointLight = PointLight;\nexports.PointLightHelper = PointLightHelper;\nexports.Points = Points;\nexports.PointsMaterial = PointsMaterial;\nexports.PolarGridHelper = PolarGridHelper;\nexports.PolyhedronGeometry = PolyhedronGeometry;\nexports.PositionalAudio = PositionalAudio;\nexports.PropertyBinding = PropertyBinding;\nexports.PropertyMixer = PropertyMixer;\nexports.QuadraticBezierCurve = QuadraticBezierCurve;\nexports.QuadraticBezierCurve3 = QuadraticBezierCurve3;\nexports.Quaternion = Quaternion;\nexports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;\nexports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;\nexports.RED_GREEN_RGTC2_Format = RED_GREEN_RGTC2_Format;\nexports.RED_RGTC1_Format = RED_RGTC1_Format;\nexports.REVISION = REVISION;\nexports.RGBADepthPacking = RGBADepthPacking;\nexports.RGBAFormat = RGBAFormat;\nexports.RGBAIntegerFormat = RGBAIntegerFormat;\nexports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;\nexports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;\nexports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;\nexports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;\nexports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;\nexports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;\nexports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;\nexports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;\nexports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;\nexports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;\nexports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;\nexports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;\nexports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;\nexports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;\nexports.RGBA_BPTC_Format = RGBA_BPTC_Format;\nexports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;\nexports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;\nexports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;\nexports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;\nexports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;\nexports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;\nexports.RGBDepthPacking = RGBDepthPacking;\nexports.RGBFormat = RGBFormat;\nexports.RGBIntegerFormat = RGBIntegerFormat;\nexports.RGB_BPTC_SIGNED_Format = RGB_BPTC_SIGNED_Format;\nexports.RGB_BPTC_UNSIGNED_Format = RGB_BPTC_UNSIGNED_Format;\nexports.RGB_ETC1_Format = RGB_ETC1_Format;\nexports.RGB_ETC2_Format = RGB_ETC2_Format;\nexports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;\nexports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;\nexports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;\nexports.RGDepthPacking = RGDepthPacking;\nexports.RGFormat = RGFormat;\nexports.RGIntegerFormat = RGIntegerFormat;\nexports.RawShaderMaterial = RawShaderMaterial;\nexports.Ray = Ray;\nexports.Raycaster = Raycaster;\nexports.Rec709Primaries = Rec709Primaries;\nexports.RectAreaLight = RectAreaLight;\nexports.RedFormat = RedFormat;\nexports.RedIntegerFormat = RedIntegerFormat;\nexports.ReinhardToneMapping = ReinhardToneMapping;\nexports.RenderTarget = RenderTarget;\nexports.RepeatWrapping = RepeatWrapping;\nexports.ReplaceStencilOp = ReplaceStencilOp;\nexports.ReverseSubtractEquation = ReverseSubtractEquation;\nexports.RingGeometry = RingGeometry;\nexports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;\nexports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;\nexports.SRGBColorSpace = SRGBColorSpace;\nexports.SRGBTransfer = SRGBTransfer;\nexports.Scene = Scene;\nexports.ShaderChunk = ShaderChunk;\nexports.ShaderLib = ShaderLib;\nexports.ShaderMaterial = ShaderMaterial;\nexports.ShadowMaterial = ShadowMaterial;\nexports.Shape = Shape;\nexports.ShapeGeometry = ShapeGeometry;\nexports.ShapePath = ShapePath;\nexports.ShapeUtils = ShapeUtils;\nexports.ShortType = ShortType;\nexports.Skeleton = Skeleton;\nexports.SkeletonHelper = SkeletonHelper;\nexports.SkinnedMesh = SkinnedMesh;\nexports.Source = Source;\nexports.Sphere = Sphere;\nexports.SphereGeometry = SphereGeometry;\nexports.Spherical = Spherical;\nexports.SphericalHarmonics3 = SphericalHarmonics3;\nexports.SplineCurve = SplineCurve;\nexports.SpotLight = SpotLight;\nexports.SpotLightHelper = SpotLightHelper;\nexports.Sprite = Sprite;\nexports.SpriteMaterial = SpriteMaterial;\nexports.SrcAlphaFactor = SrcAlphaFactor;\nexports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;\nexports.SrcColorFactor = SrcColorFactor;\nexports.StaticCopyUsage = StaticCopyUsage;\nexports.StaticDrawUsage = StaticDrawUsage;\nexports.StaticReadUsage = StaticReadUsage;\nexports.StereoCamera = StereoCamera;\nexports.StreamCopyUsage = StreamCopyUsage;\nexports.StreamDrawUsage = StreamDrawUsage;\nexports.StreamReadUsage = StreamReadUsage;\nexports.StringKeyframeTrack = StringKeyframeTrack;\nexports.SubtractEquation = SubtractEquation;\nexports.SubtractiveBlending = SubtractiveBlending;\nexports.TOUCH = TOUCH;\nexports.TangentSpaceNormalMap = TangentSpaceNormalMap;\nexports.TetrahedronGeometry = TetrahedronGeometry;\nexports.Texture = Texture;\nexports.TextureLoader = TextureLoader;\nexports.TextureUtils = TextureUtils;\nexports.TorusGeometry = TorusGeometry;\nexports.TorusKnotGeometry = TorusKnotGeometry;\nexports.Triangle = Triangle;\nexports.TriangleFanDrawMode = TriangleFanDrawMode;\nexports.TriangleStripDrawMode = TriangleStripDrawMode;\nexports.TrianglesDrawMode = TrianglesDrawMode;\nexports.TubeGeometry = TubeGeometry;\nexports.UVMapping = UVMapping;\nexports.Uint16BufferAttribute = Uint16BufferAttribute;\nexports.Uint32BufferAttribute = Uint32BufferAttribute;\nexports.Uint8BufferAttribute = Uint8BufferAttribute;\nexports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;\nexports.Uniform = Uniform;\nexports.UniformsGroup = UniformsGroup;\nexports.UniformsLib = UniformsLib;\nexports.UniformsUtils = UniformsUtils;\nexports.UnsignedByteType = UnsignedByteType;\nexports.UnsignedInt248Type = UnsignedInt248Type;\nexports.UnsignedInt5999Type = UnsignedInt5999Type;\nexports.UnsignedIntType = UnsignedIntType;\nexports.UnsignedShort4444Type = UnsignedShort4444Type;\nexports.UnsignedShort5551Type = UnsignedShort5551Type;\nexports.UnsignedShortType = UnsignedShortType;\nexports.VSMShadowMap = VSMShadowMap;\nexports.Vector2 = Vector2;\nexports.Vector3 = Vector3;\nexports.Vector4 = Vector4;\nexports.VectorKeyframeTrack = VectorKeyframeTrack;\nexports.VideoTexture = VideoTexture;\nexports.WebGL3DRenderTarget = WebGL3DRenderTarget;\nexports.WebGLArrayRenderTarget = WebGLArrayRenderTarget;\nexports.WebGLCoordinateSystem = WebGLCoordinateSystem;\nexports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;\nexports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;\nexports.WebGLRenderTarget = WebGLRenderTarget;\nexports.WebGLRenderer = WebGLRenderer;\nexports.WebGLUtils = WebGLUtils;\nexports.WebGPUCoordinateSystem = WebGPUCoordinateSystem;\nexports.WireframeGeometry = WireframeGeometry;\nexports.WrapAroundEnding = WrapAroundEnding;\nexports.ZeroCurvatureEnding = ZeroCurvatureEnding;\nexports.ZeroFactor = ZeroFactor;\nexports.ZeroSlopeEnding = ZeroSlopeEnding;\nexports.ZeroStencilOp = ZeroStencilOp;\nexports.createCanvasElement = createCanvasElement;\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/build/three.cjs?"); /***/ }), @@ -66,7 +66,7 @@ eval("/**\n * @license\n * Copyright 2010-2023 Three.js Authors\n * SPDX-License \**************************************************/ /***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => { -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ ACESFilmicToneMapping: () => (/* binding */ ACESFilmicToneMapping),\n/* harmony export */ AddEquation: () => (/* binding */ AddEquation),\n/* harmony export */ AddOperation: () => (/* binding */ AddOperation),\n/* harmony export */ AdditiveAnimationBlendMode: () => (/* binding */ AdditiveAnimationBlendMode),\n/* harmony export */ AdditiveBlending: () => (/* binding */ AdditiveBlending),\n/* harmony export */ AgXToneMapping: () => (/* binding */ AgXToneMapping),\n/* harmony export */ AlphaFormat: () => (/* binding */ AlphaFormat),\n/* harmony export */ AlwaysCompare: () => (/* binding */ AlwaysCompare),\n/* harmony export */ AlwaysDepth: () => (/* binding */ AlwaysDepth),\n/* harmony export */ AlwaysStencilFunc: () => (/* binding */ AlwaysStencilFunc),\n/* harmony export */ AmbientLight: () => (/* binding */ AmbientLight),\n/* harmony export */ AnimationAction: () => (/* binding */ AnimationAction),\n/* harmony export */ AnimationClip: () => (/* binding */ AnimationClip),\n/* harmony export */ AnimationLoader: () => (/* binding */ AnimationLoader),\n/* harmony export */ AnimationMixer: () => (/* binding */ AnimationMixer),\n/* harmony export */ AnimationObjectGroup: () => (/* binding */ AnimationObjectGroup),\n/* harmony export */ AnimationUtils: () => (/* binding */ AnimationUtils),\n/* harmony export */ ArcCurve: () => (/* binding */ ArcCurve),\n/* harmony export */ ArrayCamera: () => (/* binding */ ArrayCamera),\n/* harmony export */ ArrowHelper: () => (/* binding */ ArrowHelper),\n/* harmony export */ AttachedBindMode: () => (/* binding */ AttachedBindMode),\n/* harmony export */ Audio: () => (/* binding */ Audio),\n/* harmony export */ AudioAnalyser: () => (/* binding */ AudioAnalyser),\n/* harmony export */ AudioContext: () => (/* binding */ AudioContext),\n/* harmony export */ AudioListener: () => (/* binding */ AudioListener),\n/* harmony export */ AudioLoader: () => (/* binding */ AudioLoader),\n/* harmony export */ AxesHelper: () => (/* binding */ AxesHelper),\n/* harmony export */ BackSide: () => (/* binding */ BackSide),\n/* harmony export */ BasicDepthPacking: () => (/* binding */ BasicDepthPacking),\n/* harmony export */ BasicShadowMap: () => (/* binding */ BasicShadowMap),\n/* harmony export */ BatchedMesh: () => (/* binding */ BatchedMesh),\n/* harmony export */ Bone: () => (/* binding */ Bone),\n/* harmony export */ BooleanKeyframeTrack: () => (/* binding */ BooleanKeyframeTrack),\n/* harmony export */ Box2: () => (/* binding */ Box2),\n/* harmony export */ Box3: () => (/* binding */ Box3),\n/* harmony export */ Box3Helper: () => (/* binding */ Box3Helper),\n/* harmony export */ BoxGeometry: () => (/* binding */ BoxGeometry),\n/* harmony export */ BoxHelper: () => (/* binding */ BoxHelper),\n/* harmony export */ BufferAttribute: () => (/* binding */ BufferAttribute),\n/* harmony export */ BufferGeometry: () => (/* binding */ BufferGeometry),\n/* harmony export */ BufferGeometryLoader: () => (/* binding */ BufferGeometryLoader),\n/* harmony export */ ByteType: () => (/* binding */ ByteType),\n/* harmony export */ Cache: () => (/* binding */ Cache),\n/* harmony export */ Camera: () => (/* binding */ Camera),\n/* harmony export */ CameraHelper: () => (/* binding */ CameraHelper),\n/* harmony export */ CanvasTexture: () => (/* binding */ CanvasTexture),\n/* harmony export */ CapsuleGeometry: () => (/* binding */ CapsuleGeometry),\n/* harmony export */ CatmullRomCurve3: () => (/* binding */ CatmullRomCurve3),\n/* harmony export */ CineonToneMapping: () => (/* binding */ CineonToneMapping),\n/* harmony export */ CircleGeometry: () => (/* binding */ CircleGeometry),\n/* harmony export */ ClampToEdgeWrapping: () => (/* binding */ ClampToEdgeWrapping),\n/* harmony export */ Clock: () => (/* binding */ Clock),\n/* harmony export */ Color: () => (/* binding */ Color),\n/* harmony export */ ColorKeyframeTrack: () => (/* binding */ ColorKeyframeTrack),\n/* harmony export */ ColorManagement: () => (/* binding */ ColorManagement),\n/* harmony export */ CompressedArrayTexture: () => (/* binding */ CompressedArrayTexture),\n/* harmony export */ CompressedCubeTexture: () => (/* binding */ CompressedCubeTexture),\n/* harmony export */ CompressedTexture: () => (/* binding */ CompressedTexture),\n/* harmony export */ CompressedTextureLoader: () => (/* binding */ CompressedTextureLoader),\n/* harmony export */ ConeGeometry: () => (/* binding */ ConeGeometry),\n/* harmony export */ ConstantAlphaFactor: () => (/* binding */ ConstantAlphaFactor),\n/* harmony export */ ConstantColorFactor: () => (/* binding */ ConstantColorFactor),\n/* harmony export */ CubeCamera: () => (/* binding */ CubeCamera),\n/* harmony export */ CubeReflectionMapping: () => (/* binding */ CubeReflectionMapping),\n/* harmony export */ CubeRefractionMapping: () => (/* binding */ CubeRefractionMapping),\n/* harmony export */ CubeTexture: () => (/* binding */ CubeTexture),\n/* harmony export */ CubeTextureLoader: () => (/* binding */ CubeTextureLoader),\n/* harmony export */ CubeUVReflectionMapping: () => (/* binding */ CubeUVReflectionMapping),\n/* harmony export */ CubicBezierCurve: () => (/* binding */ CubicBezierCurve),\n/* harmony export */ CubicBezierCurve3: () => (/* binding */ CubicBezierCurve3),\n/* harmony export */ CubicInterpolant: () => (/* binding */ CubicInterpolant),\n/* harmony export */ CullFaceBack: () => (/* binding */ CullFaceBack),\n/* harmony export */ CullFaceFront: () => (/* binding */ CullFaceFront),\n/* harmony export */ CullFaceFrontBack: () => (/* binding */ CullFaceFrontBack),\n/* harmony export */ CullFaceNone: () => (/* binding */ CullFaceNone),\n/* harmony export */ Curve: () => (/* binding */ Curve),\n/* harmony export */ CurvePath: () => (/* binding */ CurvePath),\n/* harmony export */ CustomBlending: () => (/* binding */ CustomBlending),\n/* harmony export */ CustomToneMapping: () => (/* binding */ CustomToneMapping),\n/* harmony export */ CylinderGeometry: () => (/* binding */ CylinderGeometry),\n/* harmony export */ Cylindrical: () => (/* binding */ Cylindrical),\n/* harmony export */ Data3DTexture: () => (/* binding */ Data3DTexture),\n/* harmony export */ DataArrayTexture: () => (/* binding */ DataArrayTexture),\n/* harmony export */ DataTexture: () => (/* binding */ DataTexture),\n/* harmony export */ DataTextureLoader: () => (/* binding */ DataTextureLoader),\n/* harmony export */ DataUtils: () => (/* binding */ DataUtils),\n/* harmony export */ DecrementStencilOp: () => (/* binding */ DecrementStencilOp),\n/* harmony export */ DecrementWrapStencilOp: () => (/* binding */ DecrementWrapStencilOp),\n/* harmony export */ DefaultLoadingManager: () => (/* binding */ DefaultLoadingManager),\n/* harmony export */ DepthFormat: () => (/* binding */ DepthFormat),\n/* harmony export */ DepthStencilFormat: () => (/* binding */ DepthStencilFormat),\n/* harmony export */ DepthTexture: () => (/* binding */ DepthTexture),\n/* harmony export */ DetachedBindMode: () => (/* binding */ DetachedBindMode),\n/* harmony export */ DirectionalLight: () => (/* binding */ DirectionalLight),\n/* harmony export */ DirectionalLightHelper: () => (/* binding */ DirectionalLightHelper),\n/* harmony export */ DiscreteInterpolant: () => (/* binding */ DiscreteInterpolant),\n/* harmony export */ DisplayP3ColorSpace: () => (/* binding */ DisplayP3ColorSpace),\n/* harmony export */ DodecahedronGeometry: () => (/* binding */ DodecahedronGeometry),\n/* harmony export */ DoubleSide: () => (/* binding */ DoubleSide),\n/* harmony export */ DstAlphaFactor: () => (/* binding */ DstAlphaFactor),\n/* harmony export */ DstColorFactor: () => (/* binding */ DstColorFactor),\n/* harmony export */ DynamicCopyUsage: () => (/* binding */ DynamicCopyUsage),\n/* harmony export */ DynamicDrawUsage: () => (/* binding */ DynamicDrawUsage),\n/* harmony export */ DynamicReadUsage: () => (/* binding */ DynamicReadUsage),\n/* harmony export */ EdgesGeometry: () => (/* binding */ EdgesGeometry),\n/* harmony export */ EllipseCurve: () => (/* binding */ EllipseCurve),\n/* harmony export */ EqualCompare: () => (/* binding */ EqualCompare),\n/* harmony export */ EqualDepth: () => (/* binding */ EqualDepth),\n/* harmony export */ EqualStencilFunc: () => (/* binding */ EqualStencilFunc),\n/* harmony export */ EquirectangularReflectionMapping: () => (/* binding */ EquirectangularReflectionMapping),\n/* harmony export */ EquirectangularRefractionMapping: () => (/* binding */ EquirectangularRefractionMapping),\n/* harmony export */ Euler: () => (/* binding */ Euler),\n/* harmony export */ EventDispatcher: () => (/* binding */ EventDispatcher),\n/* harmony export */ ExtrudeGeometry: () => (/* binding */ ExtrudeGeometry),\n/* harmony export */ FileLoader: () => (/* binding */ FileLoader),\n/* harmony export */ Float16BufferAttribute: () => (/* binding */ Float16BufferAttribute),\n/* harmony export */ Float32BufferAttribute: () => (/* binding */ Float32BufferAttribute),\n/* harmony export */ FloatType: () => (/* binding */ FloatType),\n/* harmony export */ Fog: () => (/* binding */ Fog),\n/* harmony export */ FogExp2: () => (/* binding */ FogExp2),\n/* harmony export */ FramebufferTexture: () => (/* binding */ FramebufferTexture),\n/* harmony export */ FrontSide: () => (/* binding */ FrontSide),\n/* harmony export */ Frustum: () => (/* binding */ Frustum),\n/* harmony export */ GLBufferAttribute: () => (/* binding */ GLBufferAttribute),\n/* harmony export */ GLSL1: () => (/* binding */ GLSL1),\n/* harmony export */ GLSL3: () => (/* binding */ GLSL3),\n/* harmony export */ GreaterCompare: () => (/* binding */ GreaterCompare),\n/* harmony export */ GreaterDepth: () => (/* binding */ GreaterDepth),\n/* harmony export */ GreaterEqualCompare: () => (/* binding */ GreaterEqualCompare),\n/* harmony export */ GreaterEqualDepth: () => (/* binding */ GreaterEqualDepth),\n/* harmony export */ GreaterEqualStencilFunc: () => (/* binding */ GreaterEqualStencilFunc),\n/* harmony export */ GreaterStencilFunc: () => (/* binding */ GreaterStencilFunc),\n/* harmony export */ GridHelper: () => (/* binding */ GridHelper),\n/* harmony export */ Group: () => (/* binding */ Group),\n/* harmony export */ HalfFloatType: () => (/* binding */ HalfFloatType),\n/* harmony export */ HemisphereLight: () => (/* binding */ HemisphereLight),\n/* harmony export */ HemisphereLightHelper: () => (/* binding */ HemisphereLightHelper),\n/* harmony export */ IcosahedronGeometry: () => (/* binding */ IcosahedronGeometry),\n/* harmony export */ ImageBitmapLoader: () => (/* binding */ ImageBitmapLoader),\n/* harmony export */ ImageLoader: () => (/* binding */ ImageLoader),\n/* harmony export */ ImageUtils: () => (/* binding */ ImageUtils),\n/* harmony export */ IncrementStencilOp: () => (/* binding */ IncrementStencilOp),\n/* harmony export */ IncrementWrapStencilOp: () => (/* binding */ IncrementWrapStencilOp),\n/* harmony export */ InstancedBufferAttribute: () => (/* binding */ InstancedBufferAttribute),\n/* harmony export */ InstancedBufferGeometry: () => (/* binding */ InstancedBufferGeometry),\n/* harmony export */ InstancedInterleavedBuffer: () => (/* binding */ InstancedInterleavedBuffer),\n/* harmony export */ InstancedMesh: () => (/* binding */ InstancedMesh),\n/* harmony export */ Int16BufferAttribute: () => (/* binding */ Int16BufferAttribute),\n/* harmony export */ Int32BufferAttribute: () => (/* binding */ Int32BufferAttribute),\n/* harmony export */ Int8BufferAttribute: () => (/* binding */ Int8BufferAttribute),\n/* harmony export */ IntType: () => (/* binding */ IntType),\n/* harmony export */ InterleavedBuffer: () => (/* binding */ InterleavedBuffer),\n/* harmony export */ InterleavedBufferAttribute: () => (/* binding */ InterleavedBufferAttribute),\n/* harmony export */ Interpolant: () => (/* binding */ Interpolant),\n/* harmony export */ InterpolateDiscrete: () => (/* binding */ InterpolateDiscrete),\n/* harmony export */ InterpolateLinear: () => (/* binding */ InterpolateLinear),\n/* harmony export */ InterpolateSmooth: () => (/* binding */ InterpolateSmooth),\n/* harmony export */ InvertStencilOp: () => (/* binding */ InvertStencilOp),\n/* harmony export */ KeepStencilOp: () => (/* binding */ KeepStencilOp),\n/* harmony export */ KeyframeTrack: () => (/* binding */ KeyframeTrack),\n/* harmony export */ LOD: () => (/* binding */ LOD),\n/* harmony export */ LatheGeometry: () => (/* binding */ LatheGeometry),\n/* harmony export */ Layers: () => (/* binding */ Layers),\n/* harmony export */ LessCompare: () => (/* binding */ LessCompare),\n/* harmony export */ LessDepth: () => (/* binding */ LessDepth),\n/* harmony export */ LessEqualCompare: () => (/* binding */ LessEqualCompare),\n/* harmony export */ LessEqualDepth: () => (/* binding */ LessEqualDepth),\n/* harmony export */ LessEqualStencilFunc: () => (/* binding */ LessEqualStencilFunc),\n/* harmony export */ LessStencilFunc: () => (/* binding */ LessStencilFunc),\n/* harmony export */ Light: () => (/* binding */ Light),\n/* harmony export */ LightProbe: () => (/* binding */ LightProbe),\n/* harmony export */ Line: () => (/* binding */ Line),\n/* harmony export */ Line3: () => (/* binding */ Line3),\n/* harmony export */ LineBasicMaterial: () => (/* binding */ LineBasicMaterial),\n/* harmony export */ LineCurve: () => (/* binding */ LineCurve),\n/* harmony export */ LineCurve3: () => (/* binding */ LineCurve3),\n/* harmony export */ LineDashedMaterial: () => (/* binding */ LineDashedMaterial),\n/* harmony export */ LineLoop: () => (/* binding */ LineLoop),\n/* harmony export */ LineSegments: () => (/* binding */ LineSegments),\n/* harmony export */ LinearDisplayP3ColorSpace: () => (/* binding */ LinearDisplayP3ColorSpace),\n/* harmony export */ LinearFilter: () => (/* binding */ LinearFilter),\n/* harmony export */ LinearInterpolant: () => (/* binding */ LinearInterpolant),\n/* harmony export */ LinearMipMapLinearFilter: () => (/* binding */ LinearMipMapLinearFilter),\n/* harmony export */ LinearMipMapNearestFilter: () => (/* binding */ LinearMipMapNearestFilter),\n/* harmony export */ LinearMipmapLinearFilter: () => (/* binding */ LinearMipmapLinearFilter),\n/* harmony export */ LinearMipmapNearestFilter: () => (/* binding */ LinearMipmapNearestFilter),\n/* harmony export */ LinearSRGBColorSpace: () => (/* binding */ LinearSRGBColorSpace),\n/* harmony export */ LinearToneMapping: () => (/* binding */ LinearToneMapping),\n/* harmony export */ LinearTransfer: () => (/* binding */ LinearTransfer),\n/* harmony export */ Loader: () => (/* binding */ Loader),\n/* harmony export */ LoaderUtils: () => (/* binding */ LoaderUtils),\n/* harmony export */ LoadingManager: () => (/* binding */ LoadingManager),\n/* harmony export */ LoopOnce: () => (/* binding */ LoopOnce),\n/* harmony export */ LoopPingPong: () => (/* binding */ LoopPingPong),\n/* harmony export */ LoopRepeat: () => (/* binding */ LoopRepeat),\n/* harmony export */ LuminanceAlphaFormat: () => (/* binding */ LuminanceAlphaFormat),\n/* harmony export */ LuminanceFormat: () => (/* binding */ LuminanceFormat),\n/* harmony export */ MOUSE: () => (/* binding */ MOUSE),\n/* harmony export */ Material: () => (/* binding */ Material),\n/* harmony export */ MaterialLoader: () => (/* binding */ MaterialLoader),\n/* harmony export */ MathUtils: () => (/* binding */ MathUtils),\n/* harmony export */ Matrix3: () => (/* binding */ Matrix3),\n/* harmony export */ Matrix4: () => (/* binding */ Matrix4),\n/* harmony export */ MaxEquation: () => (/* binding */ MaxEquation),\n/* harmony export */ Mesh: () => (/* binding */ Mesh),\n/* harmony export */ MeshBasicMaterial: () => (/* binding */ MeshBasicMaterial),\n/* harmony export */ MeshDepthMaterial: () => (/* binding */ MeshDepthMaterial),\n/* harmony export */ MeshDistanceMaterial: () => (/* binding */ MeshDistanceMaterial),\n/* harmony export */ MeshLambertMaterial: () => (/* binding */ MeshLambertMaterial),\n/* harmony export */ MeshMatcapMaterial: () => (/* binding */ MeshMatcapMaterial),\n/* harmony export */ MeshNormalMaterial: () => (/* binding */ MeshNormalMaterial),\n/* harmony export */ MeshPhongMaterial: () => (/* binding */ MeshPhongMaterial),\n/* harmony export */ MeshPhysicalMaterial: () => (/* binding */ MeshPhysicalMaterial),\n/* harmony export */ MeshStandardMaterial: () => (/* binding */ MeshStandardMaterial),\n/* harmony export */ MeshToonMaterial: () => (/* binding */ MeshToonMaterial),\n/* harmony export */ MinEquation: () => (/* binding */ MinEquation),\n/* harmony export */ MirroredRepeatWrapping: () => (/* binding */ MirroredRepeatWrapping),\n/* harmony export */ MixOperation: () => (/* binding */ MixOperation),\n/* harmony export */ MultiplyBlending: () => (/* binding */ MultiplyBlending),\n/* harmony export */ MultiplyOperation: () => (/* binding */ MultiplyOperation),\n/* harmony export */ NearestFilter: () => (/* binding */ NearestFilter),\n/* harmony export */ NearestMipMapLinearFilter: () => (/* binding */ NearestMipMapLinearFilter),\n/* harmony export */ NearestMipMapNearestFilter: () => (/* binding */ NearestMipMapNearestFilter),\n/* harmony export */ NearestMipmapLinearFilter: () => (/* binding */ NearestMipmapLinearFilter),\n/* harmony export */ NearestMipmapNearestFilter: () => (/* binding */ NearestMipmapNearestFilter),\n/* harmony export */ NeutralToneMapping: () => (/* binding */ NeutralToneMapping),\n/* harmony export */ NeverCompare: () => (/* binding */ NeverCompare),\n/* harmony export */ NeverDepth: () => (/* binding */ NeverDepth),\n/* harmony export */ NeverStencilFunc: () => (/* binding */ NeverStencilFunc),\n/* harmony export */ NoBlending: () => (/* binding */ NoBlending),\n/* harmony export */ NoColorSpace: () => (/* binding */ NoColorSpace),\n/* harmony export */ NoToneMapping: () => (/* binding */ NoToneMapping),\n/* harmony export */ NormalAnimationBlendMode: () => (/* binding */ NormalAnimationBlendMode),\n/* harmony export */ NormalBlending: () => (/* binding */ NormalBlending),\n/* harmony export */ NotEqualCompare: () => (/* binding */ NotEqualCompare),\n/* harmony export */ NotEqualDepth: () => (/* binding */ NotEqualDepth),\n/* harmony export */ NotEqualStencilFunc: () => (/* binding */ NotEqualStencilFunc),\n/* harmony export */ NumberKeyframeTrack: () => (/* binding */ NumberKeyframeTrack),\n/* harmony export */ Object3D: () => (/* binding */ Object3D),\n/* harmony export */ ObjectLoader: () => (/* binding */ ObjectLoader),\n/* harmony export */ ObjectSpaceNormalMap: () => (/* binding */ ObjectSpaceNormalMap),\n/* harmony export */ OctahedronGeometry: () => (/* binding */ OctahedronGeometry),\n/* harmony export */ OneFactor: () => (/* binding */ OneFactor),\n/* harmony export */ OneMinusConstantAlphaFactor: () => (/* binding */ OneMinusConstantAlphaFactor),\n/* harmony export */ OneMinusConstantColorFactor: () => (/* binding */ OneMinusConstantColorFactor),\n/* harmony export */ OneMinusDstAlphaFactor: () => (/* binding */ OneMinusDstAlphaFactor),\n/* harmony export */ OneMinusDstColorFactor: () => (/* binding */ OneMinusDstColorFactor),\n/* harmony export */ OneMinusSrcAlphaFactor: () => (/* binding */ OneMinusSrcAlphaFactor),\n/* harmony export */ OneMinusSrcColorFactor: () => (/* binding */ OneMinusSrcColorFactor),\n/* harmony export */ OrthographicCamera: () => (/* binding */ OrthographicCamera),\n/* harmony export */ P3Primaries: () => (/* binding */ P3Primaries),\n/* harmony export */ PCFShadowMap: () => (/* binding */ PCFShadowMap),\n/* harmony export */ PCFSoftShadowMap: () => (/* binding */ PCFSoftShadowMap),\n/* harmony export */ PMREMGenerator: () => (/* binding */ PMREMGenerator),\n/* harmony export */ Path: () => (/* binding */ Path),\n/* harmony export */ PerspectiveCamera: () => (/* binding */ PerspectiveCamera),\n/* harmony export */ Plane: () => (/* binding */ Plane),\n/* harmony export */ PlaneGeometry: () => (/* binding */ PlaneGeometry),\n/* harmony export */ PlaneHelper: () => (/* binding */ PlaneHelper),\n/* harmony export */ PointLight: () => (/* binding */ PointLight),\n/* harmony export */ PointLightHelper: () => (/* binding */ PointLightHelper),\n/* harmony export */ Points: () => (/* binding */ Points),\n/* harmony export */ PointsMaterial: () => (/* binding */ PointsMaterial),\n/* harmony export */ PolarGridHelper: () => (/* binding */ PolarGridHelper),\n/* harmony export */ PolyhedronGeometry: () => (/* binding */ PolyhedronGeometry),\n/* harmony export */ PositionalAudio: () => (/* binding */ PositionalAudio),\n/* harmony export */ PropertyBinding: () => (/* binding */ PropertyBinding),\n/* harmony export */ PropertyMixer: () => (/* binding */ PropertyMixer),\n/* harmony export */ QuadraticBezierCurve: () => (/* binding */ QuadraticBezierCurve),\n/* harmony export */ QuadraticBezierCurve3: () => (/* binding */ QuadraticBezierCurve3),\n/* harmony export */ Quaternion: () => (/* binding */ Quaternion),\n/* harmony export */ QuaternionKeyframeTrack: () => (/* binding */ QuaternionKeyframeTrack),\n/* harmony export */ QuaternionLinearInterpolant: () => (/* binding */ QuaternionLinearInterpolant),\n/* harmony export */ RED_GREEN_RGTC2_Format: () => (/* binding */ RED_GREEN_RGTC2_Format),\n/* harmony export */ RED_RGTC1_Format: () => (/* binding */ RED_RGTC1_Format),\n/* harmony export */ REVISION: () => (/* binding */ REVISION),\n/* harmony export */ RGBADepthPacking: () => (/* binding */ RGBADepthPacking),\n/* harmony export */ RGBAFormat: () => (/* binding */ RGBAFormat),\n/* harmony export */ RGBAIntegerFormat: () => (/* binding */ RGBAIntegerFormat),\n/* harmony export */ RGBA_ASTC_10x10_Format: () => (/* binding */ RGBA_ASTC_10x10_Format),\n/* harmony export */ RGBA_ASTC_10x5_Format: () => (/* binding */ RGBA_ASTC_10x5_Format),\n/* harmony export */ RGBA_ASTC_10x6_Format: () => (/* binding */ RGBA_ASTC_10x6_Format),\n/* harmony export */ RGBA_ASTC_10x8_Format: () => (/* binding */ RGBA_ASTC_10x8_Format),\n/* harmony export */ RGBA_ASTC_12x10_Format: () => (/* binding */ RGBA_ASTC_12x10_Format),\n/* harmony export */ RGBA_ASTC_12x12_Format: () => (/* binding */ RGBA_ASTC_12x12_Format),\n/* harmony export */ RGBA_ASTC_4x4_Format: () => (/* binding */ RGBA_ASTC_4x4_Format),\n/* harmony export */ RGBA_ASTC_5x4_Format: () => (/* binding */ RGBA_ASTC_5x4_Format),\n/* harmony export */ RGBA_ASTC_5x5_Format: () => (/* binding */ RGBA_ASTC_5x5_Format),\n/* harmony export */ RGBA_ASTC_6x5_Format: () => (/* binding */ RGBA_ASTC_6x5_Format),\n/* harmony export */ RGBA_ASTC_6x6_Format: () => (/* binding */ RGBA_ASTC_6x6_Format),\n/* harmony export */ RGBA_ASTC_8x5_Format: () => (/* binding */ RGBA_ASTC_8x5_Format),\n/* harmony export */ RGBA_ASTC_8x6_Format: () => (/* binding */ RGBA_ASTC_8x6_Format),\n/* harmony export */ RGBA_ASTC_8x8_Format: () => (/* binding */ RGBA_ASTC_8x8_Format),\n/* harmony export */ RGBA_BPTC_Format: () => (/* binding */ RGBA_BPTC_Format),\n/* harmony export */ RGBA_ETC2_EAC_Format: () => (/* binding */ RGBA_ETC2_EAC_Format),\n/* harmony export */ RGBA_PVRTC_2BPPV1_Format: () => (/* binding */ RGBA_PVRTC_2BPPV1_Format),\n/* harmony export */ RGBA_PVRTC_4BPPV1_Format: () => (/* binding */ RGBA_PVRTC_4BPPV1_Format),\n/* harmony export */ RGBA_S3TC_DXT1_Format: () => (/* binding */ RGBA_S3TC_DXT1_Format),\n/* harmony export */ RGBA_S3TC_DXT3_Format: () => (/* binding */ RGBA_S3TC_DXT3_Format),\n/* harmony export */ RGBA_S3TC_DXT5_Format: () => (/* binding */ RGBA_S3TC_DXT5_Format),\n/* harmony export */ RGB_BPTC_SIGNED_Format: () => (/* binding */ RGB_BPTC_SIGNED_Format),\n/* harmony export */ RGB_BPTC_UNSIGNED_Format: () => (/* binding */ RGB_BPTC_UNSIGNED_Format),\n/* harmony export */ RGB_ETC1_Format: () => (/* binding */ RGB_ETC1_Format),\n/* harmony export */ RGB_ETC2_Format: () => (/* binding */ RGB_ETC2_Format),\n/* harmony export */ RGB_PVRTC_2BPPV1_Format: () => (/* binding */ RGB_PVRTC_2BPPV1_Format),\n/* harmony export */ RGB_PVRTC_4BPPV1_Format: () => (/* binding */ RGB_PVRTC_4BPPV1_Format),\n/* harmony export */ RGB_S3TC_DXT1_Format: () => (/* binding */ RGB_S3TC_DXT1_Format),\n/* harmony export */ RGFormat: () => (/* binding */ RGFormat),\n/* harmony export */ RGIntegerFormat: () => (/* binding */ RGIntegerFormat),\n/* harmony export */ RawShaderMaterial: () => (/* binding */ RawShaderMaterial),\n/* harmony export */ Ray: () => (/* binding */ Ray),\n/* harmony export */ Raycaster: () => (/* binding */ Raycaster),\n/* harmony export */ Rec709Primaries: () => (/* binding */ Rec709Primaries),\n/* harmony export */ RectAreaLight: () => (/* binding */ RectAreaLight),\n/* harmony export */ RedFormat: () => (/* binding */ RedFormat),\n/* harmony export */ RedIntegerFormat: () => (/* binding */ RedIntegerFormat),\n/* harmony export */ ReinhardToneMapping: () => (/* binding */ ReinhardToneMapping),\n/* harmony export */ RenderTarget: () => (/* binding */ RenderTarget),\n/* harmony export */ RepeatWrapping: () => (/* binding */ RepeatWrapping),\n/* harmony export */ ReplaceStencilOp: () => (/* binding */ ReplaceStencilOp),\n/* harmony export */ ReverseSubtractEquation: () => (/* binding */ ReverseSubtractEquation),\n/* harmony export */ RingGeometry: () => (/* binding */ RingGeometry),\n/* harmony export */ SIGNED_RED_GREEN_RGTC2_Format: () => (/* binding */ SIGNED_RED_GREEN_RGTC2_Format),\n/* harmony export */ SIGNED_RED_RGTC1_Format: () => (/* binding */ SIGNED_RED_RGTC1_Format),\n/* harmony export */ SRGBColorSpace: () => (/* binding */ SRGBColorSpace),\n/* harmony export */ SRGBTransfer: () => (/* binding */ SRGBTransfer),\n/* harmony export */ Scene: () => (/* binding */ Scene),\n/* harmony export */ ShaderChunk: () => (/* binding */ ShaderChunk),\n/* harmony export */ ShaderLib: () => (/* binding */ ShaderLib),\n/* harmony export */ ShaderMaterial: () => (/* binding */ ShaderMaterial),\n/* harmony export */ ShadowMaterial: () => (/* binding */ ShadowMaterial),\n/* harmony export */ Shape: () => (/* binding */ Shape),\n/* harmony export */ ShapeGeometry: () => (/* binding */ ShapeGeometry),\n/* harmony export */ ShapePath: () => (/* binding */ ShapePath),\n/* harmony export */ ShapeUtils: () => (/* binding */ ShapeUtils),\n/* harmony export */ ShortType: () => (/* binding */ ShortType),\n/* harmony export */ Skeleton: () => (/* binding */ Skeleton),\n/* harmony export */ SkeletonHelper: () => (/* binding */ SkeletonHelper),\n/* harmony export */ SkinnedMesh: () => (/* binding */ SkinnedMesh),\n/* harmony export */ Source: () => (/* binding */ Source),\n/* harmony export */ Sphere: () => (/* binding */ Sphere),\n/* harmony export */ SphereGeometry: () => (/* binding */ SphereGeometry),\n/* harmony export */ Spherical: () => (/* binding */ Spherical),\n/* harmony export */ SphericalHarmonics3: () => (/* binding */ SphericalHarmonics3),\n/* harmony export */ SplineCurve: () => (/* binding */ SplineCurve),\n/* harmony export */ SpotLight: () => (/* binding */ SpotLight),\n/* harmony export */ SpotLightHelper: () => (/* binding */ SpotLightHelper),\n/* harmony export */ Sprite: () => (/* binding */ Sprite),\n/* harmony export */ SpriteMaterial: () => (/* binding */ SpriteMaterial),\n/* harmony export */ SrcAlphaFactor: () => (/* binding */ SrcAlphaFactor),\n/* harmony export */ SrcAlphaSaturateFactor: () => (/* binding */ SrcAlphaSaturateFactor),\n/* harmony export */ SrcColorFactor: () => (/* binding */ SrcColorFactor),\n/* harmony export */ StaticCopyUsage: () => (/* binding */ StaticCopyUsage),\n/* harmony export */ StaticDrawUsage: () => (/* binding */ StaticDrawUsage),\n/* harmony export */ StaticReadUsage: () => (/* binding */ StaticReadUsage),\n/* harmony export */ StereoCamera: () => (/* binding */ StereoCamera),\n/* harmony export */ StreamCopyUsage: () => (/* binding */ StreamCopyUsage),\n/* harmony export */ StreamDrawUsage: () => (/* binding */ StreamDrawUsage),\n/* harmony export */ StreamReadUsage: () => (/* binding */ StreamReadUsage),\n/* harmony export */ StringKeyframeTrack: () => (/* binding */ StringKeyframeTrack),\n/* harmony export */ SubtractEquation: () => (/* binding */ SubtractEquation),\n/* harmony export */ SubtractiveBlending: () => (/* binding */ SubtractiveBlending),\n/* harmony export */ TOUCH: () => (/* binding */ TOUCH),\n/* harmony export */ TangentSpaceNormalMap: () => (/* binding */ TangentSpaceNormalMap),\n/* harmony export */ TetrahedronGeometry: () => (/* binding */ TetrahedronGeometry),\n/* harmony export */ Texture: () => (/* binding */ Texture),\n/* harmony export */ TextureLoader: () => (/* binding */ TextureLoader),\n/* harmony export */ TorusGeometry: () => (/* binding */ TorusGeometry),\n/* harmony export */ TorusKnotGeometry: () => (/* binding */ TorusKnotGeometry),\n/* harmony export */ Triangle: () => (/* binding */ Triangle),\n/* harmony export */ TriangleFanDrawMode: () => (/* binding */ TriangleFanDrawMode),\n/* harmony export */ TriangleStripDrawMode: () => (/* binding */ TriangleStripDrawMode),\n/* harmony export */ TrianglesDrawMode: () => (/* binding */ TrianglesDrawMode),\n/* harmony export */ TubeGeometry: () => (/* binding */ TubeGeometry),\n/* harmony export */ UVMapping: () => (/* binding */ UVMapping),\n/* harmony export */ Uint16BufferAttribute: () => (/* binding */ Uint16BufferAttribute),\n/* harmony export */ Uint32BufferAttribute: () => (/* binding */ Uint32BufferAttribute),\n/* harmony export */ Uint8BufferAttribute: () => (/* binding */ Uint8BufferAttribute),\n/* harmony export */ Uint8ClampedBufferAttribute: () => (/* binding */ Uint8ClampedBufferAttribute),\n/* harmony export */ Uniform: () => (/* binding */ Uniform),\n/* harmony export */ UniformsGroup: () => (/* binding */ UniformsGroup),\n/* harmony export */ UniformsLib: () => (/* binding */ UniformsLib),\n/* harmony export */ UniformsUtils: () => (/* binding */ UniformsUtils),\n/* harmony export */ UnsignedByteType: () => (/* binding */ UnsignedByteType),\n/* harmony export */ UnsignedInt248Type: () => (/* binding */ UnsignedInt248Type),\n/* harmony export */ UnsignedIntType: () => (/* binding */ UnsignedIntType),\n/* harmony export */ UnsignedShort4444Type: () => (/* binding */ UnsignedShort4444Type),\n/* harmony export */ UnsignedShort5551Type: () => (/* binding */ UnsignedShort5551Type),\n/* harmony export */ UnsignedShortType: () => (/* binding */ UnsignedShortType),\n/* harmony export */ VSMShadowMap: () => (/* binding */ VSMShadowMap),\n/* harmony export */ Vector2: () => (/* binding */ Vector2),\n/* harmony export */ Vector3: () => (/* binding */ Vector3),\n/* harmony export */ Vector4: () => (/* binding */ Vector4),\n/* harmony export */ VectorKeyframeTrack: () => (/* binding */ VectorKeyframeTrack),\n/* harmony export */ VideoTexture: () => (/* binding */ VideoTexture),\n/* harmony export */ WebGL1Renderer: () => (/* binding */ WebGL1Renderer),\n/* harmony export */ WebGL3DRenderTarget: () => (/* binding */ WebGL3DRenderTarget),\n/* harmony export */ WebGLArrayRenderTarget: () => (/* binding */ WebGLArrayRenderTarget),\n/* harmony export */ WebGLCoordinateSystem: () => (/* binding */ WebGLCoordinateSystem),\n/* harmony export */ WebGLCubeRenderTarget: () => (/* binding */ WebGLCubeRenderTarget),\n/* harmony export */ WebGLMultipleRenderTargets: () => (/* binding */ WebGLMultipleRenderTargets),\n/* harmony export */ WebGLRenderTarget: () => (/* binding */ WebGLRenderTarget),\n/* harmony export */ WebGLRenderer: () => (/* binding */ WebGLRenderer),\n/* harmony export */ WebGLUtils: () => (/* binding */ WebGLUtils),\n/* harmony export */ WebGPUCoordinateSystem: () => (/* binding */ WebGPUCoordinateSystem),\n/* harmony export */ WireframeGeometry: () => (/* binding */ WireframeGeometry),\n/* harmony export */ WrapAroundEnding: () => (/* binding */ WrapAroundEnding),\n/* harmony export */ ZeroCurvatureEnding: () => (/* binding */ ZeroCurvatureEnding),\n/* harmony export */ ZeroFactor: () => (/* binding */ ZeroFactor),\n/* harmony export */ ZeroSlopeEnding: () => (/* binding */ ZeroSlopeEnding),\n/* harmony export */ ZeroStencilOp: () => (/* binding */ ZeroStencilOp),\n/* harmony export */ _SRGBAFormat: () => (/* binding */ _SRGBAFormat),\n/* harmony export */ createCanvasElement: () => (/* binding */ createCanvasElement)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2010-2023 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '162';\n\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst ConstantColorFactor = 211;\nconst OneMinusConstantColorFactor = 212;\nconst ConstantAlphaFactor = 213;\nconst OneMinusConstantAlphaFactor = 214;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\nconst AgXToneMapping = 6;\nconst NeutralToneMapping = 7;\nconst AttachedBindMode = 'attached';\nconst DetachedBindMode = 'detached';\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst RGB_BPTC_SIGNED_Format = 36494;\nconst RGB_BPTC_UNSIGNED_Format = 36495;\nconst RED_RGTC1_Format = 36283;\nconst SIGNED_RED_RGTC1_Format = 36284;\nconst RED_GREEN_RGTC2_Format = 36285;\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\nconst DisplayP3ColorSpace = 'display-p3';\nconst LinearDisplayP3ColorSpace = 'display-p3-linear';\n\nconst LinearTransfer = 'linear';\nconst SRGBTransfer = 'srgb';\n\nconst Rec709Primaries = 'rec709';\nconst P3Primaries = 'p3';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst NeverCompare = 512;\nconst LessCompare = 513;\nconst EqualCompare = 514;\nconst LessEqualCompare = 515;\nconst GreaterCompare = 516;\nconst NotEqualCompare = 517;\nconst GreaterEqualCompare = 518;\nconst AlwaysCompare = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst _SRGBAFormat = 1035; // fallback for WebGL 1\n\nconst WebGLCoordinateSystem = 2000;\nconst WebGPUCoordinateSystem = 2001;\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nfunction warnOnce( message ) {\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\tconsole.warn( message );\n\n}\n\n/**\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\n * or clipping. Based on W3C specifications for sRGB and Display P3,\n * and ICC specifications for the D50 connection space. Values in/out\n * are _linear_ sRGB and _linear_ Display P3.\n *\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\n *\n * Reference:\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(\n\t0.8224621, 0.177538, 0.0,\n\t0.0331941, 0.9668058, 0.0,\n\t0.0170827, 0.0723974, 0.9105199,\n);\n\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(\n\t1.2249401, - 0.2249404, 0.0,\n\t- 0.0420569, 1.0420571, 0.0,\n\t- 0.0196376, - 0.0786361, 1.0982735\n);\n\n/**\n * Defines supported color spaces by transfer function and primaries,\n * and provides conversions to/from the Linear-sRGB reference space.\n */\nconst COLOR_SPACES = {\n\t[ LinearSRGBColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\ttoReference: ( color ) => color,\n\t\tfromReference: ( color ) => color,\n\t},\n\t[ SRGBColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\ttoReference: ( color ) => color.convertSRGBToLinear(),\n\t\tfromReference: ( color ) => color.convertLinearToSRGB(),\n\t},\n\t[ LinearDisplayP3ColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: P3Primaries,\n\t\ttoReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),\n\t},\n\t[ DisplayP3ColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: P3Primaries,\n\t\ttoReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),\n\t},\n};\n\nconst SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );\n\nconst ColorManagement = {\n\n\tenabled: true,\n\n\t_workingColorSpace: LinearSRGBColorSpace,\n\n\tget workingColorSpace() {\n\n\t\treturn this._workingColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tif ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {\n\n\t\t\tthrow new Error( `Unsupported working color space, \"${ colorSpace }\".` );\n\n\t\t}\n\n\t\tthis._workingColorSpace = colorSpace;\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tconst sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;\n\t\tconst targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;\n\n\t\treturn targetFromReference( sourceToReference( color ) );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this._workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this._workingColorSpace );\n\n\t},\n\n\tgetPrimaries: function ( colorSpace ) {\n\n\t\treturn COLOR_SPACES[ colorSpace ].primaries;\n\n\t},\n\n\tgetTransfer: function ( colorSpace ) {\n\n\t\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\n\n\t\treturn COLOR_SPACES[ colorSpace ].transfer;\n\n\t},\n\n};\n\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nlet _sourceId = 0;\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\t\tthis.dataReady = true;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nlet _textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\t\tthis.channel = 0;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\tthis.colorSpace = colorSpace;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value = null ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\t\tthis.w = Math.trunc( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass RenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\toptions = Object.assign( {\n\t\t\tgenerateMipmaps: false,\n\t\t\tinternalFormat: null,\n\t\t\tminFilter: LinearFilter,\n\t\t\tdepthBuffer: true,\n\t\t\tstencilBuffer: false,\n\t\t\tdepthTexture: null,\n\t\t\tsamples: 0,\n\t\t\tcount: 1\n\t\t}, options );\n\n\t\tconst texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\ttexture.flipY = false;\n\t\ttexture.generateMipmaps = options.generateMipmaps;\n\t\ttexture.internalFormat = options.internalFormat;\n\n\t\tthis.textures = [];\n\n\t\tconst count = options.count;\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.textures[ i ] = texture.clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\tthis.depthBuffer = options.depthBuffer;\n\t\tthis.stencilBuffer = options.stencilBuffer;\n\n\t\tthis.depthTexture = options.depthTexture;\n\n\t\tthis.samples = options.samples;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures[ 0 ];\n\n\t}\n\n\tset texture( value ) {\n\n\t\tthis.textures[ 0 ] = value;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.textures.length; i < il; i ++ ) {\n\n\t\t\t\tthis.textures[ i ].image.width = width;\n\t\t\t\tthis.textures[ i ].image.height = height;\n\t\t\t\tthis.textures[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.scissor.copy( source.scissor );\n\t\tthis.scissorTest = source.scissorTest;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.textures.length = 0;\n\n\t\tfor ( let i = 0, il = source.textures.length; i < il; i ++ ) {\n\n\t\t\tthis.textures[ i ] = source.textures[ i ].clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass WebGLRenderTarget extends RenderTarget {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLArrayRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGL3DRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// sets this quaternion to a uniform random unit quaternnion\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst theta = Math.random() * Math.PI * 2;\n\t\tconst u = Math.random() * 2 - 1;\n\t\tconst c = Math.sqrt( 1 - u * u );\n\n\t\tthis.x = c * Math.cos( theta );\n\t\tthis.y = u;\n\t\tthis.z = c * Math.sin( theta );\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromArray( array, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\t\t// precise AABB computation based on vertex data requires at least a position attribute.\n\t\t\t// instancing isn't supported so far and uses the normal (conservative) code path.\n\n\t\t\tif ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\tif ( object.isMesh === true ) {\n\n\t\t\t\t\t\tobject.getVertexPosition( i, _vector$b );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_vector$b.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_vector$b.applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( object.boundingBox !== undefined ) {\n\n\t\t\t\t\t// object-level bounding box\n\n\t\t\t\t\tif ( object.boundingBox === null ) {\n\n\t\t\t\t\t\tobject.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( object.boundingBox );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// geometry-level bounding box\n\n\t\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( geometry.boundingBox );\n\n\t\t\t\t}\n\n\t\t\t\t_box$4.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$4.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$4, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$4 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$b ).distanceTo( point );\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\ttarget.makeEmpty();\n\n\t\t} else {\n\n\t\t\tthis.getCenter( target.center );\n\n\t\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$4 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$4 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.isSphere = true;\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$3.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1$6.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1$6.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1$6, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if t1 is behind the ray - if so, return null\n\t\tif ( t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x.x,\n\t\t\t\t0, 1, 0, x.y,\n\t\t\t\t0, 0, 1, x.z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x,\n\t\t\t\t0, 1, 0, y,\n\t\t\t\t0, 0, 1, z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$4.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$4.elements[ 0 ] *= invSX;\n\t\t_m1$4.elements[ 1 ] *= invSX;\n\t\t_m1$4.elements[ 2 ] *= invSX;\n\n\t\t_m1$4.elements[ 4 ] *= invSY;\n\t\t_m1$4.elements[ 5 ] *= invSY;\n\t\t_m1$4.elements[ 6 ] *= invSY;\n\n\t\t_m1$4.elements[ 8 ] *= invSZ;\n\t\t_m1$4.elements[ 9 ] *= invSZ;\n\t\t_m1$4.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$4 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\n\t\tlet c, d;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tc = - ( far + near ) / ( far - near );\n\t\t\td = ( - 2 * far * near ) / ( far - near );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tc = - far / ( far - near );\n\t\t\td = ( - far * near ) / ( far - near );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a; \tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b; \tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c; \tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\n\t\tlet z, zInv;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tz = ( far + near ) * p;\n\t\t\tzInv = - 2 * p;\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tz = near * p;\n\t\t\tzInv = - 1 * p;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\t\tte[ 8 ] = 0; \t\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0; \t\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0; \t\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0; \t\tte[ 6 ] = 0;\t\tte[ 10 ] = zInv;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0; \t\tte[ 7 ] = 0;\t\tte[ 11 ] = 0;\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$4 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$2 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$2.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$2, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$3 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nconst _childaddedEvent = { type: 'childadded', child: null };\nconst _childremovedEvent = { type: 'childremoved', child: null };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$3.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$3.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$3 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$3.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$3 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t\t_childaddedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t\t_childaddedEvent.child = null;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t\t_childremovedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childremovedEvent );\n\t\t\t_childremovedEvent.child = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\treturn this.remove( ... this.children );\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$3.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$3.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$3 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value, result = [] ) {\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].getObjectsByProperty( name, value, result );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tif ( child.matrixWorldAutoUpdate === true || force === true ) {\n\n\t\t\t\tchild.updateMatrixWorld( force );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tif ( child.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\t\tobject.up = this.up.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\tif ( this.isBatchedMesh ) {\n\n\t\t\tobject.type = 'BatchedMesh';\n\t\t\tobject.perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\t\tobject.sortObjects = this.sortObjects;\n\n\t\t\tobject.drawRanges = this._drawRanges;\n\t\t\tobject.reservedRanges = this._reservedRanges;\n\n\t\t\tobject.visibility = this._visibility;\n\t\t\tobject.active = this._active;\n\t\t\tobject.bounds = this._bounds.map( bound => ( {\n\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\tboxMin: bound.box.min.toArray(),\n\t\t\t\tboxMax: bound.box.max.toArray(),\n\n\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\tsphereRadius: bound.sphere.radius,\n\t\t\t\tsphereCenter: bound.sphere.center.toArray()\n\t\t\t} ) );\n\n\t\t\tobject.maxGeometryCount = this._maxGeometryCount;\n\t\t\tobject.maxVertexCount = this._maxVertexCount;\n\t\t\tobject.maxIndexCount = this._maxIndexCount;\n\n\t\t\tobject.geometryInitialized = this._geometryInitialized;\n\t\t\tobject.geometryCount = this._geometryCount;\n\n\t\t\tobject.matricesTexture = this._matricesTexture.toJSON( meta );\n\n\t\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\t\tobject.boundingSphere = {\n\t\t\t\t\tcenter: object.boundingSphere.center.toArray(),\n\t\t\t\t\tradius: object.boundingSphere.radius\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox !== null ) {\n\n\t\t\t\tobject.boundingBox = {\n\t\t\t\t\tmin: object.boundingBox.min.toArray(),\n\t\t\t\t\tmax: object.boundingBox.max.toArray()\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.animations = source.animations.slice();\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$2 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\ttarget.set( 0, 0, 0 );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\t// if the triangle is degenerate then we can't contain a point\n\t\tif ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );\n\n\t}\n\n\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\n\n\t\tif ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {\n\n\t\t\ttarget.x = 0;\n\t\t\ttarget.y = 0;\n\t\t\tif ( 'z' in target ) target.z = 0;\n\t\t\tif ( 'w' in target ) target.w = 0;\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttarget.setScalar( 0 );\n\t\ttarget.addScaledVector( v1, _v3$2.x );\n\t\ttarget.addScaledVector( v2, _v3$2.y );\n\t\ttarget.addScaledVector( v3, _v3$2.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetInterpolation( point, v1, v2, v3, target ) {\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\treturn this.set( r, g, b );\n\n\t}\n\n\tset( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\n\t\t\tconst value = r;\n\n\t\t\tif ( value && value.isColor ) {\n\n\t\t\t\tthis.copy( value );\n\n\t\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\t\tthis.setHex( value );\n\n\t\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\t\tthis.setStyle( value );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.setRGB( r, g, b );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^(\\w+)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL(\n\t\t\t\t\t\t\tparseFloat( color[ 1 ] ) / 360,\n\t\t\t\t\t\t\tparseFloat( color[ 2 ] ) / 100,\n\t\t\t\t\t\t\tparseFloat( color[ 3 ] ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\treturn this.setRGB(\n\t\t\t\t\tparseInt( hex.charAt( 0 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 1 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 2 ), 16 ) / 15,\n\t\t\t\t\tcolorSpace\n\t\t\t\t);\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\n\n\t\t\t}\n\n\t\t} else if ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\ttarget.r = _color.r;\n\t\ttarget.g = _color.g;\n\t\ttarget.b = _color.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\n\n\t\t}\n\n\t\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\treturn this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\tthis.r = v.x;\n\t\tthis.g = v.y;\n\t\tthis.b = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\t\tconst e = m.elements;\n\n\t\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\n\t\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\n\t\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nconst _color = /*@__PURE__*/ new Color();\n\nColor.NAMES = _colorKeywords;\n\nlet _materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\t\tthis.alphaHash = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\t\tthis.blendColor = new Color( 0, 0, 0 );\n\t\tthis.blendAlpha = 0;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\n\t\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\n\n\t\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\n\n\t\t\tdata.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors === true ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = true;\n\n\t\tif ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;\n\t\tif ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;\n\t\tif ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;\n\t\tif ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;\n\t\tif ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;\n\t\tif ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;\n\t\tif ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();\n\t\tif ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;\n\n\t\tif ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;\n\t\tif ( this.depthTest === false ) data.depthTest = this.depthTest;\n\t\tif ( this.depthWrite === false ) data.depthWrite = this.depthWrite;\n\t\tif ( this.colorWrite === false ) data.colorWrite = this.colorWrite;\n\n\t\tif ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;\n\t\tif ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;\n\t\tif ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;\n\t\tif ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;\n\t\tif ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;\n\t\tif ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;\n\t\tif ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;\n\t\tif ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaHash === true ) data.alphaHash = true;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = true;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = true;\n\n\t\tif ( this.wireframe === true ) data.wireframe = true;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\t\tthis.blendColor.copy( source.blendColor );\n\t\tthis.blendAlpha = source.blendAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaHash = source.alphaHash;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nconst DataUtils = {\n\ttoHalfFloat: toHalfFloat,\n\tfromHalfFloat: fromHalfFloat,\n};\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\t\tthis.gpuType = FloatType;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\t\tthis.gpuType = source.gpuType;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.itemSize + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.array[ index * this.itemSize + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\t\tthis.array[ index + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$2 = 0;\n\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$2 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1$2.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst positionAttribute = attributes.position;\n\t\tconst normalAttribute = attributes.normal;\n\t\tconst uvAttribute = attributes.uv;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );\n\n\t\t}\n\n\t\tconst tangentAttribute = this.getAttribute( 'tangent' );\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( positionAttribute, a );\n\t\t\tvB.fromBufferAttribute( positionAttribute, b );\n\t\t\tvC.fromBufferAttribute( positionAttribute, c );\n\n\t\t\tuvA.fromBufferAttribute( uvAttribute, a );\n\t\t\tuvB.fromBufferAttribute( uvAttribute, b );\n\t\t\tuvC.fromBufferAttribute( uvAttribute, c );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: index.count\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindex.getX( j + 0 ),\n\t\t\t\t\tindex.getX( j + 1 ),\n\t\t\t\t\tindex.getX( j + 2 )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromBufferAttribute( normalAttribute, v );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( index.getX( j + 0 ) );\n\t\t\t\thandleVertex( index.getX( j + 1 ) );\n\t\t\t\thandleVertex( index.getX( j + 2 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();\nconst _ray$3 = /*@__PURE__*/ new Ray();\nconst _sphere$6 = /*@__PURE__*/ new Sphere();\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _normalA = /*@__PURE__*/ new Vector3();\nconst _normalB = /*@__PURE__*/ new Vector3();\nconst _normalC = /*@__PURE__*/ new Vector3();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$6.copy( geometry.boundingSphere );\n\t\t_sphere$6.applyMatrix4( matrixWorld );\n\n\t\t// check distance from ray origin to bounding sphere\n\n\t\t_ray$3.copy( raycaster.ray ).recast( raycaster.near );\n\n\t\tif ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {\n\n\t\t\tif ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;\n\n\t\t\tif ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\n\n\t\t}\n\n\t\t// convert ray to local space of mesh\n\n\t\t_inverseMatrix$3.copy( matrixWorld ).invert();\n\t\t_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$3 );\n\n\t}\n\n\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\n\n\t\tlet intersection;\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv1 = geometry.attributes.uv1;\n\t\tconst normal = geometry.attributes.normal;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA$1 );\n\tobject.getVertexPosition( b, _vB$1 );\n\tobject.getVertexPosition( c, _vC$1 );\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv1 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv1, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv1, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv1, c );\n\n\t\t\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( normal ) {\n\n\t\t\t_normalA.fromBufferAttribute( normal, a );\n\t\t\t_normalB.fromBufferAttribute( normal, b );\n\t\t\t_normalC.fromBufferAttribute( normal, c );\n\n\t\t\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );\n\n\t\t\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\n\n\t\t\t\tintersection.normal.multiplyScalar( - 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tif ( property.isRenderTargetTexture ) {\n\n\t\t\t\t\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\n\t\t\t\t\tdst[ u ][ p ] = null;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t\t}\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction getUnlitUniformColorSpace( renderer ) {\n\n\tif ( renderer.getRenderTarget() === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputColorSpace;\n\n\t}\n\n\treturn ColorManagement.workingColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.forceSinglePass = true;\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false, // set to use shader texture LOD\n\t\t\tclipCullDistance: false, // set to use vertex shader clipping\n\t\t\tmultiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv1': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tdata.lights = this.lights;\n\t\tdata.clipping = this.clipping;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t\tthis.coordinateSystem = WebGLCoordinateSystem;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\tthis.coordinateSystem = source.coordinateSystem;\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\treturn super.getWorldDirection( target ).negate();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _v3$1 = /*@__PURE__*/ new Vector3();\nconst _minTarget = /*@__PURE__*/ new Vector2();\nconst _maxTarget = /*@__PURE__*/ new Vector2();\n\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.\n\t */\n\tgetViewBounds( distance, minTarget, maxTarget ) {\n\n\t\t_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tminTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t\t_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tmaxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t}\n\n\t/**\n\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Copies the result into the target Vector2, where x is width and y is height.\n\t */\n\tgetViewSize( distance, target ) {\n\n\t\tthis.getViewBounds( distance, _minTarget, _maxTarget );\n\n\t\treturn target.subVectors( _maxTarget, _minTarget );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\t\tthis.coordinateSystem = null;\n\t\tthis.activeMipmapLevel = 0;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdateCoordinateSystem() {\n\n\t\tconst coordinateSystem = this.coordinateSystem;\n\n\t\tconst cameras = this.children.concat();\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\n\n\t\tfor ( const camera of cameras ) this.remove( camera );\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, 1, 0 );\n\t\t\tcameraPX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, 1, 0 );\n\t\t\tcameraNX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tfor ( const camera of cameras ) {\n\n\t\t\tthis.add( camera );\n\n\t\t\tcamera.updateMatrixWorld();\n\n\t\t}\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst { renderTarget, activeMipmapLevel } = this;\n\n\t\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\n\n\t\t\tthis.coordinateSystem = renderer.coordinateSystem;\n\n\t\t\tthis.updateCoordinateSystem();\n\n\t\t}\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst currentActiveCubeFace = renderer.getActiveCubeFace();\n\t\tconst currentActiveMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\t// mipmaps are generated during the last call of render()\n\t\t// at this point, all sides of the cube render target are defined\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.colorSpace = texture.colorSpace;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( line.start ).addScaledVector( direction, t );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _sphere$5 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t}\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$5.center.set( 0, 0, 0 );\n\t\t_sphere$5.radius = 0.7071067811865476;\n\t\t_sphere$5.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\t\tconst size = array.byteLength;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = gl.HALF_FLOAT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version,\n\t\t\tsize: size\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute._updateRange; // @deprecated, r159\n\t\tconst updateRanges = attribute.updateRanges;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 && updateRanges.length === 0 ) {\n\n\t\t\t// Not using update ranges\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t}\n\n\t\tif ( updateRanges.length !== 0 ) {\n\n\t\t\tfor ( let i = 0, l = updateRanges.length; i < l; i ++ ) {\n\n\t\t\t\tconst range = updateRanges[ i ];\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\t\tarray, range.start, range.count );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\t\tarray.subarray( range.start, range.start + range.count ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tattribute.clearUpdateRanges();\n\n\t\t}\n\n\t\t// @deprecated, r159\n\t\tif ( updateRange.count !== - 1 ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tif ( data.size !== attribute.array.byteLength ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );\n\n\t\t\t}\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphahash_fragment = \"#ifdef USE_ALPHAHASH\\n\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\n#endif\";\n\nvar alphahash_pars_fragment = \"#ifdef USE_ALPHAHASH\\n\\tconst float ALPHA_HASH_SCALE = 0.05;\\n\\tfloat hash2D( vec2 value ) {\\n\\t\\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\\n\\t}\\n\\tfloat hash3D( vec3 value ) {\\n\\t\\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\\n\\t}\\n\\tfloat getAlphaHashThreshold( vec3 position ) {\\n\\t\\tfloat maxDeriv = max(\\n\\t\\t\\tlength( dFdx( position.xyz ) ),\\n\\t\\t\\tlength( dFdy( position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\\n\\t\\tvec2 pixScales = vec2(\\n\\t\\t\\texp2( floor( log2( pixScale ) ) ),\\n\\t\\t\\texp2( ceil( log2( pixScale ) ) )\\n\\t\\t);\\n\\t\\tvec2 alpha = vec2(\\n\\t\\t\\thash3D( floor( pixScales.x * position.xyz ) ),\\n\\t\\t\\thash3D( floor( pixScales.y * position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat lerpFactor = fract( log2( pixScale ) );\\n\\t\\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\\n\\t\\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\\n\\t\\tvec3 cases = vec3(\\n\\t\\t\\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\\n\\t\\t\\t( x - 0.5 * a ) / ( 1.0 - a ),\\n\\t\\t\\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\\n\\t\\t);\\n\\t\\tfloat threshold = ( x < ( 1.0 - a ) )\\n\\t\\t\\t? ( ( x < a ) ? cases.x : cases.y )\\n\\t\\t\\t: cases.z;\\n\\t\\treturn clamp( threshold , 1.0e-6, 1.0 );\\n\\t}\\n#endif\";\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\\n\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n\\t#endif\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_CLEARCOAT ) \\n\\t\\tclearcoatSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_SHEEN ) \\n\\t\\tsheenSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar batching_pars_vertex = \"#ifdef USE_BATCHING\\n\\tattribute float batchId;\\n\\tuniform highp sampler2D batchingTexture;\\n\\tmat4 getBatchingMatrix( const in float i ) {\\n\\t\\tint size = textureSize( batchingTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar batching_vertex = \"#ifdef USE_BATCHING\\n\\tmat4 batchingMatrix = getBatchingMatrix( batchId );\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\\n#ifdef USE_ALPHAHASH\\n\\tvPosition = vec3( position );\\n#endif\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"float G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n} // validated\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660, 0.0556434,\\n\\t\\t-1.5371385, 1.8760108, -0.2040259,\\n\\t\\t-0.4985314, 0.0415560, 1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vBumpMapUv );\\n\\t\\tvec2 dSTdy = dFdy( vBumpMapUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\\n\\t\\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\t\\tfloat distanceToPlane, distanceGradient;\\n\\t\\tfloat clipOpacity = 1.0;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\tif ( clipOpacity == 0.0 ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tfloat unionClipOpacity = 1.0;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\t\\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tclipOpacity *= 1.0 - unionClipOpacity;\\n\\t\\t#endif\\n\\t\\tdiffuseColor.a *= clipOpacity;\\n\\t\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tbool clipped = true;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tif ( clipped ) discard;\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\n#ifdef USE_ALPHAHASH\\n\\tvarying vec3 vPosition;\\n#endif\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat luminance( const in vec3 rgb ) {\\n\\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\\n\\treturn dot( weights, rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n} // validated\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define cubeUV_r0 1.0\\n\\t#define cubeUV_m0 - 2.0\\n\\t#define cubeUV_r1 0.8\\n\\t#define cubeUV_m1 - 1.0\\n\\t#define cubeUV_r4 0.4\\n\\t#define cubeUV_m4 2.0\\n\\t#define cubeUV_r5 0.305\\n\\t#define cubeUV_m5 3.0\\n\\t#define cubeUV_r6 0.21\\n\\t#define cubeUV_m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= cubeUV_r1 ) {\\n\\t\\t\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\\t\\t} else if ( roughness >= cubeUV_r4 ) {\\n\\t\\t\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\\t\\t} else if ( roughness >= cubeUV_r5 ) {\\n\\t\\t\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\\t\\t} else if ( roughness >= cubeUV_r6 ) {\\n\\t\\t\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = objectTangent;\\n#endif\\n#ifdef USE_BATCHING\\n\\tmat3 bm = mat3( batchingMatrix );\\n\\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\\n\\ttransformedNormal = bm * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = bm * transformedTangent;\\n\\t#endif\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmat3 im = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\\n\\ttransformedNormal = im * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = im * transformedTangent;\\n\\t#endif\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar colorspace_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar colorspace_pars_fragment = \"\\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\\n\\tvec3( 0.8224621, 0.177538, 0.0 ),\\n\\tvec3( 0.0331941, 0.9668058, 0.0 ),\\n\\tvec3( 0.0170827, 0.0723974, 0.9105199 )\\n);\\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.2249401, - 0.2249404, 0.0 ),\\n\\tvec3( - 0.0420569, 1.0420571, 0.0 ),\\n\\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\\n);\\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\\n}\\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\\n}\\nvec4 LinearTransferOETF( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBTransferOETF( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn sRGBTransferOETF( value );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform mat3 envMapRotation;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\tvec2 fw = fwidth( coord ) * 0.5;\\n\\t\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Lambert\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\n#if defined( USE_LIGHT_PROBES )\\n\\tuniform vec3 lightProbe[ 9 ];\\n#endif\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( LEGACY_LIGHTS )\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#else\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\\n\\t\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t\\tvec3 bentNormal = cross( bitangent, viewDir );\\n\\t\\t\\t\\tbentNormal = normalize( cross( bentNormal, bitangent ) );\\n\\t\\t\\t\\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\\n\\t\\t\\t\\treturn getIBLRadiance( viewDir, bentNormal, roughness );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\tmaterial.ior = ior;\\n\\t#ifdef USE_SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\\n\\t\\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\\n\\t\\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\\n\\t#else\\n\\t\\tvec2 anisotropyV = anisotropyVector;\\n\\t#endif\\n\\tmaterial.anisotropy = length( anisotropyV );\\n\\tif( material.anisotropy == 0.0 ) {\\n\\t\\tanisotropyV = vec2( 1.0, 0.0 );\\n\\t} else {\\n\\t\\tanisotropyV /= material.anisotropy;\\n\\t\\tmaterial.anisotropy = saturate( material.anisotropy );\\n\\t}\\n\\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\\n\\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\\n\\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n\\t#ifdef IOR\\n\\t\\tfloat ior;\\n\\t#endif\\n\\t#ifdef USE_TRANSMISSION\\n\\t\\tfloat transmission;\\n\\t\\tfloat transmissionAlpha;\\n\\t\\tfloat thickness;\\n\\t\\tfloat attenuationDistance;\\n\\t\\tvec3 attenuationColor;\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat anisotropy;\\n\\t\\tfloat alphaT;\\n\\t\\tvec3 anisotropyT;\\n\\t\\tvec3 anisotropyB;\\n\\t#endif\\n};\\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\\nvec3 sheenSpecularDirect = vec3( 0.0 );\\nvec3 sheenSpecularIndirect = vec3(0.0 );\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n float x2 = x * x;\\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\n#ifdef USE_ANISOTROPY\\n\\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\\n\\t\\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\\n\\t\\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\\n\\t\\tfloat v = 0.5 / ( gv + gl );\\n\\t\\treturn saturate(v);\\n\\t}\\n\\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\\n\\t\\tfloat a2 = alphaT * alphaB;\\n\\t\\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\\n\\t\\thighp float v2 = dot( v, v );\\n\\t\\tfloat w2 = a2 / v2;\\n\\t\\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\\n\\t}\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\\n\\t\\tvec3 f0 = material.clearcoatF0;\\n\\t\\tfloat f90 = material.clearcoatF90;\\n\\t\\tfloat roughness = material.clearcoatRoughness;\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\\n\\tvec3 f0 = material.specularColor;\\n\\tfloat f90 = material.specularF90;\\n\\tfloat roughness = material.roughness;\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tF = mix( F, material.iridescenceFresnel, material.iridescence );\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat dotTL = dot( material.anisotropyT, lightDir );\\n\\t\\tfloat dotTV = dot( material.anisotropyT, viewDir );\\n\\t\\tfloat dotTH = dot( material.anisotropyT, halfDir );\\n\\t\\tfloat dotBL = dot( material.anisotropyB, lightDir );\\n\\t\\tfloat dotBV = dot( material.anisotropyB, viewDir );\\n\\t\\tfloat dotBH = dot( material.anisotropyB, halfDir );\\n\\t\\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\\n\\t\\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\\n\\t#else\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t#endif\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometryNormal;\\n\\t\\tvec3 viewDir = geometryViewDir;\\n\\t\\tvec3 position = geometryPosition;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nvec3 geometryPosition = - vViewPosition;\\nvec3 geometryNormal = normal;\\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\nvec3 geometryClearcoatNormal = vec3( 0.0 );\\n#ifdef USE_CLEARCOAT\\n\\tgeometryClearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometryPosition, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tvec4 spotColor;\\n\\tvec3 spotLightCoord;\\n\\tbool inSpotLightMap;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\\n\\t\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\\t\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\\t\\t#else\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#endif\\n\\t\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\\t\\t\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\\t\\t\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\\t\\t\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\\t\\t\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\\t\\t#endif\\n\\t\\t#undef SPOT_LIGHT_MAP_INDEX\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#if defined( USE_LIGHT_PROBES )\\n\\t\\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometryNormal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\\n\\t#else\\n\\t\\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t#if defined( USE_POINTS_UV )\\n\\t\\tvec2 uv = vUv;\\n\\t#else\\n\\t\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_POINTS_UV )\\n\\tvarying vec2 vUv;\\n#else\\n\\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t\\tuniform mat3 uvTransform;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphinstance_vertex = \"#ifdef USE_INSTANCING_MORPH\\n\\tfloat morphTargetInfluences[MORPHTARGETS_COUNT];\\n\\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\\n\\t}\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\tuniform float morphTargetBaseInfluence;\\n\\t#endif\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\t#endif\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = dFdx( vViewPosition );\\n\\tvec3 fdy = dFdy( vViewPosition );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal *= faceDirection;\\n\\t#endif\\n#endif\\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\\n\\t\\t#if defined( USE_NORMALMAP )\\n\\t\\t\\tvNormalMapUv\\n\\t\\t#elif defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tvClearcoatNormalMapUv\\n\\t\\t#else\\n\\t\\t\\tvUv\\n\\t\\t#endif\\n\\t\\t);\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn[0] *= faceDirection;\\n\\t\\ttbn[1] *= faceDirection;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn2[0] *= faceDirection;\\n\\t\\ttbn2[1] *= faceDirection;\\n\\t#endif\\n#endif\\nvec3 nonPerturbedNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\tnormal = normalize( tbn * mapN );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\\n\\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( uv.st );\\n\\t\\tvec2 st1 = dFdy( uv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\t\\treturn mat3( T * scale, B * scale, N );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = nonPerturbedNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\";\n\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar opaque_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec2 packDepthToRG( in highp float v ) {\\n\\treturn packDepthToRGBA( v ).yx;\\n}\\nfloat unpackRGToDepth( const in highp vec2 v ) {\\n\\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn depth * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * depth - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_BATCHING\\n\\tmvPosition = batchingMatrix * mvPosition;\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n\\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\\t\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\tvec4 shadowWorldPosition;\\n#endif\\n#if defined( USE_SHADOWMAP )\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if NUM_SPOT_LIGHT_COORDS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition;\\n\\t\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\\t\\t#endif\\n\\t\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\tuniform highp sampler2D boneTexture;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tint size = textureSize( boneTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn saturate( toneMappingExposure * color );\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.6605, - 0.1246, - 0.0182 ),\\n\\tvec3( - 0.5876, 1.1329, - 0.1006 ),\\n\\tvec3( - 0.0728, - 0.0083, 1.1187 )\\n);\\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\\n\\tvec3( 0.6274, 0.0691, 0.0164 ),\\n\\tvec3( 0.3293, 0.9195, 0.0880 ),\\n\\tvec3( 0.0433, 0.0113, 0.8956 )\\n);\\nvec3 agxDefaultContrastApprox( vec3 x ) {\\n\\tvec3 x2 = x * x;\\n\\tvec3 x4 = x2 * x2;\\n\\treturn + 15.5 * x4 * x2\\n\\t\\t- 40.14 * x4 * x\\n\\t\\t+ 31.96 * x4\\n\\t\\t- 6.868 * x2 * x\\n\\t\\t+ 0.4298 * x2\\n\\t\\t+ 0.1191 * x\\n\\t\\t- 0.00232;\\n}\\nvec3 AgXToneMapping( vec3 color ) {\\n\\tconst mat3 AgXInsetMatrix = mat3(\\n\\t\\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\\n\\t\\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\\n\\t\\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\\n\\t);\\n\\tconst mat3 AgXOutsetMatrix = mat3(\\n\\t\\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\\n\\t\\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\\n\\t\\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\\n\\t);\\n\\tconst float AgxMinEv = - 12.47393;\\tconst float AgxMaxEv = 4.026069;\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\\n\\tcolor = AgXInsetMatrix * color;\\n\\tcolor = max( color, 1e-10 );\\tcolor = log2( color );\\n\\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\tcolor = agxDefaultContrastApprox( color );\\n\\tcolor = AgXOutsetMatrix * color;\\n\\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\\n\\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\treturn color;\\n}\\nvec3 NeutralToneMapping( vec3 color ) {\\n\\tfloat startCompression = 0.8 - 0.04;\\n\\tfloat desaturation = 0.15;\\n\\tcolor *= toneMappingExposure;\\n\\tfloat x = min(color.r, min(color.g, color.b));\\n\\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\\n\\tcolor -= offset;\\n\\tfloat peak = max(color.r, max(color.g, color.b));\\n\\tif (peak < startCompression) return color;\\n\\tfloat d = 1. - startCompression;\\n\\tfloat newPeak = 1. - d * d / (peak + d - startCompression);\\n\\tcolor *= newPeak / peak;\\n\\tfloat g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);\\n\\treturn mix(color, vec3(1, 1, 1), g);\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tmaterial.transmission = transmission;\\n\\tmaterial.transmissionAlpha = 1.0;\\n\\tmaterial.thickness = thickness;\\n\\tmaterial.attenuationDistance = attenuationDistance;\\n\\tmaterial.attenuationColor = attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmitted = getIBLVolumeRefraction(\\n\\t\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\\n\\t\\tmaterial.attenuationColor, material.attenuationDistance );\\n\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\\n\\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tfloat w0( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w1( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\\n\\t}\\n\\tfloat w2( float a ){\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w3( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * a );\\n\\t}\\n\\tfloat g0( float a ) {\\n\\t\\treturn w0( a ) + w1( a );\\n\\t}\\n\\tfloat g1( float a ) {\\n\\t\\treturn w2( a ) + w3( a );\\n\\t}\\n\\tfloat h0( float a ) {\\n\\t\\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\\n\\t}\\n\\tfloat h1( float a ) {\\n\\t\\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\\n\\t}\\n\\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\\n\\t\\tuv = uv * texelSize.zw + 0.5;\\n\\t\\tvec2 iuv = floor( uv );\\n\\t\\tvec2 fuv = fract( uv );\\n\\t\\tfloat g0x = g0( fuv.x );\\n\\t\\tfloat g1x = g1( fuv.x );\\n\\t\\tfloat h0x = h0( fuv.x );\\n\\t\\tfloat h1x = h1( fuv.x );\\n\\t\\tfloat h0y = h0( fuv.y );\\n\\t\\tfloat h1y = h1( fuv.y );\\n\\t\\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\\n\\t\\t\\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\\n\\t}\\n\\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\\n\\t\\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\\n\\t\\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\\n\\t\\tvec2 fLodSizeInv = 1.0 / fLodSize;\\n\\t\\tvec2 cLodSizeInv = 1.0 / cLodSize;\\n\\t\\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\\n\\t\\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\\n\\t\\treturn mix( fSample, cSample, fract( lod ) );\\n\\t}\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\\n\\t}\\n\\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( isinf( attenuationDistance ) ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform mat3 mapTransform;\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform mat3 alphaMapTransform;\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tuniform mat3 lightMapTransform;\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tuniform mat3 aoMapTransform;\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tuniform mat3 bumpMapTransform;\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tuniform mat3 normalMapTransform;\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tuniform mat3 displacementMapTransform;\\n\\tvarying vec2 vDisplacementMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tuniform mat3 emissiveMapTransform;\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tuniform mat3 metalnessMapTransform;\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tuniform mat3 roughnessMapTransform;\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tuniform mat3 anisotropyMapTransform;\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tuniform mat3 clearcoatMapTransform;\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform mat3 clearcoatNormalMapTransform;\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform mat3 clearcoatRoughnessMapTransform;\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tuniform mat3 sheenColorMapTransform;\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tuniform mat3 sheenRoughnessMapTransform;\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tuniform mat3 iridescenceMapTransform;\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform mat3 iridescenceThicknessMapTransform;\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tuniform mat3 specularMapTransform;\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tuniform mat3 specularColorMapTransform;\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tuniform mat3 specularIntensityMapTransform;\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvUv = vec3( uv, 1 ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_BATCHING\\n\\t\\tworldPosition = batchingMatrix * worldPosition;\\n\\t#endif\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nuniform mat3 backgroundRotation;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\\n\\t#else\\n\\t\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = texColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$e = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$a = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$9 = \"#define LAMBERT\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define USE_SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef USE_SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\tuniform vec2 anisotropyVector;\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tuniform sampler2D anisotropyMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include \\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#ifdef USE_POINTS_UV\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\nvoid main() {\\n\\t#ifdef USE_POINTS_UV\\n\\t\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$2 = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphahash_fragment: alphahash_fragment,\n\talphahash_pars_fragment: alphahash_pars_fragment,\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbatching_pars_vertex: batching_pars_vertex,\n\tbatching_vertex: batching_vertex,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tcolorspace_fragment: colorspace_fragment,\n\tcolorspace_pars_fragment: colorspace_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphinstance_vertex: morphinstance_vertex,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\topaque_fragment: opaque_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$h,\n\tbackground_frag: fragment$h,\n\tbackgroundCube_vert: vertex$g,\n\tbackgroundCube_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\t\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tenvMapRotation: { value: /*@__PURE__*/ new Matrix3() },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 },\n\t\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 },\n\t\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null },\n\t\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null },\n\t\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null },\n\t\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 },\n\t\t\tbackgroundRotation: { value: /*@__PURE__*/ new Matrix3() }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\n\t\t\tanisotropyMap: { value: null },\n\t\t\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nconst _rgb = { r: 0, b: 0, g: 0 };\nconst _e1$1 = /*@__PURE__*/ new Euler();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\n\n\t\tif ( environmentBlendMode === 'additive' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\n\n\t\t} else if ( environmentBlendMode === 'alpha-blend' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\t_e1$1.copy( scene.backgroundRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;\n\n\t\t\tif ( background.isCubeTexture && background.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1$1.y *= - 1;\n\t\t\t\t_e1$1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );\n\t\t\tboxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {\n\n\t\tif ( integer === true ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\t// check for integer attributes (WebGL 2 only)\n\n\t\t\t\t\tconst integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) );\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\tthis.render( starts[ i ], counts[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tinfo.update( elementCount, mode, 1 );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tconst isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl.constructor.name === 'WebGL2RenderingContext';\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tdrawBuffers: drawBuffers,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\nlet _oldActiveCubeFace = 0;\nlet _oldActiveMipmapLevel = 0;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported equirectangular image size is 64 x 32.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported cube size is 16 x 16.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tcolorSpace: LinearSRGBColorSpace,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {\n\n\t\t\t\t\ttexture.needsPMREMUpdate = false;\n\n\t\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\t\t\t\tgetExtension( 'WEBGL_clip_cull_distance' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tconst array = geometry.morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.remove( array[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else if ( geometryPosition !== undefined ) {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\tthis.render( starts[ i ] / bytesPerElement, counts[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tinfo.update( elementCount, mode, 1 );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase gl.TRIANGLES:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINES:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_STRIP:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_LOOP:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase gl.POINTS:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tif ( capabilities.isWebGL2 === true ) {\n\n\t\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tlet entry = morphTextures.get( geometry );\n\n\t\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\t\tlet vertexDataCount = 0;\n\n\t\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\t\tlet height = 1;\n\n\t\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t\t}\n\n\t\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\t\ttexture.type = FloatType;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t// fill buffer\n\n\t\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tentry = {\n\t\t\t\t\tcount: morphTargetsCount,\n\t\t\t\t\ttexture: texture,\n\t\t\t\t\tsize: new Vector2( width, height )\n\t\t\t\t};\n\n\t\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\t\tfunction disposeTexture() {\n\n\t\t\t\t\ttexture.dispose();\n\n\t\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( object.isInstancedMesh === true && object.morphTexture !== null ) {\n\n\t\t\t\tprogram.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );\n\n\t\t\t} else {\n\n\t\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\n\t\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t\t}\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\t\t} else {\n\n\t\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\t\tlet influences = influencesList[ geometry.id ];\n\n\t\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t\t// initialise list\n\n\t\t\t\tinfluences = [];\n\n\t\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t\t}\n\n\t\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t\t}\n\n\t\t\t// Collect influences\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tconst influence = influences[ i ];\n\n\t\t\t\tinfluence[ 0 ] = i;\n\t\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tinfluences.sort( absNumericalSort );\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tworkInfluences.sort( numericalSort );\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tconst influence = workInfluences[ i ];\n\t\t\t\tconst index = influence[ 0 ];\n\t\t\t\tconst value = influence[ 1 ];\n\n\t\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tif ( updateMap.get( object ) !== frame ) {\n\n\t\t\t\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\n\n\t\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\t\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\n\n\t\t\t\t}\n\n\t\t\t\tupdateMap.set( object, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( updateMap.get( skeleton ) !== frame ) {\n\n\t\t\t\tskeleton.update();\n\n\t\t\t\tupdateMap.set( skeleton, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.compareFunction = null;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.compareFunction = source.compareFunction;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\n\nconst emptyTexture = /*@__PURE__*/ new Texture();\n\nconst emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );\nemptyShadowTexture.compareFunction = LessEqualCompare;\n\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\tconst emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : emptyTexture;\n\n\ttextures.setTexture2D( v || emptyTexture2D, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\n// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/\nconst COMPLETION_STATUS_KHR = 0x91B1;\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( colorSpace ) {\n\n\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\tconst encodingPrimaries = ColorManagement.getPrimaries( colorSpace );\n\n\tlet gamutMapping;\n\n\tif ( workingPrimaries === encodingPrimaries ) {\n\n\t\tgamutMapping = '';\n\n\t} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {\n\n\t\tgamutMapping = 'LinearDisplayP3ToLinearSRGB';\n\n\t} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {\n\n\t\tgamutMapping = 'LinearSRGBToLinearDisplayP3';\n\n\t}\n\n\tswitch ( colorSpace ) {\n\n\t\tcase LinearSRGBColorSpace:\n\t\tcase LinearDisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t\tcase SRGBColorSpace:\n\t\tcase DisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'sRGBTransferOETF' ];\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, colorSpace ) {\n\n\tconst components = getEncodingComponents( colorSpace );\n\treturn `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase AgXToneMapping:\n\t\t\ttoneMappingName = 'AgX';\n\t\t\tbreak;\n\n\t\tcase NeutralToneMapping:\n\t\t\ttoneMappingName = 'Neutral';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.alphaToCoverage || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateVertexExtensions( parameters ) {\n\n\tconst chunks = [\n\t\tparameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',\n\t\tparameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;\n\t\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\n\t\tif ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nconst shaderChunkMap = new Map( [\n\t[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154\n\t[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154\n\t[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154\n] );\n\nfunction includeReplacer( match, include ) {\n\n\tlet string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tconst newInclude = shaderChunkMap.get( include );\n\n\t\tif ( newInclude !== undefined ) {\n\n\t\t\tstring = ShaderChunk[ newInclude ];\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.', include, newInclude );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = `precision ${parameters.precision} float;\n\tprecision ${parameters.precision} int;\n\tprecision ${parameters.precision} sampler2D;\n\tprecision ${parameters.precision} samplerCube;\n\t`;\n\n\tif ( parameters.isWebGL2 ) {\n\n\t\tprecisionstring += `precision ${parameters.precision} sampler3D;\n\t\tprecision ${parameters.precision} sampler2DArray;\n\t\tprecision ${parameters.precision} sampler2DShadow;\n\t\tprecision ${parameters.precision} samplerCubeShadow;\n\t\tprecision ${parameters.precision} sampler2DArrayShadow;\n\t\tprecision ${parameters.precision} isampler2D;\n\t\tprecision ${parameters.precision} isampler3D;\n\t\tprecision ${parameters.precision} isamplerCube;\n\t\tprecision ${parameters.precision} isampler2DArray;\n\t\tprecision ${parameters.precision} usampler2D;\n\t\tprecision ${parameters.precision} usampler3D;\n\t\tprecision ${parameters.precision} usamplerCube;\n\t\tprecision ${parameters.precision} usampler2DArray;\n\t\t`;\n\n\t}\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customVertexExtensions = generateVertexExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',\n\t\t\tparameters.batching ? '#define USE_BATCHING' : '',\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\t\t\tparameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\t//\n\n\t\t\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\n\t\t\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\n\t\t\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\n\t\t\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\n\t\t\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\n\t\t\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\n\t\t\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\n\t\t\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\n\n\t\t\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\n\t\t\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\n\n\t\t\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\n\n\t\t\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\n\t\t\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\n\t\t\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\n\n\t\t\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\n\t\t\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\n\n\t\t\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\n\t\t\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\n\n\t\t\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\n\t\t\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\n\t\t\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\n\n\t\t\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\n\t\t\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\n\n\t\t\t//\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_MORPH',\n\n\t\t\t'\tuniform sampler2D morphTexture;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_UV1',\n\n\t\t\t'\tattribute vec2 uv1;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV2',\n\n\t\t\t'\tattribute vec2 uv2;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV3',\n\n\t\t\t'\tattribute vec2 uv3;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\tcustomVertexExtensions,\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\tfunction onFirstUse( self ) {\n\n\t\t// check for link errors\n\t\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\t\tlet runnable = true;\n\t\t\tlet haveDiagnostics = true;\n\n\t\t\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\t\t\trunnable = false;\n\n\t\t\t\tif ( typeof renderer.debug.onShaderError === 'function' ) {\n\n\t\t\t\t\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// default error reporting\n\n\t\t\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\n\\n' +\n\t\t\t\t\t\t'Material Name: ' + self.name + '\\n' +\n\t\t\t\t\t\t'Material Type: ' + self.type + '\\n\\n' +\n\t\t\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\t\t\tfragmentErrors\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} else if ( programLog !== '' ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\t\thaveDiagnostics = false;\n\n\t\t\t}\n\n\t\t\tif ( haveDiagnostics ) {\n\n\t\t\t\tself.diagnostics = {\n\n\t\t\t\t\trunnable: runnable,\n\n\t\t\t\t\tprogramLog: programLog,\n\n\t\t\t\t\tvertexShader: {\n\n\t\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t\t},\n\n\t\t\t\t\tfragmentShader: {\n\n\t\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Clean up\n\n\t\t// Crashes in iOS9 and iOS10. #18402\n\t\t// gl.detachShader( program, glVertexShader );\n\t\t// gl.detachShader( program, glFragmentShader );\n\n\t\tgl.deleteShader( glVertexShader );\n\t\tgl.deleteShader( glFragmentShader );\n\n\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t}\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\t// Populates cachedUniforms and cachedAttributes\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\t// Populates cachedAttributes and cachedUniforms\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,\n\t// flag the program as ready immediately. It may cause a stall when it's first used.\n\n\tlet programReady = ( parameters.rendererExtensionParallelShaderCompile === false );\n\n\tthis.isReady = function () {\n\n\t\tif ( programReady === false ) {\n\n\t\t\tprogramReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );\n\n\t\t}\n\n\t\treturn programReady;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.type = parameters.shaderType;\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id$1 = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id$1 ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst _activeChannels = new Set();\n\tconst programs = [];\n\n\tconst IS_WEBGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getChannel( value ) {\n\n\t\t_activeChannels.add( value );\n\n\t\tif ( value === 0 ) return 'uv';\n\n\t\treturn `uv${ value }`;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst IS_INSTANCEDMESH = object.isInstancedMesh === true;\n\t\tconst IS_BATCHEDMESH = object.isBatchedMesh === true;\n\n\t\tconst HAS_MAP = !! material.map;\n\t\tconst HAS_MATCAP = !! material.matcap;\n\t\tconst HAS_ENVMAP = !! envMap;\n\t\tconst HAS_AOMAP = !! material.aoMap;\n\t\tconst HAS_LIGHTMAP = !! material.lightMap;\n\t\tconst HAS_BUMPMAP = !! material.bumpMap;\n\t\tconst HAS_NORMALMAP = !! material.normalMap;\n\t\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\n\t\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\n\n\t\tconst HAS_METALNESSMAP = !! material.metalnessMap;\n\t\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\n\n\t\tconst HAS_ANISOTROPY = material.anisotropy > 0;\n\t\tconst HAS_CLEARCOAT = material.clearcoat > 0;\n\t\tconst HAS_IRIDESCENCE = material.iridescence > 0;\n\t\tconst HAS_SHEEN = material.sheen > 0;\n\t\tconst HAS_TRANSMISSION = material.transmission > 0;\n\n\t\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\n\n\t\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\n\t\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\n\t\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\n\n\t\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\n\t\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\n\n\t\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\n\t\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\n\n\t\tconst HAS_SPECULARMAP = !! material.specularMap;\n\t\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\n\t\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\n\n\t\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\n\t\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\n\n\t\tconst HAS_GRADIENTMAP = !! material.gradientMap;\n\n\t\tconst HAS_ALPHAMAP = !! material.alphaMap;\n\n\t\tconst HAS_ALPHATEST = material.alphaTest > 0;\n\n\t\tconst HAS_ALPHAHASH = !! material.alphaHash;\n\n\t\tconst HAS_EXTENSIONS = !! material.extensions;\n\n\t\tlet toneMapping = NoToneMapping;\n\n\t\tif ( material.toneMapped ) {\n\n\t\t\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\ttoneMapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: IS_WEBGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderType: material.type,\n\t\t\tshaderName: material.name,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tbatching: IS_BATCHEDMESH,\n\t\t\tinstancing: IS_INSTANCEDMESH,\n\t\t\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\n\t\t\tinstancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,\n\n\t\t\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\n\t\t\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\n\t\t\talphaToCoverage: !! material.alphaToCoverage,\n\n\t\t\tmap: HAS_MAP,\n\t\t\tmatcap: HAS_MATCAP,\n\t\t\tenvMap: HAS_ENVMAP,\n\t\t\tenvMapMode: HAS_ENVMAP && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\taoMap: HAS_AOMAP,\n\t\t\tlightMap: HAS_LIGHTMAP,\n\t\t\tbumpMap: HAS_BUMPMAP,\n\t\t\tnormalMap: HAS_NORMALMAP,\n\t\t\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\n\t\t\temissiveMap: HAS_EMISSIVEMAP,\n\n\t\t\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\n\t\t\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tmetalnessMap: HAS_METALNESSMAP,\n\t\t\troughnessMap: HAS_ROUGHNESSMAP,\n\n\t\t\tanisotropy: HAS_ANISOTROPY,\n\t\t\tanisotropyMap: HAS_ANISOTROPYMAP,\n\n\t\t\tclearcoat: HAS_CLEARCOAT,\n\t\t\tclearcoatMap: HAS_CLEARCOATMAP,\n\t\t\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\n\t\t\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\n\n\t\t\tiridescence: HAS_IRIDESCENCE,\n\t\t\tiridescenceMap: HAS_IRIDESCENCEMAP,\n\t\t\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\n\n\t\t\tsheen: HAS_SHEEN,\n\t\t\tsheenColorMap: HAS_SHEEN_COLORMAP,\n\t\t\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\n\n\t\t\tspecularMap: HAS_SPECULARMAP,\n\t\t\tspecularColorMap: HAS_SPECULAR_COLORMAP,\n\t\t\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\n\n\t\t\ttransmission: HAS_TRANSMISSION,\n\t\t\ttransmissionMap: HAS_TRANSMISSIONMAP,\n\t\t\tthicknessMap: HAS_THICKNESSMAP,\n\n\t\t\tgradientMap: HAS_GRADIENTMAP,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,\n\n\t\t\talphaMap: HAS_ALPHAMAP,\n\t\t\talphaTest: HAS_ALPHATEST,\n\t\t\talphaHash: HAS_ALPHAHASH,\n\n\t\t\tcombine: material.combine,\n\n\t\t\t//\n\n\t\t\tmapUv: HAS_MAP && getChannel( material.map.channel ),\n\t\t\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\n\t\t\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\n\t\t\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\n\t\t\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\n\t\t\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\n\t\t\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\n\n\t\t\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\n\t\t\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\n\n\t\t\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\n\n\t\t\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\n\t\t\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\n\t\t\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\n\n\t\t\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\n\t\t\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\n\n\t\t\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\n\t\t\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\n\n\t\t\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\n\t\t\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\n\t\t\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\n\n\t\t\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\n\t\t\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\n\n\t\t\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\n\n\t\t\t//\n\n\t\t\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\n\t\t\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( !! fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading === true,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation === true,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumLightProbes: lights.numLightProbes,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: toneMapping,\n\t\t\tuseLegacyLights: renderer._useLegacyLights,\n\n\t\t\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: material.depthPacking >= 0,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,\n\t\t\textensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,\n\t\t\textensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,\n\t\t\textensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,\n\t\t\textensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),\n\t\t\textensionMultiDraw: HAS_EXTENSIONS && material.extensions.multiDraw === true && extensions.has( 'WEBGL_multi_draw' ),\n\n\t\t\trendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\t\t\trendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\t// the usage of getChannel() determines the active texture channels for this shader\n\n\t\tparameters.vertexUv1s = _activeChannels.has( 1 );\n\t\tparameters.vertexUv2s = _activeChannels.has( 2 );\n\t\tparameters.vertexUv3s = _activeChannels.has( 3 );\n\n\t\t_activeChannels.clear();\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputColorSpace );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputColorSpace );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.mapUv );\n\t\tarray.push( parameters.alphaMapUv );\n\t\tarray.push( parameters.lightMapUv );\n\t\tarray.push( parameters.aoMapUv );\n\t\tarray.push( parameters.bumpMapUv );\n\t\tarray.push( parameters.normalMapUv );\n\t\tarray.push( parameters.displacementMapUv );\n\t\tarray.push( parameters.emissiveMapUv );\n\t\tarray.push( parameters.metalnessMapUv );\n\t\tarray.push( parameters.roughnessMapUv );\n\t\tarray.push( parameters.anisotropyMapUv );\n\t\tarray.push( parameters.clearcoatMapUv );\n\t\tarray.push( parameters.clearcoatNormalMapUv );\n\t\tarray.push( parameters.clearcoatRoughnessMapUv );\n\t\tarray.push( parameters.iridescenceMapUv );\n\t\tarray.push( parameters.iridescenceThicknessMapUv );\n\t\tarray.push( parameters.sheenColorMapUv );\n\t\tarray.push( parameters.sheenRoughnessMapUv );\n\t\tarray.push( parameters.specularMapUv );\n\t\tarray.push( parameters.specularColorMapUv );\n\t\tarray.push( parameters.specularIntensityMapUv );\n\t\tarray.push( parameters.transmissionMapUv );\n\t\tarray.push( parameters.thicknessMapUv );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.numLightProbes );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.isWebGL2 )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.instancingMorph )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.normalMapObjectSpace )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.normalMapTangentSpace )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.vertexUv1s )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.vertexUv2s )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.vertexUv3s )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.anisotropy )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.alphaHash )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.batching )\n\t\t\t_programLayers.enable( 20 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.useLegacyLights )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.pointsUvs )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.alphaToCoverage )\n\t\t\t_programLayers.enable( 20 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1,\n\n\t\t\tnumLightProbes: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0,\n\t\tnumLightProbes: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, useLegacyLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\tlet numLightProbes = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t\tnumLightProbes ++;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ||\n\t\t\thash.numLightProbes !== numLightProbes ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\t\t\tstate.numLightProbes = numLightProbes;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\thash.numLightProbes = numLightProbes;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( useLegacyLights ) {\n\n\t\tlights.setup( lightsArray, useLegacyLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\tlet _previousType = this.type;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// check for shadow map type changes\n\n\t\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\n\t\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null || toVSM === true || fromVSM === true ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tif ( shadow.map !== null ) {\n\n\t\t\t\t\tshadow.map.dispose();\n\n\t\t\t\t}\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\t_previousType = this.type;\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\t\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tconst materialProperties = _renderer.properties.get( result );\n\t\t\tmaterialProperties.light = light;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, type );\n\n\t\t\t\t\t\t\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, type );\n\n\t\t\t\t\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t// make sure to remove the unique distance/depth materials used for shadow map rendering\n\n\t\tfor ( const id in _materialCache ) {\n\n\t\t\tconst cache = _materialCache[ id ];\n\n\t\t\tconst uuid = event.target.uuid;\n\n\t\t\tif ( uuid in cache ) {\n\n\t\t\t\tconst shadowMaterial = cache[ uuid ];\n\t\t\t\tshadowMaterial.dispose();\n\t\t\t\tdelete cache[ uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentBlendColor = new Color( 0, 0, 0 );\n\tlet currentBlendAlpha = 0;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( gl.VERSION );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( gl.SCISSOR_BOX );\n\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count, dimensions ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tif ( isWebGL2 && ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) ) {\n\n\t\t\t\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t} else {\n\n\t\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\n\tif ( isWebGL2 ) {\n\n\t\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\n\t\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\n\n\t}\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\n\n\t\t\t\tif ( target === gl.DRAW_FRAMEBUFFER ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === gl.FRAMEBUFFER ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tdrawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;\n\n\t\t\t\t}\n\n\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== gl.BACK ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = gl.BACK;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t\t} else if ( extensions.has( 'WEBGL_draw_buffers' ) === true ) {\n\n\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );\n\n\t\t\t} else {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLState: Usage of gl.drawBuffers() require WebGL2 or WEBGL_draw_buffers extension' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: gl.FUNC_ADD,\n\t\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\n\t\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = gl.MIN;\n\t\tequationToGL[ MaxEquation ] = gl.MAX;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: gl.ZERO,\n\t\t[ OneFactor ]: gl.ONE,\n\t\t[ SrcColorFactor ]: gl.SRC_COLOR,\n\t\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\n\t\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\n\t\t[ DstColorFactor ]: gl.DST_COLOR,\n\t\t[ DstAlphaFactor ]: gl.DST_ALPHA,\n\t\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\n\t\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\n\t\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\n\t\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,\n\t\t[ ConstantColorFactor ]: gl.CONSTANT_COLOR,\n\t\t[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,\n\t\t[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,\n\t\t[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( gl.BLEND );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( gl.BLEND );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ONE, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\t\t\t\tcurrentBlendColor.set( 0, 0, 0 );\n\t\t\t\tcurrentBlendAlpha = 0;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tif ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {\n\n\t\t\tgl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );\n\n\t\t\tcurrentBlendColor.copy( blendColor );\n\t\t\tcurrentBlendAlpha = blendAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )\n\t\t\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( gl.BLEND );\n\t\tgl.disable( gl.CULL_FACE );\n\t\tgl.disable( gl.DEPTH_TEST );\n\t\tgl.disable( gl.POLYGON_OFFSET_FILL );\n\t\tgl.disable( gl.SCISSOR_TEST );\n\t\tgl.disable( gl.STENCIL_TEST );\n\t\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\tgl.blendFunc( gl.ONE, gl.ZERO );\n\t\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\n\t\tgl.blendColor( 0, 0, 0, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( gl.LESS );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\n\t\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( gl.BACK );\n\t\tgl.frontFace( gl.CCW );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( gl.TEXTURE0 );\n\n\t\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\n\t\t\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentBlendColor = new Color( 0, 0, 0 );\n\t\tcurrentBlendAlpha = 0;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _imageDimensions = new Vector2();\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( dimensions.width > maxSize || dimensions.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( dimensions.width, dimensions.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ||\n\t\t\t\t( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * dimensions.width );\n\t\t\t\tconst height = floor( scale * dimensions.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo$1( image ) {\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\treturn isPowerOfTwo( dimensions.width ) && isPowerOfTwo( dimensions.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === _gl.RED ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RED_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.RG32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGBA ) {\n\n\t\t\tconst transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\n\n\t\t}\n\n\t\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\n\t\t\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\n\t\t\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image, supportsMips ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn _gl.NEAREST;\n\n\t\t}\n\n\t\treturn _gl.LINEAR;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\n\n\t\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\n\n\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\tinfo.memory.textures --;\n\n\t\t\t}\n\n\t\t\tproperties.remove( textures[ i ] );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.colorSpace );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: _gl.REPEAT,\n\t\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\n\t\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: _gl.NEAREST,\n\t\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\n\t\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\n\n\t\t[ LinearFilter ]: _gl.LINEAR,\n\t\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\n\t\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\n\t};\n\n\tconst compareToGL = {\n\t\t[ NeverCompare ]: _gl.NEVER,\n\t\t[ AlwaysCompare ]: _gl.ALWAYS,\n\t\t[ LessCompare ]: _gl.LESS,\n\t\t[ LessEqualCompare ]: _gl.LEQUAL,\n\t\t[ EqualCompare ]: _gl.EQUAL,\n\t\t[ GreaterEqualCompare ]: _gl.GEQUAL,\n\t\t[ GreaterCompare ]: _gl.GREATER,\n\t\t[ NotEqualCompare ]: _gl.NOTEQUAL\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&\n\t\t\t( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||\n\t\t\ttexture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );\n\n\t\t}\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );\n\n\t\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( texture.compareFunction ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = _gl.TEXTURE_2D;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\n\t\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\t\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace );\n\n\t\t\tlet glType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true && glInternalFormat !== RGB_ETC1_Format );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tconst levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT;\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// validation checks for WebGL 1\n\n\t\t\t\tif ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedIntType;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {\n\n\t\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tglInternalFormat = _gl.DEPTH_STENCIL;\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tconst dimensions = getDimensions( mipmaps[ 0 ] );\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tconst dimensions = getDimensions( image );\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tlet levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tconst dimensions = getDimensions( cubeImage[ 0 ] );\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tconst width = Math.max( 1, renderTarget.width >> level );\n\t\t\tconst height = Math.max( 1, renderTarget.height >> level );\n\n\t\t\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;\n\n\t\t\tif ( isMultisample || useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tif ( ! isMultipleRenderTargets ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = [];\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( _gl.TEXTURE_2D );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = _gl.TEXTURE_2D;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\n\t\t\tif ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst textures = renderTarget.textures;\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = _gl.COLOR_BUFFER_BIT;\n\t\t\tconst invalidationArray = [];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\t\t// If MRT we need to remove FBO attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tinvalidationArray.push( _gl.COLOR_ATTACHMENT0 + i );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t\t}\n\n\t\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;\n\t\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] );\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );\n\n\t\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray );\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );\n\n\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( capabilities.maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst colorSpace = texture.colorSpace;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;\n\n\t\tif ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {\n\n\t\t\t\tif ( isWebGL2 === false ) {\n\n\t\t\t\t\t// in WebGL 1, try to use EXT_sRGB extension and unsized formats\n\n\t\t\t\t\tif ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {\n\n\t\t\t\t\t\ttexture.format = _SRGBAFormat;\n\n\t\t\t\t\t\t// it's not possible to generate mips in WebGL 1 with this extension\n\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// slow fallback (CPU decode)\n\n\t\t\t\t\t\timage = ImageUtils.sRGBToLinear( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction getDimensions( image ) {\n\n\t\tif ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {\n\n\t\t\t// if intrinsic data are not available, fallback to width/height\n\n\t\t\t_imageDimensions.width = image.naturalWidth || image.width;\n\t\t\t_imageDimensions.height = image.naturalHeight || image.height;\n\n\t\t} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {\n\n\t\t\t_imageDimensions.width = image.displayWidth;\n\t\t\t_imageDimensions.height = image.displayHeight;\n\n\t\t} else {\n\n\t\t\t_imageDimensions.width = image.width;\n\t\t\t_imageDimensions.height = image.height;\n\n\t\t}\n\n\t\treturn _imageDimensions;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p, colorSpace = NoColorSpace ) {\n\n\t\tlet extension;\n\n\t\tconst transfer = ColorManagement.getTransfer( colorSpace );\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return gl.HALF_FLOAT;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\t// WebGL 1 sRGB fallback\n\n\t\tif ( p === _SRGBAFormat ) {\n\n\t\t\textension = extensions.get( 'EXT_sRGB' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.SRGB_ALPHA_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return gl.RED;\n\t\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\n\t\tif ( p === RGFormat ) return gl.RG;\n\t\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\n\t\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( transfer === SRGBTransfer ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC1\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC2\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\t\t\t\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n\t\t\t\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return gl.UNSIGNED_INT_24_8;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\t\t\t\t\t\tgrip.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\t\t\t\t\ttargetRay.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\nconst _occlusion_vertex = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`;\n\nconst _occlusion_fragment = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepthEXT = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepthEXT = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\n\nclass WebXRDepthSensing {\n\n\tconstructor() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t\tthis.depthNear = 0;\n\t\tthis.depthFar = 0;\n\n\t}\n\n\tinit( renderer, depthData, renderState ) {\n\n\t\tif ( this.texture === null ) {\n\n\t\t\tconst texture = new Texture();\n\n\t\t\tconst texProps = renderer.properties.get( texture );\n\t\t\ttexProps.__webglTexture = depthData.texture;\n\n\t\t\tif ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {\n\n\t\t\t\tthis.depthNear = depthData.depthNear;\n\t\t\t\tthis.depthFar = depthData.depthFar;\n\n\t\t\t}\n\n\t\t\tthis.texture = texture;\n\n\t\t}\n\n\t}\n\n\trender( renderer, cameraXR ) {\n\n\t\tif ( this.texture !== null ) {\n\n\t\t\tif ( this.mesh === null ) {\n\n\t\t\t\tconst viewport = cameraXR.cameras[ 0 ].viewport;\n\t\t\t\tconst material = new ShaderMaterial( {\n\t\t\t\t\textensions: { fragDepth: true },\n\t\t\t\t\tvertexShader: _occlusion_vertex,\n\t\t\t\t\tfragmentShader: _occlusion_fragment,\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\tdepthColor: { value: this.texture },\n\t\t\t\t\t\tdepthWidth: { value: viewport.z },\n\t\t\t\t\t\tdepthHeight: { value: viewport.w }\n\t\t\t\t\t}\n\t\t\t\t} );\n\n\t\t\t\tthis.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );\n\n\t\t\t}\n\n\t\t\trenderer.render( this.mesh, cameraXR );\n\n\t\t}\n\n\t}\n\n\treset() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\n\t\tconst depthSensing = new WebXRDepthSensing();\n\t\tconst attributes = gl.getContextAttributes();\n\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\tconst currentSize = new Vector2();\n\t\tlet currentPixelRatio = null;\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraXR = new ArrayCamera();\n\t\tcameraXR.layers.enable( 1 );\n\t\tcameraXR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\tdepthSensing.reset();\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\trenderer.setPixelRatio( currentPixelRatio );\n\t\t\trenderer.setSize( currentSize.width, currentSize.height, false );\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\t\trenderer.getSize( currentSize );\n\n\t\t\t\tif ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,\n\t\t\t\t\t\talpha: true,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: gl.RGBA8,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getEnvironmentBlendMode = function () {\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\treturn session.environmentBlendMode;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tif ( depthSensing.texture !== null ) {\n\n\t\t\t\tcamera.near = depthSensing.depthNear;\n\t\t\t\tcamera.far = depthSensing.depthFar;\n\n\t\t\t}\n\n\t\t\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraXR.near,\n\t\t\t\t\tdepthFar: cameraXR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraXR.near;\n\t\t\t\t_currentDepthFar = cameraXR.far;\n\n\t\t\t\tcameraL.near = _currentDepthNear;\n\t\t\t\tcameraL.far = _currentDepthFar;\n\t\t\t\tcameraR.near = _currentDepthNear;\n\t\t\t\tcameraR.far = _currentDepthFar;\n\n\t\t\t\tcameraL.updateProjectionMatrix();\n\t\t\t\tcameraR.updateProjectionMatrix();\n\t\t\t\tcamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraXR.cameras;\n\n\t\t\tupdateCamera( cameraXR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\t// update user camera and its children\n\n\t\t\tupdateUserCamera( camera, cameraXR, parent );\n\n\t\t};\n\n\t\tfunction updateUserCamera( camera, cameraXR, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrix.copy( cameraXR.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrix.copy( parent.matrixWorld );\n\t\t\t\tcamera.matrix.invert();\n\t\t\t\tcamera.matrix.multiply( cameraXR.matrixWorld );\n\n\t\t\t}\n\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.updateMatrixWorld( true );\n\n\t\t\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\n\t\t\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\n\n\t\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\t\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\n\t\t\t\tcamera.zoom = 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraXR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.hasDepthSensing = function () {\n\n\t\t\treturn depthSensing.texture !== null;\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraXRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraXR's camera list\n\n\t\t\t\tif ( views.length !== cameraXR.cameras.length ) {\n\n\t\t\t\t\tcameraXR.cameras.length = 0;\n\t\t\t\t\tcameraXRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraXR.matrix.copy( camera.matrix );\n\t\t\t\t\t\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraXRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraXR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tconst enabledFeatures = session.enabledFeatures;\n\n\t\t\t\tif ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) {\n\n\t\t\t\t\tconst depthData = glBinding.getDepthInformation( views[ 0 ] );\n\n\t\t\t\t\tif ( depthData && depthData.isValid && depthData.texture ) {\n\n\t\t\t\t\t\tdepthSensing.init( renderer, depthData, session.renderState );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdepthSensing.render( renderer, cameraXR );\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nconst _e1 = /*@__PURE__*/ new Euler();\nconst _m1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshTransformUniform( map, uniform ) {\n\n\t\tif ( map.matrixAutoUpdate === true ) {\n\n\t\t\tmap.updateMatrix();\n\n\t\t}\n\n\t\tuniform.value.copy( map.matrix );\n\n\t}\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\n\t\t\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\n\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.bumpScale.value *= - 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\n\t\t\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\n\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.normalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\n\t\t\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\n\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst envMap = materialProperties.envMap;\n\t\tconst envMapRotation = materialProperties.envMapRotation;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\t_e1.copy( envMapRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;\n\n\t\t\tif ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1.y *= - 1;\n\t\t\t\t_e1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tuniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer._useLegacyLights === true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n\n\t\t\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.uvTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\n\n\t\t}\n\n\t\tuniforms.roughness.value = material.roughness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tif ( material.anisotropy > 0 ) {\n\n\t\t\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\n\n\t\t\tif ( material.anisotropyMap ) {\n\n\t\t\t\tuniforms.anisotropyMap.value = material.anisotropyMap;\n\n\t\t\t\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tconst light = properties.get( material ).light;\n\n\t\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\n\t\tuniforms.nearDistance.value = light.shadow.camera.near;\n\t\tuniforms.farDistance.value = light.shadow.camera.far;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\t\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\t\tgl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tif ( hasUniformChanged( uniform, i, j, cache ) === true ) {\n\n\t\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\t\tfor ( let k = 0; k < values.length; k ++ ) {\n\n\t\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t\t// TODO add integer and struct support\n\t\t\t\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\t\tuniform.__data[ 3 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\t\tuniform.__data[ 7 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\t\tuniform.__data[ 11 ] = 0;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, indexArray, cache ) {\n\n\t\tconst value = uniform.value;\n\t\tconst indexString = index + '_' + indexArray;\n\n\t\tif ( cache[ indexString ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tcache[ indexString ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tcache[ indexString ] = value.clone();\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\tconst cachedObject = cache[ indexString ];\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tif ( cachedObject !== value ) {\n\n\t\t\t\t\tcache[ indexString ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( cachedObject.equals( value ) === false ) {\n\n\t\t\t\t\tcachedObject.copy( value );\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tfor ( let k = 0, kl = values.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t// Calculate the chunk offset\n\t\t\t\t\tconst chunkOffsetUniform = offset % chunkSize;\n\n\t\t\t\t\t// Check for chunk overflow\n\t\t\t\t\tif ( chunkOffsetUniform !== 0 && ( chunkSize - chunkOffsetUniform ) < info.boundary ) {\n\n\t\t\t\t\t\t// Add padding and adjust offset\n\t\t\t\t\t\toffset += ( chunkSize - chunkOffsetUniform );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following two properties will be used for partial buffer updates\n\n\t\t\t\t\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\t\t\tuniform.__offset = offset;\n\n\n\t\t\t\t\t// Update the global offset\n\t\t\t\t\toffset += info.storage;\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tconst chunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t// float/int/bool\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass WebGLRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst {\n\t\t\tcanvas = createCanvasElement(),\n\t\t\tcontext = null,\n\t\t\tdepth = true,\n\t\t\tstencil = true,\n\t\t\talpha = false,\n\t\t\tantialias = false,\n\t\t\tpremultipliedAlpha = true,\n\t\t\tpreserveDrawingBuffer = false,\n\t\t\tpowerPreference = 'default',\n\t\t\tfailIfMajorPerformanceCaveat = false,\n\t\t} = parameters;\n\n\t\tthis.isWebGLRenderer = true;\n\n\t\tlet _alpha;\n\n\t\tif ( context !== null ) {\n\n\t\t\t_alpha = context.getContextAttributes().alpha;\n\n\t\t} else {\n\n\t\t\t_alpha = alpha;\n\n\t\t}\n\n\t\tconst uintClearColor = new Uint32Array( 4 );\n\t\tconst intClearColor = new Int32Array( 4 );\n\n\t\tlet currentRenderList = null;\n\t\tlet currentRenderState = null;\n\n\t\t// render() can be called from within a callback triggered by another render.\n\t\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\t\tconst renderListStack = [];\n\t\tconst renderStateStack = [];\n\n\t\t// public properties\n\n\t\tthis.domElement = canvas;\n\n\t\t// Debug configuration container\n\t\tthis.debug = {\n\n\t\t\t/**\n\t\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t\t * @type {boolean}\n\t\t\t */\n\t\t\tcheckShaderErrors: true,\n\t\t\t/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\n\t\t\tonShaderError: null\n\t\t};\n\n\t\t// clearing\n\n\t\tthis.autoClear = true;\n\t\tthis.autoClearColor = true;\n\t\tthis.autoClearDepth = true;\n\t\tthis.autoClearStencil = true;\n\n\t\t// scene graph\n\n\t\tthis.sortObjects = true;\n\n\t\t// user-defined clipping\n\n\t\tthis.clippingPlanes = [];\n\t\tthis.localClippingEnabled = false;\n\n\t\t// physically based shading\n\n\t\tthis._outputColorSpace = SRGBColorSpace;\n\n\t\t// physical lights\n\n\t\tthis._useLegacyLights = false;\n\n\t\t// tone mapping\n\n\t\tthis.toneMapping = NoToneMapping;\n\t\tthis.toneMappingExposure = 1.0;\n\n\t\t// internal properties\n\n\t\tconst _this = this;\n\n\t\tlet _isContextLost = false;\n\n\t\t// internal state cache\n\n\t\tlet _currentActiveCubeFace = 0;\n\t\tlet _currentActiveMipmapLevel = 0;\n\t\tlet _currentRenderTarget = null;\n\t\tlet _currentMaterialId = - 1;\n\n\t\tlet _currentCamera = null;\n\n\t\tconst _currentViewport = new Vector4();\n\t\tconst _currentScissor = new Vector4();\n\t\tlet _currentScissorTest = null;\n\n\t\tconst _currentClearColor = new Color( 0x000000 );\n\t\tlet _currentClearAlpha = 0;\n\n\t\t//\n\n\t\tlet _width = canvas.width;\n\t\tlet _height = canvas.height;\n\n\t\tlet _pixelRatio = 1;\n\t\tlet _opaqueSort = null;\n\t\tlet _transparentSort = null;\n\n\t\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\t\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\t\tlet _scissorTest = false;\n\n\t\t// frustum\n\n\t\tconst _frustum = new Frustum();\n\n\t\t// clipping\n\n\t\tlet _clippingEnabled = false;\n\t\tlet _localClippingEnabled = false;\n\n\t\t// transmission\n\n\t\tlet _transmissionRenderTarget = null;\n\n\t\t// camera matrices cache\n\n\t\tconst _projScreenMatrix = new Matrix4();\n\n\t\tconst _vector2 = new Vector2();\n\t\tconst _vector3 = new Vector3();\n\n\t\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\t\tfunction getTargetPixelRatio() {\n\n\t\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t\t}\n\n\t\t// initialize\n\n\t\tlet _gl = context;\n\n\t\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\t\tconst contextName = contextNames[ i ];\n\t\t\t\tconst context = canvas.getContext( contextName, contextAttributes );\n\t\t\t\tif ( context !== null ) return context;\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttry {\n\n\t\t\tconst contextAttributes = {\n\t\t\t\talpha: true,\n\t\t\t\tdepth,\n\t\t\t\tstencil,\n\t\t\t\tantialias,\n\t\t\t\tpremultipliedAlpha,\n\t\t\t\tpreserveDrawingBuffer,\n\t\t\t\tpowerPreference,\n\t\t\t\tfailIfMajorPerformanceCaveat,\n\t\t\t};\n\n\t\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\t\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\t\tcontextNames.shift();\n\n\t\t\t\t}\n\n\t\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\t\tif ( _gl === null ) {\n\n\t\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );\n\n\t\t\t}\n\n\t\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\t\tthrow error;\n\n\t\t}\n\n\t\tlet extensions, capabilities, state, info;\n\t\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\t\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\t\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\t\tlet utils, bindingStates, uniformsGroups;\n\n\t\tfunction initGLContext() {\n\n\t\t\textensions = new WebGLExtensions( _gl );\n\n\t\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\t\textensions.init( capabilities );\n\n\t\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\t\tinfo = new WebGLInfo( _gl );\n\t\t\tproperties = new WebGLProperties();\n\t\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\t\tclipping = new WebGLClipping( properties );\n\t\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\t\trenderLists = new WebGLRenderLists();\n\t\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\n\t\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\t\tinfo.programs = programCache.programs;\n\n\t\t\t_this.capabilities = capabilities;\n\t\t\t_this.extensions = extensions;\n\t\t\t_this.properties = properties;\n\t\t\t_this.renderLists = renderLists;\n\t\t\t_this.shadowMap = shadowMap;\n\t\t\t_this.state = state;\n\t\t\t_this.info = info;\n\n\t\t}\n\n\t\tinitGLContext();\n\n\t\t// xr\n\n\t\tconst xr = new WebXRManager( _this, _gl );\n\n\t\tthis.xr = xr;\n\n\t\t// API\n\n\t\tthis.getContext = function () {\n\n\t\t\treturn _gl;\n\n\t\t};\n\n\t\tthis.getContextAttributes = function () {\n\n\t\t\treturn _gl.getContextAttributes();\n\n\t\t};\n\n\t\tthis.forceContextLoss = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.loseContext();\n\n\t\t};\n\n\t\tthis.forceContextRestore = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.restoreContext();\n\n\t\t};\n\n\t\tthis.getPixelRatio = function () {\n\n\t\t\treturn _pixelRatio;\n\n\t\t};\n\n\t\tthis.setPixelRatio = function ( value ) {\n\n\t\t\tif ( value === undefined ) return;\n\n\t\t\t_pixelRatio = value;\n\n\t\t\tthis.setSize( _width, _height, false );\n\n\t\t};\n\n\t\tthis.getSize = function ( target ) {\n\n\t\t\treturn target.set( _width, _height );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height, updateStyle = true ) {\n\n\t\t\tif ( xr.isPresenting ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\tcanvas.width = Math.floor( width * _pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * _pixelRatio );\n\n\t\t\tif ( updateStyle === true ) {\n\n\t\t\t\tcanvas.style.width = width + 'px';\n\t\t\t\tcanvas.style.height = height + 'px';\n\n\t\t\t}\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t\t};\n\n\t\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_pixelRatio = pixelRatio;\n\n\t\t\tcanvas.width = Math.floor( width * pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * pixelRatio );\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getCurrentViewport = function ( target ) {\n\n\t\t\treturn target.copy( _currentViewport );\n\n\t\t};\n\n\t\tthis.getViewport = function ( target ) {\n\n\t\t\treturn target.copy( _viewport );\n\n\t\t};\n\n\t\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_viewport.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissor = function ( target ) {\n\n\t\t\treturn target.copy( _scissor );\n\n\t\t};\n\n\t\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_scissor.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissorTest = function () {\n\n\t\t\treturn _scissorTest;\n\n\t\t};\n\n\t\tthis.setScissorTest = function ( boolean ) {\n\n\t\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t\t};\n\n\t\tthis.setOpaqueSort = function ( method ) {\n\n\t\t\t_opaqueSort = method;\n\n\t\t};\n\n\t\tthis.setTransparentSort = function ( method ) {\n\n\t\t\t_transparentSort = method;\n\n\t\t};\n\n\t\t// Clearing\n\n\t\tthis.getClearColor = function ( target ) {\n\n\t\t\treturn target.copy( background.getClearColor() );\n\n\t\t};\n\n\t\tthis.setClearColor = function () {\n\n\t\t\tbackground.setClearColor.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.getClearAlpha = function () {\n\n\t\t\treturn background.getClearAlpha();\n\n\t\t};\n\n\t\tthis.setClearAlpha = function () {\n\n\t\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\t\tlet bits = 0;\n\n\t\t\tif ( color ) {\n\n\t\t\t\t// check if we're trying to clear an integer target\n\t\t\t\tlet isIntegerFormat = false;\n\t\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t\tconst targetFormat = _currentRenderTarget.texture.format;\n\t\t\t\t\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RGIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RedIntegerFormat;\n\n\t\t\t\t}\n\n\t\t\t\t// use the appropriate clear functions to clear the target if it's a signed\n\t\t\t\t// or unsigned integer target\n\t\t\t\tif ( isIntegerFormat ) {\n\n\t\t\t\t\tconst targetType = _currentRenderTarget.texture.type;\n\t\t\t\t\tconst isUnsignedType = targetType === UnsignedByteType ||\n\t\t\t\t\t\ttargetType === UnsignedIntType ||\n\t\t\t\t\t\ttargetType === UnsignedShortType ||\n\t\t\t\t\t\ttargetType === UnsignedInt248Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort4444Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort5551Type;\n\n\t\t\t\t\tconst clearColor = background.getClearColor();\n\t\t\t\t\tconst a = background.getClearAlpha();\n\t\t\t\t\tconst r = clearColor.r;\n\t\t\t\t\tconst g = clearColor.g;\n\t\t\t\t\tconst b = clearColor.b;\n\n\t\t\t\t\tif ( isUnsignedType ) {\n\n\t\t\t\t\t\tuintClearColor[ 0 ] = r;\n\t\t\t\t\t\tuintClearColor[ 1 ] = g;\n\t\t\t\t\t\tuintClearColor[ 2 ] = b;\n\t\t\t\t\t\tuintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tintClearColor[ 0 ] = r;\n\t\t\t\t\t\tintClearColor[ 1 ] = g;\n\t\t\t\t\t\tintClearColor[ 2 ] = b;\n\t\t\t\t\t\tintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbits |= _gl.COLOR_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\t\tif ( stencil ) {\n\n\t\t\t\tbits |= _gl.STENCIL_BUFFER_BIT;\n\t\t\t\tthis.state.buffers.stencil.setMask( 0xffffffff );\n\n\t\t\t}\n\n\t\t\t_gl.clear( bits );\n\n\t\t};\n\n\t\tthis.clearColor = function () {\n\n\t\t\tthis.clear( true, false, false );\n\n\t\t};\n\n\t\tthis.clearDepth = function () {\n\n\t\t\tthis.clear( false, true, false );\n\n\t\t};\n\n\t\tthis.clearStencil = function () {\n\n\t\t\tthis.clear( false, false, true );\n\n\t\t};\n\n\t\t//\n\n\t\tthis.dispose = function () {\n\n\t\t\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\trenderLists.dispose();\n\t\t\trenderStates.dispose();\n\t\t\tproperties.dispose();\n\t\t\tcubemaps.dispose();\n\t\t\tcubeuvmaps.dispose();\n\t\t\tobjects.dispose();\n\t\t\tbindingStates.dispose();\n\t\t\tuniformsGroups.dispose();\n\t\t\tprogramCache.dispose();\n\n\t\t\txr.dispose();\n\n\t\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t\t_transmissionRenderTarget = null;\n\n\t\t\t}\n\n\t\t\tanimation.stop();\n\n\t\t};\n\n\t\t// Events\n\n\t\tfunction onContextLost( event ) {\n\n\t\t\tevent.preventDefault();\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t\t_isContextLost = true;\n\n\t\t}\n\n\t\tfunction onContextRestore( /* event */ ) {\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t\t_isContextLost = false;\n\n\t\t\tconst infoAutoReset = info.autoReset;\n\t\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\t\tconst shadowMapType = shadowMap.type;\n\n\t\t\tinitGLContext();\n\n\t\t\tinfo.autoReset = infoAutoReset;\n\t\t\tshadowMap.enabled = shadowMapEnabled;\n\t\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\t\tshadowMap.type = shadowMapType;\n\n\t\t}\n\n\t\tfunction onContextCreationError( event ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t\t}\n\n\t\tfunction onMaterialDispose( event ) {\n\n\t\t\tconst material = event.target;\n\n\t\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tdeallocateMaterial( material );\n\n\t\t}\n\n\t\t// Buffer deallocation\n\n\t\tfunction deallocateMaterial( material ) {\n\n\t\t\treleaseMaterialProgramReferences( material );\n\n\t\t\tproperties.remove( material );\n\n\t\t}\n\n\n\t\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\t\tconst programs = properties.get( material ).programs;\n\n\t\t\tif ( programs !== undefined ) {\n\n\t\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t\t} );\n\n\t\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Buffer rendering\n\n\t\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t\t//\n\n\t\t\tlet index = geometry.index;\n\t\t\tlet rangeFactor = 1;\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\n\t\t\t\tif ( index === undefined ) return;\n\n\t\t\t\trangeFactor = 2;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst drawRange = geometry.drawRange;\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\t\tif ( group !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t\t}\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t\t}\n\n\t\t\tconst drawCount = drawEnd - drawStart;\n\n\t\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t\t//\n\n\t\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\t\tlet attribute;\n\t\t\tlet renderer = bufferRenderer;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tattribute = attributes.get( index );\n\n\t\t\t\trenderer = indexedBufferRenderer;\n\t\t\t\trenderer.setIndex( attribute );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLine ) {\n\n\t\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isPoints ) {\n\n\t\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\trenderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );\n\n\t\t\t} else if ( object.isInstancedMesh ) {\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Compile\n\n\t\tfunction prepareMaterial( material, scene, object ) {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.compile = function ( scene, camera, targetScene = null ) {\n\n\t\t\tif ( targetScene === null ) targetScene = scene;\n\n\t\t\tcurrentRenderState = renderStates.get( targetScene );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t// gather lights from both the target scene and the new object that will be added to the scene.\n\n\t\t\ttargetScene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tif ( scene !== targetScene ) {\n\n\t\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\t// Only initialize materials in the new scene, not the targetScene.\n\n\t\t\tconst materials = new Set();\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material ) {\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\t\tprepareMaterial( material2, targetScene, object );\n\t\t\t\t\t\t\tmaterials.add( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprepareMaterial( material, targetScene, object );\n\t\t\t\t\t\tmaterials.add( material );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\trenderStateStack.pop();\n\t\t\tcurrentRenderState = null;\n\n\t\t\treturn materials;\n\n\t\t};\n\n\t\t// compileAsync\n\n\t\tthis.compileAsync = function ( scene, camera, targetScene = null ) {\n\n\t\t\tconst materials = this.compile( scene, camera, targetScene );\n\n\t\t\t// Wait for all the materials in the new object to indicate that they're\n\t\t\t// ready to be used before resolving the promise.\n\n\t\t\treturn new Promise( ( resolve ) => {\n\n\t\t\t\tfunction checkMaterialsReady() {\n\n\t\t\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\t\t\tconst materialProperties = properties.get( material );\n\t\t\t\t\t\tconst program = materialProperties.currentProgram;\n\n\t\t\t\t\t\tif ( program.isReady() ) {\n\n\t\t\t\t\t\t\t// remove any programs that report they're ready to use from the list\n\t\t\t\t\t\t\tmaterials.delete( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\t// once the list of compiling materials is empty, call the callback\n\n\t\t\t\t\tif ( materials.size === 0 ) {\n\n\t\t\t\t\t\tresolve( scene );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// if some materials are still not ready, wait a bit and check again\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {\n\n\t\t\t\t\t// If we can check the compilation status of the materials without\n\t\t\t\t\t// blocking then do so right away.\n\n\t\t\t\t\tcheckMaterialsReady();\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise start by waiting a bit to give the materials we just\n\t\t\t\t\t// initialized a chance to finish.\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time ) {\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t\t}\n\n\t\tfunction onXRSessionStart() {\n\n\t\t\tanimation.stop();\n\n\t\t}\n\n\t\tfunction onXRSessionEnd() {\n\n\t\t\tanimation.start();\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\t\t\txr.setAnimationLoop( callback );\n\n\t\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t\t};\n\n\t\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t// Rendering\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( _isContextLost === true ) return;\n\n\t\t\t// update scene graph\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t\t// update camera matrices and frustum\n\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\t\tcurrentRenderList.init();\n\n\t\t\trenderListStack.push( currentRenderList );\n\n\t\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\t\tcurrentRenderList.finish();\n\n\t\t\tif ( _this.sortObjects === true ) {\n\n\t\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tthis.info.render.frame ++;\n\n\t\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t\t//\n\n\t\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\n\t\t\t//\n\n\t\t\tif ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {\n\n\t\t\t\tbackground.render( currentRenderList, scene );\n\n\t\t\t}\n\n\t\t\t// render scene\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t\t// _gl.finish();\n\n\t\t\tbindingStates.resetDefaultState();\n\t\t\t_currentMaterialId = - 1;\n\t\t\t_currentCamera = null;\n\n\t\t\trenderStateStack.pop();\n\n\t\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderState = null;\n\n\t\t\t}\n\n\t\t\trenderListStack.pop();\n\n\t\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderList = null;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\t\tif ( object.visible === false ) return;\n\n\t\t\tconst visible = object.layers.test( camera.layers );\n\n\t\t\tif ( visible ) {\n\n\t\t\t\tif ( object.isGroup ) {\n\n\t\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\t\t\t\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( object.boundingSphere.center );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( geometry.boundingSphere.center );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t_vector3\n\t\t\t\t\t\t\t\t.applyMatrix4( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst children = object.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\n\n\t\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\tstate.setPolygonOffset( false );\n\n\t\t}\n\n\t\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tif ( overrideMaterial !== null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst isWebGL2 = capabilities.isWebGL2;\n\n\t\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\t\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\t\tgenerateMipmaps: true,\n\t\t\t\t\ttype: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\t\tsamples: ( isWebGL2 ) ? 4 : 0\n\t\t\t\t} );\n\n\t\t\t\t// debug\n\n\t\t\t\t/*\n\t\t\t\tconst geometry = new PlaneGeometry();\n\t\t\t\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tscene.add( mesh );\n\t\t\t\t*/\n\n\t\t\t}\n\n\t\t\t_this.getDrawingBufferSize( _vector2 );\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t\t} else {\n\n\t\t\t\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\n\t\t\t_this.getClearColor( _currentClearColor );\n\t\t\t_currentClearAlpha = _this.getClearAlpha();\n\t\t\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\n\n\t\t\t_this.clear();\n\n\t\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\t\tconst currentToneMapping = _this.toneMapping;\n\t\t\t_this.toneMapping = NoToneMapping;\n\n\t\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t\tlet renderTargetNeedsUpdate = false;\n\n\t\t\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = transmissiveObjects[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = renderItem.material;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tconst currentSide = material.side;\n\n\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t\tmaterial.side = currentSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderTargetNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetNeedsUpdate === true ) {\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\t\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t\t\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\n\n\t\t\t_this.toneMapping = currentToneMapping;\n\n\t\t}\n\n\t\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\t\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t\t}\n\n\t\tfunction getProgram( material, scene, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tconst lights = currentRenderState.state.lights;\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tconst lightsStateVersion = lights.state.version;\n\n\t\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\t\tlet programs = materialProperties.programs;\n\n\t\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.fog = scene.fog;\n\t\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\t\t\tmaterialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;\n\n\t\t\tif ( programs === undefined ) {\n\n\t\t\t\t// new material\n\n\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\tprograms = new Map();\n\t\t\t\tmaterialProperties.programs = programs;\n\n\t\t\t}\n\n\t\t\tlet program = programs.get( programCacheKey );\n\n\t\t\tif ( program !== undefined ) {\n\n\t\t\t\t// early out if program and light state is identical\n\n\t\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\t\treturn program;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t\t}\n\n\t\t\tconst uniforms = materialProperties.uniforms;\n\n\t\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t\t}\n\n\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t// store the light setup it was created for\n\n\t\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t\t}\n\n\t\t\tmaterialProperties.currentProgram = program;\n\t\t\tmaterialProperties.uniformsList = null;\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\tfunction getUniformList( materialProperties ) {\n\n\t\t\tif ( materialProperties.uniformsList === null ) {\n\n\t\t\t\tconst progUniforms = materialProperties.currentProgram.getUniforms();\n\t\t\t\tmaterialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );\n\n\t\t\t}\n\n\t\t\treturn materialProperties.uniformsList;\n\n\t\t}\n\n\t\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\n\t\t\tmaterialProperties.batching = parameters.batching;\n\t\t\tmaterialProperties.instancing = parameters.instancing;\n\t\t\tmaterialProperties.instancingColor = parameters.instancingColor;\n\t\t\tmaterialProperties.instancingMorph = parameters.instancingMorph;\n\t\t\tmaterialProperties.skinning = parameters.skinning;\n\t\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t\t}\n\n\t\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\ttextures.resetTextureUnits();\n\n\t\t\tconst fog = scene.fog;\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\n\t\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\t\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\n\t\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\t\tconst morphColors = !! geometry.morphAttributes.color;\n\n\t\t\tlet toneMapping = NoToneMapping;\n\n\t\t\tif ( material.toneMapped ) {\n\n\t\t\t\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\t\ttoneMapping = _this.toneMapping;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tconst materialProperties = properties.get( material );\n\t\t\tconst lights = currentRenderState.state.lights;\n\n\t\t\tif ( _clippingEnabled === true ) {\n\n\t\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\t\tconst useCache =\n\t\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t\t// (#8465, #8379)\n\t\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet needsProgramChange = false;\n\n\t\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batching === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tneedsProgramChange = true;\n\t\t\t\tmaterialProperties.__version = material.version;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet program = materialProperties.currentProgram;\n\n\t\t\tif ( needsProgramChange === true ) {\n\n\t\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t\tlet refreshProgram = false;\n\t\t\tlet refreshMaterial = false;\n\t\t\tlet refreshLights = false;\n\n\t\t\tconst p_uniforms = program.getUniforms(),\n\t\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\t\trefreshProgram = true;\n\t\t\t\trefreshMaterial = true;\n\t\t\t\trefreshLights = true;\n\n\t\t\t}\n\n\t\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t\t_currentMaterialId = material.id;\n\n\t\t\t\trefreshMaterial = true;\n\n\t\t\t}\n\n\t\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\t\t// common camera uniforms\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\n\n\t\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t\t}\n\n\t\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\t\tconst skeleton = object.skeleton;\n\n\t\t\t\tif ( skeleton ) {\n\n\t\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );\n\n\t\t\t}\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\n\n\t\t\t\tmorphtargets.update( object, geometry, program );\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t\t}\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t\t// values\n\t\t\t\t\t//\n\t\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t\t// the GL state when required\n\n\t\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t\t}\n\n\t\t\t\t// refresh uniforms common to several materials\n\n\t\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\n\t\t\t}\n\n\t\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\t\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t\t}\n\n\t\t\t// common matrices\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t\t// UBOs\n\n\t\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\t\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\t\tuniforms.directionalLights.needsUpdate = value;\n\t\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\t\tuniforms.pointLights.needsUpdate = value;\n\t\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\t\tuniforms.spotLights.needsUpdate = value;\n\t\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t\t}\n\n\t\tfunction materialNeedsLights( material ) {\n\n\t\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t\t}\n\n\t\tthis.getActiveCubeFace = function () {\n\n\t\t\treturn _currentActiveCubeFace;\n\n\t\t};\n\n\t\tthis.getActiveMipmapLevel = function () {\n\n\t\t\treturn _currentActiveMipmapLevel;\n\n\t\t};\n\n\t\tthis.getRenderTarget = function () {\n\n\t\t\treturn _currentRenderTarget;\n\n\t\t};\n\n\t\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t\t};\n\n\t\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t\t_currentRenderTarget = renderTarget;\n\t\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\t\tlet useDefaultFramebuffer = true;\n\t\t\tlet framebuffer = null;\n\t\t\tlet isCube = false;\n\t\t\tlet isRenderTarget3D = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\t\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t\t}\n\n\t\t\t\tconst texture = renderTarget.texture;\n\n\t\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tisCube = true;\n\n\t\t\t\t} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t\t} else {\n\n\t\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t\t}\n\n\t\t\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\n\n\t\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport );\n\t\t\tstate.scissor( _currentScissor );\n\t\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t\t}\n\n\t\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t\t};\n\n\t\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\t\tconst levelScale = Math.pow( 2, - level );\n\t\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tconst width = srcTexture.image.width;\n\t\t\tconst height = srcTexture.image.height;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t\t// As another texture upload may have changed pixelStorei\n\t\t\t// parameters, make sure they are correct for the dstTexture\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst width = Math.round( sourceBox.max.x - sourceBox.min.x );\n\t\t\tconst height = Math.round( sourceBox.max.y - sourceBox.min.y );\n\t\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\t\t\tlet glTarget;\n\n\t\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_3D;\n\n\t\t\t} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );\n\n\t\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.initTexture = function ( texture ) {\n\n\t\t\tif ( texture.isCubeTexture ) {\n\n\t\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t\t} else {\n\n\t\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.resetState = function () {\n\n\t\t\t_currentActiveCubeFace = 0;\n\t\t\t_currentActiveMipmapLevel = 0;\n\t\t\t_currentRenderTarget = null;\n\n\t\t\tstate.reset();\n\t\t\tbindingStates.reset();\n\n\t\t};\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tget coordinateSystem() {\n\n\t\treturn WebGLCoordinateSystem;\n\n\t}\n\n\tget outputColorSpace() {\n\n\t\treturn this._outputColorSpace;\n\n\t}\n\n\tset outputColorSpace( colorSpace ) {\n\n\t\tthis._outputColorSpace = colorSpace;\n\n\t\tconst gl = this.getContext();\n\t\tgl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\t\tgl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\n\t}\n\n\tget useLegacyLights() { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\treturn this._useLegacyLights;\n\n\t}\n\n\tset useLegacyLights( value ) { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\tthis._useLegacyLights = value;\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.isFogExp2 = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.isFog = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\t\tthis.backgroundRotation = new Euler();\n\t\tthis.environmentRotation = new Euler();\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\t\tthis.backgroundRotation.copy( source.backgroundRotation );\n\t\tthis.environmentRotation.copy( source.environmentRotation );\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\n\t\tdata.object.backgroundRotation = this.backgroundRotation.toArray();\n\t\tdata.object.environmentRotation = this.environmentRotation.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.data.stride + this.offset + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material = new SpriteMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = material;\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance, level.hysteresis );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0, hysteresis = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance < levelDistance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance >= levelDistance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance,\n\t\t\t\thysteresis: level.hysteresis\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector3 = /*@__PURE__*/ new Vector3();\nconst _matrix4 = /*@__PURE__*/ new Matrix4();\nconst _vertex = /*@__PURE__*/ new Vector3();\n\nconst _sphere$4 = /*@__PURE__*/ new Sphere();\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = AttachedBindMode;\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingBox.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingSphere.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$4.copy( this.boundingSphere );\n\t\t_sphere$4.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;\n\n\t\t// convert ray to local space of skinned mesh\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$2 );\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tsuper.getVertexPosition( index, target );\n\n\t\tthis.applyBoneTransform( index, target );\n\n\t\treturn target;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === AttachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === DetachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tapplyBoneTransform( index, vector ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );\n\n\t\tvector.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\tvector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn vector.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix$1 = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _box3 = /*@__PURE__*/ new Box3();\nconst _identity = /*@__PURE__*/ new Matrix4();\nconst _mesh$1 = /*@__PURE__*/ new Mesh();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\t\tthis.morphTexture = null;\n\n\t\tthis.count = count;\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.setMatrixAt( i, _identity );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\tgeometry.computeBoundingBox();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingBox.union( _box3 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere === null ) {\n\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingSphere.union( _sphere$3 );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tgetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tconst len = objectInfluences.length + 1; // All influences + the baseInfluenceSum\n\n\t\tconst dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tobjectInfluences[ i ] = array[ dataIndex + i ];\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh$1.geometry = this.geometry;\n\t\t_mesh$1.material = this.material;\n\n\t\tif ( _mesh$1.material === undefined ) return;\n\n\t\t// test with bounding sphere first\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$3.copy( this.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t// now test each instance\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh$1.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh$1.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tsetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst len = objectInfluences.length + 1; // morphBaseInfluence + all influences\n\n\t\tif ( this.morphTexture === null ) {\n\n\t\t\tthis.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );\n\n\t\t}\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t}\n\n\t\tconst morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tconst dataIndex = len * index;\n\n\t\tarray[ dataIndex ] = morphBaseInfluence;\n\n\t\tarray.set( objectInfluences, dataIndex + 1 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nfunction sortOpaque( a, b ) {\n\n\treturn a.z - b.z;\n\n}\n\nfunction sortTransparent( a, b ) {\n\n\treturn b.z - a.z;\n\n}\n\nclass MultiDrawRenderList {\n\n\tconstructor() {\n\n\t\tthis.index = 0;\n\t\tthis.pool = [];\n\t\tthis.list = [];\n\n\t}\n\n\tpush( drawRange, z ) {\n\n\t\tconst pool = this.pool;\n\t\tconst list = this.list;\n\t\tif ( this.index >= pool.length ) {\n\n\t\t\tpool.push( {\n\n\t\t\t\tstart: - 1,\n\t\t\t\tcount: - 1,\n\t\t\t\tz: - 1,\n\n\t\t\t} );\n\n\t\t}\n\n\t\tconst item = pool[ this.index ];\n\t\tlist.push( item );\n\t\tthis.index ++;\n\n\t\titem.start = drawRange.start;\n\t\titem.count = drawRange.count;\n\t\titem.z = z;\n\n\t}\n\n\treset() {\n\n\t\tthis.list.length = 0;\n\t\tthis.index = 0;\n\n\t}\n\n}\n\nconst ID_ATTR_NAME = 'batchId';\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _invMatrixWorld = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\nconst _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _frustum = /*@__PURE__*/ new Frustum();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _renderList = /*@__PURE__*/ new MultiDrawRenderList();\nconst _mesh = /*@__PURE__*/ new Mesh();\nconst _batchIntersects = [];\n\n// @TODO: SkinnedMesh support?\n// @TODO: geometry.groups support?\n// @TODO: geometry.drawRange support?\n// @TODO: geometry.morphAttributes support?\n// @TODO: Support uniform parameter per geometry\n// @TODO: Add an \"optimize\" function to pack geometry and remove data gaps\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData( src, target, targetOffset = 0 ) {\n\n\tconst itemSize = target.itemSize;\n\tif ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {\n\n\t\t// use the component getters and setters if the array data cannot\n\t\t// be copied directly\n\t\tconst vertexCount = src.count;\n\t\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\ttarget.setComponent( i + targetOffset, c, src.getComponent( i, c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// faster copy approach using typed array set function\n\t\ttarget.array.set( src.array, targetOffset * itemSize );\n\n\t}\n\n\ttarget.needsUpdate = true;\n\n}\n\nclass BatchedMesh extends Mesh {\n\n\tget maxGeometryCount() {\n\n\t\treturn this._maxGeometryCount;\n\n\t}\n\n\tconstructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {\n\n\t\tsuper( new BufferGeometry(), material );\n\n\t\tthis.isBatchedMesh = true;\n\t\tthis.perObjectFrustumCulled = true;\n\t\tthis.sortObjects = true;\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\t\tthis.customSort = null;\n\n\t\tthis._drawRanges = [];\n\t\tthis._reservedRanges = [];\n\n\t\tthis._visibility = [];\n\t\tthis._active = [];\n\t\tthis._bounds = [];\n\n\t\tthis._maxGeometryCount = maxGeometryCount;\n\t\tthis._maxVertexCount = maxVertexCount;\n\t\tthis._maxIndexCount = maxIndexCount;\n\n\t\tthis._geometryInitialized = false;\n\t\tthis._geometryCount = 0;\n\t\tthis._multiDrawCounts = new Int32Array( maxGeometryCount );\n\t\tthis._multiDrawStarts = new Int32Array( maxGeometryCount );\n\t\tthis._multiDrawCount = 0;\n\t\tthis._visibilityChanged = true;\n\n\t\t// Local matrix per geometry by using data texture\n\t\tthis._matricesTexture = null;\n\n\t\tthis._initMatricesTexture();\n\n\t}\n\n\t_initMatricesTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tconst matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );\n\n\t\tthis._matricesTexture = matricesTexture;\n\n\t}\n\n\t_initializeGeometry( reference ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst maxVertexCount = this._maxVertexCount;\n\t\tconst maxGeometryCount = this._maxGeometryCount;\n\t\tconst maxIndexCount = this._maxIndexCount;\n\t\tif ( this._geometryInitialized === false ) {\n\n\t\t\tfor ( const attributeName in reference.attributes ) {\n\n\t\t\t\tconst srcAttribute = reference.getAttribute( attributeName );\n\t\t\t\tconst { array, itemSize, normalized } = srcAttribute;\n\n\t\t\t\tconst dstArray = new array.constructor( maxVertexCount * itemSize );\n\t\t\t\tconst dstAttribute = new srcAttribute.constructor( dstArray, itemSize, normalized );\n\t\t\t\tdstAttribute.setUsage( srcAttribute.usage );\n\n\t\t\t\tgeometry.setAttribute( attributeName, dstAttribute );\n\n\t\t\t}\n\n\t\t\tif ( reference.getIndex() !== null ) {\n\n\t\t\t\tconst indexArray = maxVertexCount > 65536\n\t\t\t\t\t? new Uint32Array( maxIndexCount )\n\t\t\t\t\t: new Uint16Array( maxIndexCount );\n\n\t\t\t\tgeometry.setIndex( new BufferAttribute( indexArray, 1 ) );\n\n\t\t\t}\n\n\t\t\tconst idArray = maxGeometryCount > 65536\n\t\t\t\t? new Uint32Array( maxVertexCount )\n\t\t\t\t: new Uint16Array( maxVertexCount );\n\t\t\tgeometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );\n\n\t\t\tthis._geometryInitialized = true;\n\n\t\t}\n\n\t}\n\n\t// Make sure the geometry is compatible with the existing combined geometry atributes\n\t_validateGeometry( geometry ) {\n\n\t\t// check that the geometry doesn't have a version of our reserved id attribute\n\t\tif ( geometry.getAttribute( ID_ATTR_NAME ) ) {\n\n\t\t\tthrow new Error( `BatchedMesh: Geometry cannot use attribute \"${ ID_ATTR_NAME }\"` );\n\n\t\t}\n\n\t\t// check to ensure the geometries are using consistent attributes and indices\n\t\tconst batchGeometry = this.geometry;\n\t\tif ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: All geometries must consistently have \"index\".' );\n\n\t\t}\n\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( attributeName === ID_ATTR_NAME ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( ! geometry.hasAttribute( attributeName ) ) {\n\n\t\t\t\tthrow new Error( `BatchedMesh: Added geometry missing \"${ attributeName }\". All geometries must have consistent attributes.` );\n\n\t\t\t}\n\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tif ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {\n\n\t\t\t\tthrow new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tsetCustomSort( func ) {\n\n\t\tthis.customSort = func;\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingBox = this.boundingBox;\n\t\tconst active = this._active;\n\n\t\tboundingBox.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( active[ i ] === false ) continue;\n\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingBox.union( _box$1 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingSphere = this.boundingSphere;\n\t\tconst active = this._active;\n\n\t\tboundingSphere.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( active[ i ] === false ) continue;\n\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingSphere.union( _sphere$2 );\n\n\t\t}\n\n\t}\n\n\taddGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {\n\n\t\tthis._initializeGeometry( geometry );\n\n\t\tthis._validateGeometry( geometry );\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._geometryCount >= this._maxGeometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\t// get the necessary range fo the geometry\n\t\tconst reservedRange = {\n\t\t\tvertexStart: - 1,\n\t\t\tvertexCount: - 1,\n\t\t\tindexStart: - 1,\n\t\t\tindexCount: - 1,\n\t\t};\n\n\t\tlet lastRange = null;\n\t\tconst reservedRanges = this._reservedRanges;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst bounds = this._bounds;\n\t\tif ( this._geometryCount !== 0 ) {\n\n\t\t\tlastRange = reservedRanges[ reservedRanges.length - 1 ];\n\n\t\t}\n\n\t\tif ( vertexCount === - 1 ) {\n\n\t\t\treservedRange.vertexCount = geometry.getAttribute( 'position' ).count;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexCount = vertexCount;\n\n\t\t}\n\n\t\tif ( lastRange === null ) {\n\n\t\t\treservedRange.vertexStart = 0;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;\n\n\t\t}\n\n\t\tconst index = geometry.getIndex();\n\t\tconst hasIndex = index !== null;\n\t\tif ( hasIndex ) {\n\n\t\t\tif ( indexCount\t=== - 1 ) {\n\n\t\t\t\treservedRange.indexCount = index.count;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexCount = indexCount;\n\n\t\t\t}\n\n\t\t\tif ( lastRange === null ) {\n\n\t\t\t\treservedRange.indexStart = 0;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif (\n\t\t\treservedRange.indexStart !== - 1 &&\n\t\t\treservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||\n\t\t\treservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );\n\n\t\t}\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\n\t\t// push new visibility states\n\t\tvisibility.push( true );\n\t\tactive.push( true );\n\n\t\t// update id\n\t\tconst geometryId = this._geometryCount;\n\t\tthis._geometryCount ++;\n\n\t\t// initialize matrix information\n\t\t_identityMatrix.toArray( matricesArray, geometryId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\t// add the reserved range and draw range objects\n\t\treservedRanges.push( reservedRange );\n\t\tdrawRanges.push( {\n\t\t\tstart: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,\n\t\t\tcount: - 1\n\t\t} );\n\t\tbounds.push( {\n\t\t\tboxInitialized: false,\n\t\t\tbox: new Box3(),\n\n\t\t\tsphereInitialized: false,\n\t\t\tsphere: new Sphere()\n\t\t} );\n\n\t\t// set the id for the geometry\n\t\tconst idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );\n\t\tfor ( let i = 0; i < reservedRange.vertexCount; i ++ ) {\n\n\t\t\tidAttribute.setX( reservedRange.vertexStart + i, geometryId );\n\n\t\t}\n\n\t\tidAttribute.needsUpdate = true;\n\n\t\t// update the geometry\n\t\tthis.setGeometryAt( geometryId, geometry );\n\n\t\treturn geometryId;\n\n\t}\n\n\tsetGeometryAt( id, geometry ) {\n\n\t\tif ( id >= this._geometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\tthis._validateGeometry( geometry );\n\n\t\tconst batchGeometry = this.geometry;\n\t\tconst hasIndex = batchGeometry.getIndex() !== null;\n\t\tconst dstIndex = batchGeometry.getIndex();\n\t\tconst srcIndex = geometry.getIndex();\n\t\tconst reservedRange = this._reservedRanges[ id ];\n\t\tif (\n\t\t\thasIndex &&\n\t\t\tsrcIndex.count > reservedRange.indexCount ||\n\t\t\tgeometry.attributes.position.count > reservedRange.vertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );\n\n\t\t}\n\n\t\t// copy geometry over\n\t\tconst vertexStart = reservedRange.vertexStart;\n\t\tconst vertexCount = reservedRange.vertexCount;\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( attributeName === ID_ATTR_NAME ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// copy attribute data\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tcopyAttributeData( srcAttribute, dstAttribute, vertexStart );\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tconst itemSize = srcAttribute.itemSize;\n\t\t\tfor ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {\n\n\t\t\t\tconst index = vertexStart + i;\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tdstAttribute.setComponent( index, c, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdstAttribute.needsUpdate = true;\n\n\t\t}\n\n\t\t// copy index\n\t\tif ( hasIndex ) {\n\n\t\t\tconst indexStart = reservedRange.indexStart;\n\n\t\t\t// copy index data over\n\t\t\tfor ( let i = 0; i < srcIndex.count; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );\n\n\t\t\t}\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tfor ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart );\n\n\t\t\t}\n\n\t\t\tdstIndex.needsUpdate = true;\n\n\t\t}\n\n\t\t// store the bounding boxes\n\t\tconst bound = this._bounds[ id ];\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tbound.box.copy( geometry.boundingBox );\n\t\t\tbound.boxInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.boxInitialized = false;\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tbound.sphere.copy( geometry.boundingSphere );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.sphereInitialized = false;\n\n\t\t}\n\n\t\t// set drawRange count\n\t\tconst drawRange = this._drawRanges[ id ];\n\t\tconst posAttr = geometry.getAttribute( 'position' );\n\t\tdrawRange.count = hasIndex ? srcIndex.count : posAttr.count;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn id;\n\n\t}\n\n\tdeleteGeometry( geometryId ) {\n\n\t\t// Note: User needs to call optimize() afterward to pack the data.\n\n\t\tconst active = this._active;\n\t\tif ( geometryId >= active.length || active[ geometryId ] === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tactive[ geometryId ] = false;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\t// get bounding box and compute it if it doesn't exist\n\tgetBoundingBoxAt( id, target ) {\n\n\t\tconst active = this._active;\n\t\tif ( active[ id ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding box\n\t\tconst bound = this._bounds[ id ];\n\t\tconst box = bound.box;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.boxInitialized === false ) {\n\n\t\t\tbox.makeEmpty();\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ id ];\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\tbox.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );\n\n\t\t\t}\n\n\t\t\tbound.boxInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( box );\n\t\treturn target;\n\n\t}\n\n\t// get bounding sphere and compute it if it doesn't exist\n\tgetBoundingSphereAt( id, target ) {\n\n\t\tconst active = this._active;\n\t\tif ( active[ id ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding sphere\n\t\tconst bound = this._bounds[ id ];\n\t\tconst sphere = bound.sphere;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.sphereInitialized === false ) {\n\n\t\t\tsphere.makeEmpty();\n\n\t\t\tthis.getBoundingBoxAt( id, _box$1 );\n\t\t\t_box$1.getCenter( sphere.center );\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ id ];\n\n\t\t\tlet maxRadiusSq = 0;\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\t_vector$5.fromBufferAttribute( position, iv );\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );\n\n\t\t\t}\n\n\t\t\tsphere.radius = Math.sqrt( maxRadiusSq );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( sphere );\n\t\treturn target;\n\n\t}\n\n\tsetMatrixAt( geometryId, matrix ) {\n\n\t\t// @TODO: Map geometryId to index of the arrays because\n\t\t// optimize() can make geometryId mismatch the index\n\n\t\tconst active = this._active;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tconst geometryCount = this._geometryCount;\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tmatrix.toArray( matricesArray, geometryId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetMatrixAt( geometryId, matrix ) {\n\n\t\tconst active = this._active;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tconst geometryCount = this._geometryCount;\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn matrix.fromArray( matricesArray, geometryId * 16 );\n\n\t}\n\n\tsetVisibleAt( geometryId, value ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst geometryCount = this._geometryCount;\n\n\t\t// if the geometry is out of range, not active, or visibility state\n\t\t// does not change then return early\n\t\tif (\n\t\t\tgeometryId >= geometryCount ||\n\t\t\tactive[ geometryId ] === false ||\n\t\t\tvisibility[ geometryId ] === value\n\t\t) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvisibility[ geometryId ] = value;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetVisibleAt( geometryId ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst geometryCount = this._geometryCount;\n\n\t\t// return early if the geometry is out of range or not active\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn visibility[ geometryId ];\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst batchGeometry = this.geometry;\n\n\t\t// iterate over each geometry\n\t\t_mesh.material = this.material;\n\t\t_mesh.geometry.index = batchGeometry.index;\n\t\t_mesh.geometry.attributes = batchGeometry.attributes;\n\t\tif ( _mesh.geometry.boundingBox === null ) {\n\n\t\t\t_mesh.geometry.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( _mesh.geometry.boundingSphere === null ) {\n\n\t\t\t_mesh.geometry.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( ! visibility[ i ] || ! active[ i ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst drawRange = drawRanges[ i ];\n\t\t\t_mesh.geometry.setDrawRange( drawRange.start, drawRange.count );\n\n\t\t\t// ge the intersects\n\t\t\tthis.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );\n\t\t\tthis.getBoundingBoxAt( i, _mesh.geometry.boundingBox );\n\t\t\tthis.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );\n\t\t\t_mesh.raycast( raycaster, _batchIntersects );\n\n\t\t\t// add batch id to the intersects\n\t\t\tfor ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {\n\n\t\t\t\tconst intersect = _batchIntersects[ j ];\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersect.batchId = i;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_batchIntersects.length = 0;\n\n\t\t}\n\n\t\t_mesh.material = null;\n\t\t_mesh.geometry.index = null;\n\t\t_mesh.geometry.attributes = {};\n\t\t_mesh.geometry.setDrawRange( 0, Infinity );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.geometry = source.geometry.clone();\n\t\tthis.perObjectFrustumCulled = source.perObjectFrustumCulled;\n\t\tthis.sortObjects = source.sortObjects;\n\t\tthis.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;\n\t\tthis.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;\n\n\t\tthis._drawRanges = source._drawRanges.map( range => ( { ...range } ) );\n\t\tthis._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );\n\n\t\tthis._visibility = source._visibility.slice();\n\t\tthis._active = source._active.slice();\n\t\tthis._bounds = source._bounds.map( bound => ( {\n\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\tbox: bound.box.clone(),\n\n\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\tsphere: bound.sphere.clone()\n\t\t} ) );\n\n\t\tthis._maxGeometryCount = source._maxGeometryCount;\n\t\tthis._maxVertexCount = source._maxVertexCount;\n\t\tthis._maxIndexCount = source._maxIndexCount;\n\n\t\tthis._geometryInitialized = source._geometryInitialized;\n\t\tthis._geometryCount = source._geometryCount;\n\t\tthis._multiDrawCounts = source._multiDrawCounts.slice();\n\t\tthis._multiDrawStarts = source._multiDrawStarts.slice();\n\n\t\tthis._matricesTexture = source._matricesTexture.clone();\n\t\tthis._matricesTexture.image.data = this._matricesTexture.image.slice();\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\t// Assuming the geometry is not shared with other meshes\n\t\tthis.geometry.dispose();\n\n\t\tthis._matricesTexture.dispose();\n\t\tthis._matricesTexture = null;\n\t\treturn this;\n\n\t}\n\n\tonBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {\n\n\t\t// if visibility has not changed and frustum culling and object sorting is not required\n\t\t// then skip iterating over all items\n\t\tif ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// the indexed version of the multi draw function requires specifying the start\n\t\t// offset in bytes.\n\t\tconst index = geometry.getIndex();\n\t\tconst bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;\n\n\t\tconst active = this._active;\n\t\tconst visibility = this._visibility;\n\t\tconst multiDrawStarts = this._multiDrawStarts;\n\t\tconst multiDrawCounts = this._multiDrawCounts;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst perObjectFrustumCulled = this.perObjectFrustumCulled;\n\n\t\t// prepare the frustum in the local frame\n\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t_projScreenMatrix$2\n\t\t\t\t.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )\n\t\t\t\t.multiply( this.matrixWorld );\n\t\t\t_frustum.setFromProjectionMatrix(\n\t\t\t\t_projScreenMatrix$2,\n\t\t\t\trenderer.coordinateSystem\n\t\t\t);\n\n\t\t}\n\n\t\tlet count = 0;\n\t\tif ( this.sortObjects ) {\n\n\t\t\t// get the camera position in the local frame\n\t\t\t_invMatrixWorld.copy( this.matrixWorld ).invert();\n\t\t\t_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );\n\n\t\t\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\n\n\t\t\t\tif ( visibility[ i ] && active[ i ] ) {\n\n\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\t// get the distance from camera used for sorting\n\t\t\t\t\t\tconst z = _vector$5.distanceTo( _sphere$2.center );\n\t\t\t\t\t\t_renderList.push( drawRanges[ i ], z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Sort the draw ranges and prep for rendering\n\t\t\tconst list = _renderList.list;\n\t\t\tconst customSort = this.customSort;\n\t\t\tif ( customSort === null ) {\n\n\t\t\t\tlist.sort( material.transparent ? sortTransparent : sortOpaque );\n\n\t\t\t} else {\n\n\t\t\t\tcustomSort.call( this, list, camera );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = list.length; i < l; i ++ ) {\n\n\t\t\t\tconst item = list[ i ];\n\t\t\t\tmultiDrawStarts[ count ] = item.start * bytesPerElement;\n\t\t\t\tmultiDrawCounts[ count ] = item.count;\n\t\t\t\tcount ++;\n\n\t\t\t}\n\n\t\t\t_renderList.reset();\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\n\n\t\t\t\tif ( visibility[ i ] && active[ i ] ) {\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\tconst range = drawRanges[ i ];\n\t\t\t\t\t\tmultiDrawStarts[ count ] = range.start * bytesPerElement;\n\t\t\t\t\t\tmultiDrawCounts[ count ] = range.count;\n\t\t\t\t\t\tcount ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._multiDrawCount = count;\n\t\tthis._visibilityChanged = false;\n\n\t}\n\n\tonBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {\n\n\t\tthis.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isVideoTexture = true;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.isFramebufferTexture = true;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCompressedTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nclass CompressedArrayTexture extends CompressedTexture {\n\n\tconstructor( mipmaps, width, height, depth, format, type ) {\n\n\t\tsuper( mipmaps, width, height, format, type );\n\n\t\tthis.isCompressedArrayTexture = true;\n\t\tthis.image.depth = depth;\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t}\n\n}\n\nclass CompressedCubeTexture extends CompressedTexture {\n\n\tconstructor( images, format, type ) {\n\n\t\tsuper( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );\n\n\t\tthis.isCompressedCubeTexture = true;\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.image = images;\n\n\t}\n\n}\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.isEllipseCurve = true;\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.isArcCurve = true;\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = /*@__PURE__*/ new Vector3();\nconst px = /*@__PURE__*/ new CubicPoly();\nconst py = /*@__PURE__*/ new CubicPoly();\nconst pz = /*@__PURE__*/ new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.isCatmullRomCurve3 = true;\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve = true;\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve3 = true;\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve = true;\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector2() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.type = 'LineCurve3';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve = true;\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve3 = true;\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isSplineCurve = true;\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tconst lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';\n\t\t\tthis.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u, optionalTarget );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\t\tconst initNormals = [];\n\t\tconst normals = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( c, d, b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tlength: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices = [], indices = [], radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivision with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\nconst _triangle = /*@__PURE__*/ new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.4)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 32767 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim | 0 );\n\t\t\ttriangles.push( ear.i / dim | 0 );\n\t\t\ttriangles.push( next.i / dim | 0 );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\tlet p = c.next;\n\twhile ( p !== a ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( x0, y0, minX, minY, invSize ),\n\t\tmaxZ = zOrder( x1, y1, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim | 0 );\n\t\t\ttriangles.push( p.i / dim | 0 );\n\t\t\ttriangles.push( b.i / dim | 0 );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\touterNode = eliminateHole( queue[ i ], outerNode );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\tconst bridge = findHoleBridge( hole, outerNode );\n\tif ( ! bridge ) {\n\n\t\treturn outerNode;\n\n\t}\n\n\tconst bridgeReverse = splitPolygon( bridge, hole );\n\n\t// filter collinear points around the cuts\n\tfilterPoints( bridgeReverse, bridgeReverse.next );\n\treturn filterPoints( bridge, bridge.next );\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode,\n\t\tqx = - Infinity,\n\t\tm;\n\n\tconst hx = hole.x, hy = hole.y;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\t\t\t\tif ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = ( x - minX ) * invSize | 0;\n\ty = ( y - minY ) * invSize | 0;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&\n ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&\n ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = 0;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tconst depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn pt.clone().addScaledVector( vec, size );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tdata.options = Object.assign( {}, options );\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy === 0 && thetaStart === 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy === heightSegments && thetaEnd === Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segment\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCircleGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShadowMaterial = true;\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.isRawShaderMaterial = true;\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.anisotropyRotation = 0;\n\t\tthis.anisotropyMap = null;\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = Infinity;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._anisotropy = 0;\n\t\tthis._clearcoat = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._sheen = 0.0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget anisotropy() {\n\n\t\treturn this._anisotropy;\n\n\t}\n\n\tset anisotropy( value ) {\n\n\t\tif ( this._anisotropy > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._anisotropy = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.anisotropy = source.anisotropy;\n\t\tthis.anisotropyRotation = source.anisotropyRotation;\n\t\tthis.anisotropyMap = source.anisotropyMap;\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhongMaterial = true;\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshToonMaterial = true;\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshNormalMaterial = true;\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshLambertMaterial = true;\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshMatcapMaterial = true;\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineDashedMaterial = true;\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\nfunction subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\tconst clip = sourceClip.clone();\n\n\tclip.name = name;\n\n\tconst tracks = [];\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tconst track = clip.tracks[ i ];\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = [];\n\t\tconst values = [];\n\n\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( times.length === 0 ) continue;\n\n\t\ttrack.times = convertArray( times, track.times.constructor );\n\t\ttrack.values = convertArray( values, track.values.constructor );\n\n\t\ttracks.push( track );\n\n\t}\n\n\tclip.tracks = tracks;\n\n\t// find minimum .times value across all tracks in the trimmed clip\n\n\tlet minStartTime = Infinity;\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t}\n\n\t}\n\n\t// shift all tracks such that clip begins at t=0\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t}\n\n\tclip.resetDuration();\n\n\treturn clip;\n\n}\n\nfunction makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\tif ( fps <= 0 ) fps = 30;\n\n\tconst numTracks = referenceClip.tracks.length;\n\tconst referenceTime = referenceFrame / fps;\n\n\t// Make each track's values relative to the values at the reference frame\n\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t// Skip this track if it's non-numeric\n\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t} );\n\n\t\tif ( targetTrack === undefined ) continue;\n\n\t\tlet referenceOffset = 0;\n\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t}\n\n\t\tlet targetOffset = 0;\n\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t}\n\n\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\tlet referenceValue;\n\n\t\t// Find the value to subtract out of the track\n\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else {\n\n\t\t\t// Interpolate to the reference value\n\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\treferenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );\n\n\t\t}\n\n\t\t// Conjugate the quaternion\n\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t}\n\n\t\t// Subtract the reference value from all of the track values\n\n\t\tconst numTimes = targetTrack.times.length;\n\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart,\n\t\t\t\t\treferenceValue,\n\t\t\t\t\t0,\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\treturn targetClip;\n\n}\n\nconst AnimationUtils = {\n\tconvertArray: convertArray,\n\tisTypedArray: isTypedArray,\n\tgetKeyframeOrder: getKeyframeOrder,\n\tsortedArray: sortedArray,\n\tflattenJSON: flattenJSON,\n\tsubclip: subclip,\n\tmakeClipAdditive: makeClipAdditive\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = convertArray( times, this.TimeBufferType );\n\t\tthis.values = convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': convertArray( track.times, Array ),\n\t\t\t\t'values': convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = times.slice( from, to );\n\t\t\tthis.values = this.values.slice( from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = this.times.slice(),\n\t\t\tvalues = this.values.slice(),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = times.slice( 0, writeIndex );\n\t\t\tthis.values = values.slice( 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = this.times.slice();\n\t\tconst values = this.values.slice();\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tflattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tflattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nLoader.DEFAULT_MATERIAL_NAME = '__DEFAULT';\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\n\t\t\t\t\t// Nginx needs X-File-Size check\n\t\t\t\t\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\n\t\t\t\t\tconst contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\t\ttexture.colorSpace = SRGBColorSpace;\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tlet texData;\n\n\t\t\ttry {\n\n\t\t\t\ttexData = scope.parse( buffer );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) {\n\n\t\t\t\t\tonError( error );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = texData.colorSpace;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.isHemisphereLight = true;\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix$1 );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.isSpotLightShadow = true;\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isSpotLight = true;\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay;\n\n\t\tthis.map = null;\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isRectAreaLight = true;\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = MaterialLoader.createMaterialFromType( json.type );\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.iridescence !== undefined ) material.iridescence = json.iridescence;\n\t\tif ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;\n\t\tif ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\n\t\tif ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;\n\t\tif ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;\n\t\tif ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;\n\t\tif ( json.blendDst !== undefined ) material.blendDst = json.blendDst;\n\t\tif ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;\n\t\tif ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;\n\t\tif ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;\n\t\tif ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;\n\t\tif ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );\n\t\tif ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== undefined ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\t\tif ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.lights !== undefined ) material.lights = json.lights;\n\t\tif ( json.clipping !== undefined ) material.clipping = json.clipping;\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );\n\t\tif ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n\tstatic createMaterialFromType( type ) {\n\n\t\tconst materialLib = {\n\t\t\tShadowMaterial,\n\t\t\tSpriteMaterial,\n\t\t\tRawShaderMaterial,\n\t\t\tShaderMaterial,\n\t\t\tPointsMaterial,\n\t\t\tMeshPhysicalMaterial,\n\t\t\tMeshStandardMaterial,\n\t\t\tMeshPhongMaterial,\n\t\t\tMeshToonMaterial,\n\t\t\tMeshNormalMaterial,\n\t\t\tMeshLambertMaterial,\n\t\t\tMeshDepthMaterial,\n\t\t\tMeshDistanceMaterial,\n\t\t\tMeshBasicMaterial,\n\t\t\tMeshMatcapMaterial,\n\t\t\tLineDashedMaterial,\n\t\t\tLineBasicMaterial,\n\t\t\tMaterial\n\t\t};\n\n\t\treturn new materialLib[ type ]();\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isInstancedBufferGeometry = true;\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\\'t load ' + url ) );\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ].data instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.source = source;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\t\t\t\tif ( data.channel !== undefined ) texture.channel = data.channel;\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\t\t\t\tif ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;\n\n\t\t\t\tif ( data.userData !== undefined ) texture.userData = data.userData;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog.name !== '' ) {\n\n\t\t\t\t\t\tobject.fog.name = data.fog.name;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;\n\t\t\t\tif ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;\n\t\t\t\tif ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );\n\t\t\t\tif ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'BatchedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new BatchedMesh( data.maxGeometryCount, data.maxVertexCount, data.maxIndexCount, material );\n\t\t\t\tobject.geometry = geometry;\n\t\t\t\tobject.perObjectFrustumCulled = data.perObjectFrustumCulled;\n\t\t\t\tobject.sortObjects = data.sortObjects;\n\n\t\t\t\tobject._drawRanges = data.drawRanges;\n\t\t\t\tobject._reservedRanges = data.reservedRanges;\n\n\t\t\t\tobject._visibility = data.visibility;\n\t\t\t\tobject._active = data.active;\n\t\t\t\tobject._bounds = data.bounds.map( bound => {\n\n\t\t\t\t\tconst box = new Box3();\n\t\t\t\t\tbox.min.fromArray( bound.boxMin );\n\t\t\t\t\tbox.max.fromArray( bound.boxMax );\n\n\t\t\t\t\tconst sphere = new Sphere();\n\t\t\t\t\tsphere.radius = bound.sphereRadius;\n\t\t\t\t\tsphere.center.fromArray( bound.sphereCenter );\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\t\t\tbox: box,\n\n\t\t\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\t\t\tsphere: sphere\n\t\t\t\t\t};\n\n\t\t\t\t} );\n\n\t\t\t\tobject._maxGeometryCount = data.maxGeometryCount;\n\t\t\t\tobject._maxVertexCount = data.maxVertexCount;\n\t\t\t\tobject._maxIndexCount = data.maxIndexCount;\n\n\t\t\t\tobject._geometryInitialized = data.geometryInitialized;\n\t\t\t\tobject._geometryCount = data.geometryCount;\n\n\t\t\t\tobject._matricesTexture = getTexture( data.matricesTexture.uuid );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.up !== undefined ) object.up.fromArray( data.up );\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance, level.hysteresis );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\t// If cached is a promise, wait for it to resolve\n\t\t\tif ( cached.then ) {\n\n\t\t\t\tcached.then( imageBitmap => {\n\n\t\t\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} ).catch( e => {\n\n\t\t\t\t\tif ( onError ) onError( e );\n\n\t\t\t\t} );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t// If cached is not a promise (i.e., it's already an imageBitmap)\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tconst promise = fetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t\treturn imageBitmap;\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tCache.remove( url );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tCache.add( url, promise );\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nlet _context;\n\nclass AudioContext {\n\n\tstatic getContext() {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t}\n\n\tstatic setContext( value ) {\n\n\t\t_context = value;\n\n\t}\n\n}\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} ).catch( handleError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\thandleError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\tfunction handleError( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\n\t\t}\n\n\t}\n\n}\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t_projectionMatrix.copy( camera.projectionMatrix );\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( _projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( _projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tif ( this.source !== null ) {\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t}\n\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this._connected === false ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.isPlaying === true && this.source.detune !== undefined ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tconnect() {\n\n\t\tsuper.connect();\n\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /*@__PURE__*/ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /*@__PURE__*/ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'map':\n\n\t\t\t\t\tif ( 'map' in targetObject ) {\n\n\t\t\t\t\t\ttargetObject = targetObject.map;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.map ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.map;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.isAnimationObjectGroup = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\tdeltaTime = 0;\n\n\t\t\t} else {\n\n\n\t\t\t\tthis._startTime = null; // unschedule\n\t\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\n\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, _controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nlet _id = 0;\n\nclass UniformsGroup extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isUniformsGroup = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.name = '';\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.uniforms = [];\n\n\t}\n\n\tadd( uniform ) {\n\n\t\tthis.uniforms.push( uniform );\n\n\t\treturn this;\n\n\t}\n\n\tremove( uniform ) {\n\n\t\tconst index = this.uniforms.indexOf( uniform );\n\n\t\tif ( index !== - 1 ) this.uniforms.splice( index, 1 );\n\n\t\treturn this;\n\n\t}\n\n\tsetName( name ) {\n\n\t\tthis.name = name;\n\n\t\treturn this;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.usage = source.usage;\n\n\t\tconst uniformsSource = source.uniforms;\n\n\t\tthis.uniforms.length = 0;\n\n\t\tfor ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {\n\n\t\t\tconst uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];\n\n\t\t\tfor ( let j = 0; j < uniforms.length; j ++ ) {\n\n\t\t\t\tthis.uniforms.push( uniforms[ j ].clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.isInstancedInterleavedBuffer = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.isGLBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tsetFromXRController( controller ) {\n\n\t\t_matrix.identity().extractRotation( controller.matrixWorld );\n\n\t\tthis.ray.origin.setFromMatrixPosition( controller.matrixWorld );\n\t\tthis.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );\n\n\t\treturn this;\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersect( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersect( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersect( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersect( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox2 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$4 ).distanceTo( point );\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'SpotLightHelper';\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t// update the local matrix based on the parent and light target transforms\n\t\tif ( this.parent ) {\n\n\t\t\tthis.parent.updateWorldMatrix( true );\n\n\t\t\tthis.matrix\n\t\t\t\t.copy( this.parent.matrixWorld )\n\t\t\t\t.invert()\n\t\t\t\t.multiply( this.light.matrixWorld );\n\n\t\t} else {\n\n\t\t\tthis.matrix.copy( this.light.matrixWorld );\n\n\t\t}\n\n\t\tthis.matrixWorld.copy( this.light.matrixWorld );\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.type = 'SkeletonHelper';\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object.isBone === true ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'HemisphereLightHelper';\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the sectors\n\n\t\tif ( sectors > 1 ) {\n\n\t\t\tfor ( let i = 0; i < sectors; i ++ ) {\n\n\t\t\t\tconst v = ( i / sectors ) * ( Math.PI * 2 );\n\n\t\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( x, 0, z );\n\n\t\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// create the rings\n\n\t\tfor ( let i = 0; i < rings; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / rings * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'DirectionalLightHelper';\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttps://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2' );\n\t\taddLine( 'n2', 'n4' );\n\t\taddLine( 'n4', 'n3' );\n\t\taddLine( 'n3', 'n1' );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2' );\n\t\taddLine( 'f2', 'f4' );\n\t\taddLine( 'f4', 'f3' );\n\t\taddLine( 'f3', 'f1' );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1' );\n\t\taddLine( 'n2', 'f2' );\n\t\taddLine( 'n3', 'f3' );\n\t\taddLine( 'n4', 'f4' );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1' );\n\t\taddLine( 'p', 'n2' );\n\t\taddLine( 'p', 'n3' );\n\t\taddLine( 'p', 'n4' );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2' );\n\t\taddLine( 'u2', 'u3' );\n\t\taddLine( 'u3', 'u1' );\n\n\t\t// target\n\n\t\taddLine( 'c', 't' );\n\t\taddLine( 'p', 'c' );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2' );\n\t\taddLine( 'cn3', 'cn4' );\n\n\t\taddLine( 'cf1', 'cf2' );\n\t\taddLine( 'cf3', 'cf4' );\n\n\t\tfunction addLine( a, b ) {\n\n\t\t\taddPoint( a );\n\t\t\taddPoint( b );\n\n\t\t}\n\n\t\tfunction addPoint( id ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( 0, 0, 0 );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\tthis.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );\n\n\t}\n\n\tsetColors( frustum, cone, up, target, cross ) {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst colorAttribute = geometry.getAttribute( 'color' );\n\n\t\t// near\n\n\t\tcolorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2\n\t\tcolorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4\n\t\tcolorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3\n\t\tcolorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1\n\n\t\t// far\n\n\t\tcolorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2\n\t\tcolorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4\n\t\tcolorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3\n\t\tcolorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1\n\n\t\t// sides\n\n\t\tcolorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1\n\t\tcolorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2\n\t\tcolorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3\n\t\tcolorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4\n\n\t\t// cone\n\n\t\tcolorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1\n\t\tcolorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2\n\t\tcolorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3\n\t\tcolorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4\n\n\t\t// up\n\n\t\tcolorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2\n\t\tcolorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3\n\t\tcolorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1\n\n\t\t// target\n\n\t\tcolorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t\n\t\tcolorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c\n\n\t\t// cross\n\n\t\tcolorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2\n\t\tcolorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4\n\n\t\tcolorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2\n\t\tcolorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4\n\n\t\tcolorAttribute.needsUpdate = true;\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tthis.position.set( 0, 0, 0 );\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tthis.translateZ( - this.plane.constant );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.line.geometry.dispose();\n\t\tthis.line.material.dispose();\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tlet toChange = 0;\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange ++;\n\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162\n\n\tconstructor( width = 1, height = 1, count = 1, options = {} ) {\n\n\t\tconsole.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the \"count\" parameter to enable MRT.' );\n\n\t\tsuper( width, height, { ...options, count } );\n\n\t\tthis.isWebGLMultipleRenderTargets = true;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures;\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\n\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/build/three.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ ACESFilmicToneMapping: () => (/* binding */ ACESFilmicToneMapping),\n/* harmony export */ AddEquation: () => (/* binding */ AddEquation),\n/* harmony export */ AddOperation: () => (/* binding */ AddOperation),\n/* harmony export */ AdditiveAnimationBlendMode: () => (/* binding */ AdditiveAnimationBlendMode),\n/* harmony export */ AdditiveBlending: () => (/* binding */ AdditiveBlending),\n/* harmony export */ AgXToneMapping: () => (/* binding */ AgXToneMapping),\n/* harmony export */ AlphaFormat: () => (/* binding */ AlphaFormat),\n/* harmony export */ AlwaysCompare: () => (/* binding */ AlwaysCompare),\n/* harmony export */ AlwaysDepth: () => (/* binding */ AlwaysDepth),\n/* harmony export */ AlwaysStencilFunc: () => (/* binding */ AlwaysStencilFunc),\n/* harmony export */ AmbientLight: () => (/* binding */ AmbientLight),\n/* harmony export */ AnimationAction: () => (/* binding */ AnimationAction),\n/* harmony export */ AnimationClip: () => (/* binding */ AnimationClip),\n/* harmony export */ AnimationLoader: () => (/* binding */ AnimationLoader),\n/* harmony export */ AnimationMixer: () => (/* binding */ AnimationMixer),\n/* harmony export */ AnimationObjectGroup: () => (/* binding */ AnimationObjectGroup),\n/* harmony export */ AnimationUtils: () => (/* binding */ AnimationUtils),\n/* harmony export */ ArcCurve: () => (/* binding */ ArcCurve),\n/* harmony export */ ArrayCamera: () => (/* binding */ ArrayCamera),\n/* harmony export */ ArrowHelper: () => (/* binding */ ArrowHelper),\n/* harmony export */ AttachedBindMode: () => (/* binding */ AttachedBindMode),\n/* harmony export */ Audio: () => (/* binding */ Audio),\n/* harmony export */ AudioAnalyser: () => (/* binding */ AudioAnalyser),\n/* harmony export */ AudioContext: () => (/* binding */ AudioContext),\n/* harmony export */ AudioListener: () => (/* binding */ AudioListener),\n/* harmony export */ AudioLoader: () => (/* binding */ AudioLoader),\n/* harmony export */ AxesHelper: () => (/* binding */ AxesHelper),\n/* harmony export */ BackSide: () => (/* binding */ BackSide),\n/* harmony export */ BasicDepthPacking: () => (/* binding */ BasicDepthPacking),\n/* harmony export */ BasicShadowMap: () => (/* binding */ BasicShadowMap),\n/* harmony export */ BatchedMesh: () => (/* binding */ BatchedMesh),\n/* harmony export */ Bone: () => (/* binding */ Bone),\n/* harmony export */ BooleanKeyframeTrack: () => (/* binding */ BooleanKeyframeTrack),\n/* harmony export */ Box2: () => (/* binding */ Box2),\n/* harmony export */ Box3: () => (/* binding */ Box3),\n/* harmony export */ Box3Helper: () => (/* binding */ Box3Helper),\n/* harmony export */ BoxGeometry: () => (/* binding */ BoxGeometry),\n/* harmony export */ BoxHelper: () => (/* binding */ BoxHelper),\n/* harmony export */ BufferAttribute: () => (/* binding */ BufferAttribute),\n/* harmony export */ BufferGeometry: () => (/* binding */ BufferGeometry),\n/* harmony export */ BufferGeometryLoader: () => (/* binding */ BufferGeometryLoader),\n/* harmony export */ ByteType: () => (/* binding */ ByteType),\n/* harmony export */ Cache: () => (/* binding */ Cache),\n/* harmony export */ Camera: () => (/* binding */ Camera),\n/* harmony export */ CameraHelper: () => (/* binding */ CameraHelper),\n/* harmony export */ CanvasTexture: () => (/* binding */ CanvasTexture),\n/* harmony export */ CapsuleGeometry: () => (/* binding */ CapsuleGeometry),\n/* harmony export */ CatmullRomCurve3: () => (/* binding */ CatmullRomCurve3),\n/* harmony export */ CineonToneMapping: () => (/* binding */ CineonToneMapping),\n/* harmony export */ CircleGeometry: () => (/* binding */ CircleGeometry),\n/* harmony export */ ClampToEdgeWrapping: () => (/* binding */ ClampToEdgeWrapping),\n/* harmony export */ Clock: () => (/* binding */ Clock),\n/* harmony export */ Color: () => (/* binding */ Color),\n/* harmony export */ ColorKeyframeTrack: () => (/* binding */ ColorKeyframeTrack),\n/* harmony export */ ColorManagement: () => (/* binding */ ColorManagement),\n/* harmony export */ CompressedArrayTexture: () => (/* binding */ CompressedArrayTexture),\n/* harmony export */ CompressedCubeTexture: () => (/* binding */ CompressedCubeTexture),\n/* harmony export */ CompressedTexture: () => (/* binding */ CompressedTexture),\n/* harmony export */ CompressedTextureLoader: () => (/* binding */ CompressedTextureLoader),\n/* harmony export */ ConeGeometry: () => (/* binding */ ConeGeometry),\n/* harmony export */ ConstantAlphaFactor: () => (/* binding */ ConstantAlphaFactor),\n/* harmony export */ ConstantColorFactor: () => (/* binding */ ConstantColorFactor),\n/* harmony export */ CubeCamera: () => (/* binding */ CubeCamera),\n/* harmony export */ CubeReflectionMapping: () => (/* binding */ CubeReflectionMapping),\n/* harmony export */ CubeRefractionMapping: () => (/* binding */ CubeRefractionMapping),\n/* harmony export */ CubeTexture: () => (/* binding */ CubeTexture),\n/* harmony export */ CubeTextureLoader: () => (/* binding */ CubeTextureLoader),\n/* harmony export */ CubeUVReflectionMapping: () => (/* binding */ CubeUVReflectionMapping),\n/* harmony export */ CubicBezierCurve: () => (/* binding */ CubicBezierCurve),\n/* harmony export */ CubicBezierCurve3: () => (/* binding */ CubicBezierCurve3),\n/* harmony export */ CubicInterpolant: () => (/* binding */ CubicInterpolant),\n/* harmony export */ CullFaceBack: () => (/* binding */ CullFaceBack),\n/* harmony export */ CullFaceFront: () => (/* binding */ CullFaceFront),\n/* harmony export */ CullFaceFrontBack: () => (/* binding */ CullFaceFrontBack),\n/* harmony export */ CullFaceNone: () => (/* binding */ CullFaceNone),\n/* harmony export */ Curve: () => (/* binding */ Curve),\n/* harmony export */ CurvePath: () => (/* binding */ CurvePath),\n/* harmony export */ CustomBlending: () => (/* binding */ CustomBlending),\n/* harmony export */ CustomToneMapping: () => (/* binding */ CustomToneMapping),\n/* harmony export */ CylinderGeometry: () => (/* binding */ CylinderGeometry),\n/* harmony export */ Cylindrical: () => (/* binding */ Cylindrical),\n/* harmony export */ Data3DTexture: () => (/* binding */ Data3DTexture),\n/* harmony export */ DataArrayTexture: () => (/* binding */ DataArrayTexture),\n/* harmony export */ DataTexture: () => (/* binding */ DataTexture),\n/* harmony export */ DataTextureLoader: () => (/* binding */ DataTextureLoader),\n/* harmony export */ DataUtils: () => (/* binding */ DataUtils),\n/* harmony export */ DecrementStencilOp: () => (/* binding */ DecrementStencilOp),\n/* harmony export */ DecrementWrapStencilOp: () => (/* binding */ DecrementWrapStencilOp),\n/* harmony export */ DefaultLoadingManager: () => (/* binding */ DefaultLoadingManager),\n/* harmony export */ DepthFormat: () => (/* binding */ DepthFormat),\n/* harmony export */ DepthStencilFormat: () => (/* binding */ DepthStencilFormat),\n/* harmony export */ DepthTexture: () => (/* binding */ DepthTexture),\n/* harmony export */ DetachedBindMode: () => (/* binding */ DetachedBindMode),\n/* harmony export */ DirectionalLight: () => (/* binding */ DirectionalLight),\n/* harmony export */ DirectionalLightHelper: () => (/* binding */ DirectionalLightHelper),\n/* harmony export */ DiscreteInterpolant: () => (/* binding */ DiscreteInterpolant),\n/* harmony export */ DisplayP3ColorSpace: () => (/* binding */ DisplayP3ColorSpace),\n/* harmony export */ DodecahedronGeometry: () => (/* binding */ DodecahedronGeometry),\n/* harmony export */ DoubleSide: () => (/* binding */ DoubleSide),\n/* harmony export */ DstAlphaFactor: () => (/* binding */ DstAlphaFactor),\n/* harmony export */ DstColorFactor: () => (/* binding */ DstColorFactor),\n/* harmony export */ DynamicCopyUsage: () => (/* binding */ DynamicCopyUsage),\n/* harmony export */ DynamicDrawUsage: () => (/* binding */ DynamicDrawUsage),\n/* harmony export */ DynamicReadUsage: () => (/* binding */ DynamicReadUsage),\n/* harmony export */ EdgesGeometry: () => (/* binding */ EdgesGeometry),\n/* harmony export */ EllipseCurve: () => (/* binding */ EllipseCurve),\n/* harmony export */ EqualCompare: () => (/* binding */ EqualCompare),\n/* harmony export */ EqualDepth: () => (/* binding */ EqualDepth),\n/* harmony export */ EqualStencilFunc: () => (/* binding */ EqualStencilFunc),\n/* harmony export */ EquirectangularReflectionMapping: () => (/* binding */ EquirectangularReflectionMapping),\n/* harmony export */ EquirectangularRefractionMapping: () => (/* binding */ EquirectangularRefractionMapping),\n/* harmony export */ Euler: () => (/* binding */ Euler),\n/* harmony export */ EventDispatcher: () => (/* binding */ EventDispatcher),\n/* harmony export */ ExtrudeGeometry: () => (/* binding */ ExtrudeGeometry),\n/* harmony export */ FileLoader: () => (/* binding */ FileLoader),\n/* harmony export */ Float16BufferAttribute: () => (/* binding */ Float16BufferAttribute),\n/* harmony export */ Float32BufferAttribute: () => (/* binding */ Float32BufferAttribute),\n/* harmony export */ FloatType: () => (/* binding */ FloatType),\n/* harmony export */ Fog: () => (/* binding */ Fog),\n/* harmony export */ FogExp2: () => (/* binding */ FogExp2),\n/* harmony export */ FramebufferTexture: () => (/* binding */ FramebufferTexture),\n/* harmony export */ FrontSide: () => (/* binding */ FrontSide),\n/* harmony export */ Frustum: () => (/* binding */ Frustum),\n/* harmony export */ GLBufferAttribute: () => (/* binding */ GLBufferAttribute),\n/* harmony export */ GLSL1: () => (/* binding */ GLSL1),\n/* harmony export */ GLSL3: () => (/* binding */ GLSL3),\n/* harmony export */ GreaterCompare: () => (/* binding */ GreaterCompare),\n/* harmony export */ GreaterDepth: () => (/* binding */ GreaterDepth),\n/* harmony export */ GreaterEqualCompare: () => (/* binding */ GreaterEqualCompare),\n/* harmony export */ GreaterEqualDepth: () => (/* binding */ GreaterEqualDepth),\n/* harmony export */ GreaterEqualStencilFunc: () => (/* binding */ GreaterEqualStencilFunc),\n/* harmony export */ GreaterStencilFunc: () => (/* binding */ GreaterStencilFunc),\n/* harmony export */ GridHelper: () => (/* binding */ GridHelper),\n/* harmony export */ Group: () => (/* binding */ Group),\n/* harmony export */ HalfFloatType: () => (/* binding */ HalfFloatType),\n/* harmony export */ HemisphereLight: () => (/* binding */ HemisphereLight),\n/* harmony export */ HemisphereLightHelper: () => (/* binding */ HemisphereLightHelper),\n/* harmony export */ IcosahedronGeometry: () => (/* binding */ IcosahedronGeometry),\n/* harmony export */ ImageBitmapLoader: () => (/* binding */ ImageBitmapLoader),\n/* harmony export */ ImageLoader: () => (/* binding */ ImageLoader),\n/* harmony export */ ImageUtils: () => (/* binding */ ImageUtils),\n/* harmony export */ IncrementStencilOp: () => (/* binding */ IncrementStencilOp),\n/* harmony export */ IncrementWrapStencilOp: () => (/* binding */ IncrementWrapStencilOp),\n/* harmony export */ InstancedBufferAttribute: () => (/* binding */ InstancedBufferAttribute),\n/* harmony export */ InstancedBufferGeometry: () => (/* binding */ InstancedBufferGeometry),\n/* harmony export */ InstancedInterleavedBuffer: () => (/* binding */ InstancedInterleavedBuffer),\n/* harmony export */ InstancedMesh: () => (/* binding */ InstancedMesh),\n/* harmony export */ Int16BufferAttribute: () => (/* binding */ Int16BufferAttribute),\n/* harmony export */ Int32BufferAttribute: () => (/* binding */ Int32BufferAttribute),\n/* harmony export */ Int8BufferAttribute: () => (/* binding */ Int8BufferAttribute),\n/* harmony export */ IntType: () => (/* binding */ IntType),\n/* harmony export */ InterleavedBuffer: () => (/* binding */ InterleavedBuffer),\n/* harmony export */ InterleavedBufferAttribute: () => (/* binding */ InterleavedBufferAttribute),\n/* harmony export */ Interpolant: () => (/* binding */ Interpolant),\n/* harmony export */ InterpolateDiscrete: () => (/* binding */ InterpolateDiscrete),\n/* harmony export */ InterpolateLinear: () => (/* binding */ InterpolateLinear),\n/* harmony export */ InterpolateSmooth: () => (/* binding */ InterpolateSmooth),\n/* harmony export */ InvertStencilOp: () => (/* binding */ InvertStencilOp),\n/* harmony export */ KeepStencilOp: () => (/* binding */ KeepStencilOp),\n/* harmony export */ KeyframeTrack: () => (/* binding */ KeyframeTrack),\n/* harmony export */ LOD: () => (/* binding */ LOD),\n/* harmony export */ LatheGeometry: () => (/* binding */ LatheGeometry),\n/* harmony export */ Layers: () => (/* binding */ Layers),\n/* harmony export */ LessCompare: () => (/* binding */ LessCompare),\n/* harmony export */ LessDepth: () => (/* binding */ LessDepth),\n/* harmony export */ LessEqualCompare: () => (/* binding */ LessEqualCompare),\n/* harmony export */ LessEqualDepth: () => (/* binding */ LessEqualDepth),\n/* harmony export */ LessEqualStencilFunc: () => (/* binding */ LessEqualStencilFunc),\n/* harmony export */ LessStencilFunc: () => (/* binding */ LessStencilFunc),\n/* harmony export */ Light: () => (/* binding */ Light),\n/* harmony export */ LightProbe: () => (/* binding */ LightProbe),\n/* harmony export */ Line: () => (/* binding */ Line),\n/* harmony export */ Line3: () => (/* binding */ Line3),\n/* harmony export */ LineBasicMaterial: () => (/* binding */ LineBasicMaterial),\n/* harmony export */ LineCurve: () => (/* binding */ LineCurve),\n/* harmony export */ LineCurve3: () => (/* binding */ LineCurve3),\n/* harmony export */ LineDashedMaterial: () => (/* binding */ LineDashedMaterial),\n/* harmony export */ LineLoop: () => (/* binding */ LineLoop),\n/* harmony export */ LineSegments: () => (/* binding */ LineSegments),\n/* harmony export */ LinearDisplayP3ColorSpace: () => (/* binding */ LinearDisplayP3ColorSpace),\n/* harmony export */ LinearFilter: () => (/* binding */ LinearFilter),\n/* harmony export */ LinearInterpolant: () => (/* binding */ LinearInterpolant),\n/* harmony export */ LinearMipMapLinearFilter: () => (/* binding */ LinearMipMapLinearFilter),\n/* harmony export */ LinearMipMapNearestFilter: () => (/* binding */ LinearMipMapNearestFilter),\n/* harmony export */ LinearMipmapLinearFilter: () => (/* binding */ LinearMipmapLinearFilter),\n/* harmony export */ LinearMipmapNearestFilter: () => (/* binding */ LinearMipmapNearestFilter),\n/* harmony export */ LinearSRGBColorSpace: () => (/* binding */ LinearSRGBColorSpace),\n/* harmony export */ LinearToneMapping: () => (/* binding */ LinearToneMapping),\n/* harmony export */ LinearTransfer: () => (/* binding */ LinearTransfer),\n/* harmony export */ Loader: () => (/* binding */ Loader),\n/* harmony export */ LoaderUtils: () => (/* binding */ LoaderUtils),\n/* harmony export */ LoadingManager: () => (/* binding */ LoadingManager),\n/* harmony export */ LoopOnce: () => (/* binding */ LoopOnce),\n/* harmony export */ LoopPingPong: () => (/* binding */ LoopPingPong),\n/* harmony export */ LoopRepeat: () => (/* binding */ LoopRepeat),\n/* harmony export */ LuminanceAlphaFormat: () => (/* binding */ LuminanceAlphaFormat),\n/* harmony export */ LuminanceFormat: () => (/* binding */ LuminanceFormat),\n/* harmony export */ MOUSE: () => (/* binding */ MOUSE),\n/* harmony export */ Material: () => (/* binding */ Material),\n/* harmony export */ MaterialLoader: () => (/* binding */ MaterialLoader),\n/* harmony export */ MathUtils: () => (/* binding */ MathUtils),\n/* harmony export */ Matrix2: () => (/* binding */ Matrix2),\n/* harmony export */ Matrix3: () => (/* binding */ Matrix3),\n/* harmony export */ Matrix4: () => (/* binding */ Matrix4),\n/* harmony export */ MaxEquation: () => (/* binding */ MaxEquation),\n/* harmony export */ Mesh: () => (/* binding */ Mesh),\n/* harmony export */ MeshBasicMaterial: () => (/* binding */ MeshBasicMaterial),\n/* harmony export */ MeshDepthMaterial: () => (/* binding */ MeshDepthMaterial),\n/* harmony export */ MeshDistanceMaterial: () => (/* binding */ MeshDistanceMaterial),\n/* harmony export */ MeshLambertMaterial: () => (/* binding */ MeshLambertMaterial),\n/* harmony export */ MeshMatcapMaterial: () => (/* binding */ MeshMatcapMaterial),\n/* harmony export */ MeshNormalMaterial: () => (/* binding */ MeshNormalMaterial),\n/* harmony export */ MeshPhongMaterial: () => (/* binding */ MeshPhongMaterial),\n/* harmony export */ MeshPhysicalMaterial: () => (/* binding */ MeshPhysicalMaterial),\n/* harmony export */ MeshStandardMaterial: () => (/* binding */ MeshStandardMaterial),\n/* harmony export */ MeshToonMaterial: () => (/* binding */ MeshToonMaterial),\n/* harmony export */ MinEquation: () => (/* binding */ MinEquation),\n/* harmony export */ MirroredRepeatWrapping: () => (/* binding */ MirroredRepeatWrapping),\n/* harmony export */ MixOperation: () => (/* binding */ MixOperation),\n/* harmony export */ MultiplyBlending: () => (/* binding */ MultiplyBlending),\n/* harmony export */ MultiplyOperation: () => (/* binding */ MultiplyOperation),\n/* harmony export */ NearestFilter: () => (/* binding */ NearestFilter),\n/* harmony export */ NearestMipMapLinearFilter: () => (/* binding */ NearestMipMapLinearFilter),\n/* harmony export */ NearestMipMapNearestFilter: () => (/* binding */ NearestMipMapNearestFilter),\n/* harmony export */ NearestMipmapLinearFilter: () => (/* binding */ NearestMipmapLinearFilter),\n/* harmony export */ NearestMipmapNearestFilter: () => (/* binding */ NearestMipmapNearestFilter),\n/* harmony export */ NeutralToneMapping: () => (/* binding */ NeutralToneMapping),\n/* harmony export */ NeverCompare: () => (/* binding */ NeverCompare),\n/* harmony export */ NeverDepth: () => (/* binding */ NeverDepth),\n/* harmony export */ NeverStencilFunc: () => (/* binding */ NeverStencilFunc),\n/* harmony export */ NoBlending: () => (/* binding */ NoBlending),\n/* harmony export */ NoColorSpace: () => (/* binding */ NoColorSpace),\n/* harmony export */ NoToneMapping: () => (/* binding */ NoToneMapping),\n/* harmony export */ NormalAnimationBlendMode: () => (/* binding */ NormalAnimationBlendMode),\n/* harmony export */ NormalBlending: () => (/* binding */ NormalBlending),\n/* harmony export */ NotEqualCompare: () => (/* binding */ NotEqualCompare),\n/* harmony export */ NotEqualDepth: () => (/* binding */ NotEqualDepth),\n/* harmony export */ NotEqualStencilFunc: () => (/* binding */ NotEqualStencilFunc),\n/* harmony export */ NumberKeyframeTrack: () => (/* binding */ NumberKeyframeTrack),\n/* harmony export */ Object3D: () => (/* binding */ Object3D),\n/* harmony export */ ObjectLoader: () => (/* binding */ ObjectLoader),\n/* harmony export */ ObjectSpaceNormalMap: () => (/* binding */ ObjectSpaceNormalMap),\n/* harmony export */ OctahedronGeometry: () => (/* binding */ OctahedronGeometry),\n/* harmony export */ OneFactor: () => (/* binding */ OneFactor),\n/* harmony export */ OneMinusConstantAlphaFactor: () => (/* binding */ OneMinusConstantAlphaFactor),\n/* harmony export */ OneMinusConstantColorFactor: () => (/* binding */ OneMinusConstantColorFactor),\n/* harmony export */ OneMinusDstAlphaFactor: () => (/* binding */ OneMinusDstAlphaFactor),\n/* harmony export */ OneMinusDstColorFactor: () => (/* binding */ OneMinusDstColorFactor),\n/* harmony export */ OneMinusSrcAlphaFactor: () => (/* binding */ OneMinusSrcAlphaFactor),\n/* harmony export */ OneMinusSrcColorFactor: () => (/* binding */ OneMinusSrcColorFactor),\n/* harmony export */ OrthographicCamera: () => (/* binding */ OrthographicCamera),\n/* harmony export */ P3Primaries: () => (/* binding */ P3Primaries),\n/* harmony export */ PCFShadowMap: () => (/* binding */ PCFShadowMap),\n/* harmony export */ PCFSoftShadowMap: () => (/* binding */ PCFSoftShadowMap),\n/* harmony export */ PMREMGenerator: () => (/* binding */ PMREMGenerator),\n/* harmony export */ Path: () => (/* binding */ Path),\n/* harmony export */ PerspectiveCamera: () => (/* binding */ PerspectiveCamera),\n/* harmony export */ Plane: () => (/* binding */ Plane),\n/* harmony export */ PlaneGeometry: () => (/* binding */ PlaneGeometry),\n/* harmony export */ PlaneHelper: () => (/* binding */ PlaneHelper),\n/* harmony export */ PointLight: () => (/* binding */ PointLight),\n/* harmony export */ PointLightHelper: () => (/* binding */ PointLightHelper),\n/* harmony export */ Points: () => (/* binding */ Points),\n/* harmony export */ PointsMaterial: () => (/* binding */ PointsMaterial),\n/* harmony export */ PolarGridHelper: () => (/* binding */ PolarGridHelper),\n/* harmony export */ PolyhedronGeometry: () => (/* binding */ PolyhedronGeometry),\n/* harmony export */ PositionalAudio: () => (/* binding */ PositionalAudio),\n/* harmony export */ PropertyBinding: () => (/* binding */ PropertyBinding),\n/* harmony export */ PropertyMixer: () => (/* binding */ PropertyMixer),\n/* harmony export */ QuadraticBezierCurve: () => (/* binding */ QuadraticBezierCurve),\n/* harmony export */ QuadraticBezierCurve3: () => (/* binding */ QuadraticBezierCurve3),\n/* harmony export */ Quaternion: () => (/* binding */ Quaternion),\n/* harmony export */ QuaternionKeyframeTrack: () => (/* binding */ QuaternionKeyframeTrack),\n/* harmony export */ QuaternionLinearInterpolant: () => (/* binding */ QuaternionLinearInterpolant),\n/* harmony export */ RED_GREEN_RGTC2_Format: () => (/* binding */ RED_GREEN_RGTC2_Format),\n/* harmony export */ RED_RGTC1_Format: () => (/* binding */ RED_RGTC1_Format),\n/* harmony export */ REVISION: () => (/* binding */ REVISION),\n/* harmony export */ RGBADepthPacking: () => (/* binding */ RGBADepthPacking),\n/* harmony export */ RGBAFormat: () => (/* binding */ RGBAFormat),\n/* harmony export */ RGBAIntegerFormat: () => (/* binding */ RGBAIntegerFormat),\n/* harmony export */ RGBA_ASTC_10x10_Format: () => (/* binding */ RGBA_ASTC_10x10_Format),\n/* harmony export */ RGBA_ASTC_10x5_Format: () => (/* binding */ RGBA_ASTC_10x5_Format),\n/* harmony export */ RGBA_ASTC_10x6_Format: () => (/* binding */ RGBA_ASTC_10x6_Format),\n/* harmony export */ RGBA_ASTC_10x8_Format: () => (/* binding */ RGBA_ASTC_10x8_Format),\n/* harmony export */ RGBA_ASTC_12x10_Format: () => (/* binding */ RGBA_ASTC_12x10_Format),\n/* harmony export */ RGBA_ASTC_12x12_Format: () => (/* binding */ RGBA_ASTC_12x12_Format),\n/* harmony export */ RGBA_ASTC_4x4_Format: () => (/* binding */ RGBA_ASTC_4x4_Format),\n/* harmony export */ RGBA_ASTC_5x4_Format: () => (/* binding */ RGBA_ASTC_5x4_Format),\n/* harmony export */ RGBA_ASTC_5x5_Format: () => (/* binding */ RGBA_ASTC_5x5_Format),\n/* harmony export */ RGBA_ASTC_6x5_Format: () => (/* binding */ RGBA_ASTC_6x5_Format),\n/* harmony export */ RGBA_ASTC_6x6_Format: () => (/* binding */ RGBA_ASTC_6x6_Format),\n/* harmony export */ RGBA_ASTC_8x5_Format: () => (/* binding */ RGBA_ASTC_8x5_Format),\n/* harmony export */ RGBA_ASTC_8x6_Format: () => (/* binding */ RGBA_ASTC_8x6_Format),\n/* harmony export */ RGBA_ASTC_8x8_Format: () => (/* binding */ RGBA_ASTC_8x8_Format),\n/* harmony export */ RGBA_BPTC_Format: () => (/* binding */ RGBA_BPTC_Format),\n/* harmony export */ RGBA_ETC2_EAC_Format: () => (/* binding */ RGBA_ETC2_EAC_Format),\n/* harmony export */ RGBA_PVRTC_2BPPV1_Format: () => (/* binding */ RGBA_PVRTC_2BPPV1_Format),\n/* harmony export */ RGBA_PVRTC_4BPPV1_Format: () => (/* binding */ RGBA_PVRTC_4BPPV1_Format),\n/* harmony export */ RGBA_S3TC_DXT1_Format: () => (/* binding */ RGBA_S3TC_DXT1_Format),\n/* harmony export */ RGBA_S3TC_DXT3_Format: () => (/* binding */ RGBA_S3TC_DXT3_Format),\n/* harmony export */ RGBA_S3TC_DXT5_Format: () => (/* binding */ RGBA_S3TC_DXT5_Format),\n/* harmony export */ RGBDepthPacking: () => (/* binding */ RGBDepthPacking),\n/* harmony export */ RGBFormat: () => (/* binding */ RGBFormat),\n/* harmony export */ RGBIntegerFormat: () => (/* binding */ RGBIntegerFormat),\n/* harmony export */ RGB_BPTC_SIGNED_Format: () => (/* binding */ RGB_BPTC_SIGNED_Format),\n/* harmony export */ RGB_BPTC_UNSIGNED_Format: () => (/* binding */ RGB_BPTC_UNSIGNED_Format),\n/* harmony export */ RGB_ETC1_Format: () => (/* binding */ RGB_ETC1_Format),\n/* harmony export */ RGB_ETC2_Format: () => (/* binding */ RGB_ETC2_Format),\n/* harmony export */ RGB_PVRTC_2BPPV1_Format: () => (/* binding */ RGB_PVRTC_2BPPV1_Format),\n/* harmony export */ RGB_PVRTC_4BPPV1_Format: () => (/* binding */ RGB_PVRTC_4BPPV1_Format),\n/* harmony export */ RGB_S3TC_DXT1_Format: () => (/* binding */ RGB_S3TC_DXT1_Format),\n/* harmony export */ RGDepthPacking: () => (/* binding */ RGDepthPacking),\n/* harmony export */ RGFormat: () => (/* binding */ RGFormat),\n/* harmony export */ RGIntegerFormat: () => (/* binding */ RGIntegerFormat),\n/* harmony export */ RawShaderMaterial: () => (/* binding */ RawShaderMaterial),\n/* harmony export */ Ray: () => (/* binding */ Ray),\n/* harmony export */ Raycaster: () => (/* binding */ Raycaster),\n/* harmony export */ Rec709Primaries: () => (/* binding */ Rec709Primaries),\n/* harmony export */ RectAreaLight: () => (/* binding */ RectAreaLight),\n/* harmony export */ RedFormat: () => (/* binding */ RedFormat),\n/* harmony export */ RedIntegerFormat: () => (/* binding */ RedIntegerFormat),\n/* harmony export */ ReinhardToneMapping: () => (/* binding */ ReinhardToneMapping),\n/* harmony export */ RenderTarget: () => (/* binding */ RenderTarget),\n/* harmony export */ RepeatWrapping: () => (/* binding */ RepeatWrapping),\n/* harmony export */ ReplaceStencilOp: () => (/* binding */ ReplaceStencilOp),\n/* harmony export */ ReverseSubtractEquation: () => (/* binding */ ReverseSubtractEquation),\n/* harmony export */ RingGeometry: () => (/* binding */ RingGeometry),\n/* harmony export */ SIGNED_RED_GREEN_RGTC2_Format: () => (/* binding */ SIGNED_RED_GREEN_RGTC2_Format),\n/* harmony export */ SIGNED_RED_RGTC1_Format: () => (/* binding */ SIGNED_RED_RGTC1_Format),\n/* harmony export */ SRGBColorSpace: () => (/* binding */ SRGBColorSpace),\n/* harmony export */ SRGBTransfer: () => (/* binding */ SRGBTransfer),\n/* harmony export */ Scene: () => (/* binding */ Scene),\n/* harmony export */ ShaderChunk: () => (/* binding */ ShaderChunk),\n/* harmony export */ ShaderLib: () => (/* binding */ ShaderLib),\n/* harmony export */ ShaderMaterial: () => (/* binding */ ShaderMaterial),\n/* harmony export */ ShadowMaterial: () => (/* binding */ ShadowMaterial),\n/* harmony export */ Shape: () => (/* binding */ Shape),\n/* harmony export */ ShapeGeometry: () => (/* binding */ ShapeGeometry),\n/* harmony export */ ShapePath: () => (/* binding */ ShapePath),\n/* harmony export */ ShapeUtils: () => (/* binding */ ShapeUtils),\n/* harmony export */ ShortType: () => (/* binding */ ShortType),\n/* harmony export */ Skeleton: () => (/* binding */ Skeleton),\n/* harmony export */ SkeletonHelper: () => (/* binding */ SkeletonHelper),\n/* harmony export */ SkinnedMesh: () => (/* binding */ SkinnedMesh),\n/* harmony export */ Source: () => (/* binding */ Source),\n/* harmony export */ Sphere: () => (/* binding */ Sphere),\n/* harmony export */ SphereGeometry: () => (/* binding */ SphereGeometry),\n/* harmony export */ Spherical: () => (/* binding */ Spherical),\n/* harmony export */ SphericalHarmonics3: () => (/* binding */ SphericalHarmonics3),\n/* harmony export */ SplineCurve: () => (/* binding */ SplineCurve),\n/* harmony export */ SpotLight: () => (/* binding */ SpotLight),\n/* harmony export */ SpotLightHelper: () => (/* binding */ SpotLightHelper),\n/* harmony export */ Sprite: () => (/* binding */ Sprite),\n/* harmony export */ SpriteMaterial: () => (/* binding */ SpriteMaterial),\n/* harmony export */ SrcAlphaFactor: () => (/* binding */ SrcAlphaFactor),\n/* harmony export */ SrcAlphaSaturateFactor: () => (/* binding */ SrcAlphaSaturateFactor),\n/* harmony export */ SrcColorFactor: () => (/* binding */ SrcColorFactor),\n/* harmony export */ StaticCopyUsage: () => (/* binding */ StaticCopyUsage),\n/* harmony export */ StaticDrawUsage: () => (/* binding */ StaticDrawUsage),\n/* harmony export */ StaticReadUsage: () => (/* binding */ StaticReadUsage),\n/* harmony export */ StereoCamera: () => (/* binding */ StereoCamera),\n/* harmony export */ StreamCopyUsage: () => (/* binding */ StreamCopyUsage),\n/* harmony export */ StreamDrawUsage: () => (/* binding */ StreamDrawUsage),\n/* harmony export */ StreamReadUsage: () => (/* binding */ StreamReadUsage),\n/* harmony export */ StringKeyframeTrack: () => (/* binding */ StringKeyframeTrack),\n/* harmony export */ SubtractEquation: () => (/* binding */ SubtractEquation),\n/* harmony export */ SubtractiveBlending: () => (/* binding */ SubtractiveBlending),\n/* harmony export */ TOUCH: () => (/* binding */ TOUCH),\n/* harmony export */ TangentSpaceNormalMap: () => (/* binding */ TangentSpaceNormalMap),\n/* harmony export */ TetrahedronGeometry: () => (/* binding */ TetrahedronGeometry),\n/* harmony export */ Texture: () => (/* binding */ Texture),\n/* harmony export */ TextureLoader: () => (/* binding */ TextureLoader),\n/* harmony export */ TextureUtils: () => (/* binding */ TextureUtils),\n/* harmony export */ TorusGeometry: () => (/* binding */ TorusGeometry),\n/* harmony export */ TorusKnotGeometry: () => (/* binding */ TorusKnotGeometry),\n/* harmony export */ Triangle: () => (/* binding */ Triangle),\n/* harmony export */ TriangleFanDrawMode: () => (/* binding */ TriangleFanDrawMode),\n/* harmony export */ TriangleStripDrawMode: () => (/* binding */ TriangleStripDrawMode),\n/* harmony export */ TrianglesDrawMode: () => (/* binding */ TrianglesDrawMode),\n/* harmony export */ TubeGeometry: () => (/* binding */ TubeGeometry),\n/* harmony export */ UVMapping: () => (/* binding */ UVMapping),\n/* harmony export */ Uint16BufferAttribute: () => (/* binding */ Uint16BufferAttribute),\n/* harmony export */ Uint32BufferAttribute: () => (/* binding */ Uint32BufferAttribute),\n/* harmony export */ Uint8BufferAttribute: () => (/* binding */ Uint8BufferAttribute),\n/* harmony export */ Uint8ClampedBufferAttribute: () => (/* binding */ Uint8ClampedBufferAttribute),\n/* harmony export */ Uniform: () => (/* binding */ Uniform),\n/* harmony export */ UniformsGroup: () => (/* binding */ UniformsGroup),\n/* harmony export */ UniformsLib: () => (/* binding */ UniformsLib),\n/* harmony export */ UniformsUtils: () => (/* binding */ UniformsUtils),\n/* harmony export */ UnsignedByteType: () => (/* binding */ UnsignedByteType),\n/* harmony export */ UnsignedInt248Type: () => (/* binding */ UnsignedInt248Type),\n/* harmony export */ UnsignedInt5999Type: () => (/* binding */ UnsignedInt5999Type),\n/* harmony export */ UnsignedIntType: () => (/* binding */ UnsignedIntType),\n/* harmony export */ UnsignedShort4444Type: () => (/* binding */ UnsignedShort4444Type),\n/* harmony export */ UnsignedShort5551Type: () => (/* binding */ UnsignedShort5551Type),\n/* harmony export */ UnsignedShortType: () => (/* binding */ UnsignedShortType),\n/* harmony export */ VSMShadowMap: () => (/* binding */ VSMShadowMap),\n/* harmony export */ Vector2: () => (/* binding */ Vector2),\n/* harmony export */ Vector3: () => (/* binding */ Vector3),\n/* harmony export */ Vector4: () => (/* binding */ Vector4),\n/* harmony export */ VectorKeyframeTrack: () => (/* binding */ VectorKeyframeTrack),\n/* harmony export */ VideoTexture: () => (/* binding */ VideoTexture),\n/* harmony export */ WebGL3DRenderTarget: () => (/* binding */ WebGL3DRenderTarget),\n/* harmony export */ WebGLArrayRenderTarget: () => (/* binding */ WebGLArrayRenderTarget),\n/* harmony export */ WebGLCoordinateSystem: () => (/* binding */ WebGLCoordinateSystem),\n/* harmony export */ WebGLCubeRenderTarget: () => (/* binding */ WebGLCubeRenderTarget),\n/* harmony export */ WebGLMultipleRenderTargets: () => (/* binding */ WebGLMultipleRenderTargets),\n/* harmony export */ WebGLRenderTarget: () => (/* binding */ WebGLRenderTarget),\n/* harmony export */ WebGLRenderer: () => (/* binding */ WebGLRenderer),\n/* harmony export */ WebGLUtils: () => (/* binding */ WebGLUtils),\n/* harmony export */ WebGPUCoordinateSystem: () => (/* binding */ WebGPUCoordinateSystem),\n/* harmony export */ WireframeGeometry: () => (/* binding */ WireframeGeometry),\n/* harmony export */ WrapAroundEnding: () => (/* binding */ WrapAroundEnding),\n/* harmony export */ ZeroCurvatureEnding: () => (/* binding */ ZeroCurvatureEnding),\n/* harmony export */ ZeroFactor: () => (/* binding */ ZeroFactor),\n/* harmony export */ ZeroSlopeEnding: () => (/* binding */ ZeroSlopeEnding),\n/* harmony export */ ZeroStencilOp: () => (/* binding */ ZeroStencilOp),\n/* harmony export */ createCanvasElement: () => (/* binding */ createCanvasElement)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2010-2024 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '167';\n\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst ConstantColorFactor = 211;\nconst OneMinusConstantColorFactor = 212;\nconst ConstantAlphaFactor = 213;\nconst OneMinusConstantAlphaFactor = 214;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\nconst AgXToneMapping = 6;\nconst NeutralToneMapping = 7;\nconst AttachedBindMode = 'attached';\nconst DetachedBindMode = 'detached';\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst UnsignedInt5999Type = 35902;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst RGB_BPTC_SIGNED_Format = 36494;\nconst RGB_BPTC_UNSIGNED_Format = 36495;\nconst RED_RGTC1_Format = 36283;\nconst SIGNED_RED_RGTC1_Format = 36284;\nconst RED_GREEN_RGTC2_Format = 36285;\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst RGBDepthPacking = 3202;\nconst RGDepthPacking = 3203;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\nconst DisplayP3ColorSpace = 'display-p3';\nconst LinearDisplayP3ColorSpace = 'display-p3-linear';\n\nconst LinearTransfer = 'linear';\nconst SRGBTransfer = 'srgb';\n\nconst Rec709Primaries = 'rec709';\nconst P3Primaries = 'p3';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst NeverCompare = 512;\nconst LessCompare = 513;\nconst EqualCompare = 514;\nconst LessEqualCompare = 515;\nconst GreaterCompare = 516;\nconst NotEqualCompare = 517;\nconst GreaterEqualCompare = 518;\nconst AlwaysCompare = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst WebGLCoordinateSystem = 2000;\nconst WebGPUCoordinateSystem = 2001;\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nfunction warnOnce( message ) {\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\tconsole.warn( message );\n\n}\n\nfunction probeAsync( gl, sync, interval ) {\n\n\treturn new Promise( function ( resolve, reject ) {\n\n\t\tfunction probe() {\n\n\t\t\tswitch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {\n\n\t\t\t\tcase gl.WAIT_FAILED:\n\t\t\t\t\treject();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase gl.TIMEOUT_EXPIRED:\n\t\t\t\t\tsetTimeout( probe, interval );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tresolve();\n\n\t\t\t}\n\n\t\t}\n\n\t\tsetTimeout( probe, interval );\n\n\t} );\n\n}\n\n/**\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\n * or clipping. Based on W3C specifications for sRGB and Display P3,\n * and ICC specifications for the D50 connection space. Values in/out\n * are _linear_ sRGB and _linear_ Display P3.\n *\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\n *\n * Reference:\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(\n\t0.8224621, 0.177538, 0.0,\n\t0.0331941, 0.9668058, 0.0,\n\t0.0170827, 0.0723974, 0.9105199,\n);\n\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(\n\t1.2249401, - 0.2249404, 0.0,\n\t- 0.0420569, 1.0420571, 0.0,\n\t- 0.0196376, - 0.0786361, 1.0982735\n);\n\n/**\n * Defines supported color spaces by transfer function and primaries,\n * and provides conversions to/from the Linear-sRGB reference space.\n */\nconst COLOR_SPACES = {\n\t[ LinearSRGBColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\tluminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],\n\t\ttoReference: ( color ) => color,\n\t\tfromReference: ( color ) => color,\n\t},\n\t[ SRGBColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\tluminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],\n\t\ttoReference: ( color ) => color.convertSRGBToLinear(),\n\t\tfromReference: ( color ) => color.convertLinearToSRGB(),\n\t},\n\t[ LinearDisplayP3ColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: P3Primaries,\n\t\tluminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],\n\t\ttoReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),\n\t},\n\t[ DisplayP3ColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: P3Primaries,\n\t\tluminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],\n\t\ttoReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),\n\t},\n};\n\nconst SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );\n\nconst ColorManagement = {\n\n\tenabled: true,\n\n\t_workingColorSpace: LinearSRGBColorSpace,\n\n\tget workingColorSpace() {\n\n\t\treturn this._workingColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tif ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {\n\n\t\t\tthrow new Error( `Unsupported working color space, \"${ colorSpace }\".` );\n\n\t\t}\n\n\t\tthis._workingColorSpace = colorSpace;\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tconst sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;\n\t\tconst targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;\n\n\t\treturn targetFromReference( sourceToReference( color ) );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this._workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this._workingColorSpace );\n\n\t},\n\n\tgetPrimaries: function ( colorSpace ) {\n\n\t\treturn COLOR_SPACES[ colorSpace ].primaries;\n\n\t},\n\n\tgetTransfer: function ( colorSpace ) {\n\n\t\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\n\n\t\treturn COLOR_SPACES[ colorSpace ].transfer;\n\n\t},\n\n\tgetLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) {\n\n\t\treturn target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients );\n\n\t},\n\n};\n\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nlet _sourceId = 0;\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\t\tthis.dataReady = true;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nlet _textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\t\tthis.channel = 0;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\tthis.colorSpace = colorSpace;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value = null ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tset needsPMREMUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.pmremVersion ++;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\t\tthis.w = e[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\t\tthis.w = Math.trunc( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass RenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\toptions = Object.assign( {\n\t\t\tgenerateMipmaps: false,\n\t\t\tinternalFormat: null,\n\t\t\tminFilter: LinearFilter,\n\t\t\tdepthBuffer: true,\n\t\t\tstencilBuffer: false,\n\t\t\tresolveDepthBuffer: true,\n\t\t\tresolveStencilBuffer: true,\n\t\t\tdepthTexture: null,\n\t\t\tsamples: 0,\n\t\t\tcount: 1\n\t\t}, options );\n\n\t\tconst texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\ttexture.flipY = false;\n\t\ttexture.generateMipmaps = options.generateMipmaps;\n\t\ttexture.internalFormat = options.internalFormat;\n\n\t\tthis.textures = [];\n\n\t\tconst count = options.count;\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.textures[ i ] = texture.clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\tthis.depthBuffer = options.depthBuffer;\n\t\tthis.stencilBuffer = options.stencilBuffer;\n\n\t\tthis.resolveDepthBuffer = options.resolveDepthBuffer;\n\t\tthis.resolveStencilBuffer = options.resolveStencilBuffer;\n\n\t\tthis.depthTexture = options.depthTexture;\n\n\t\tthis.samples = options.samples;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures[ 0 ];\n\n\t}\n\n\tset texture( value ) {\n\n\t\tthis.textures[ 0 ] = value;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.textures.length; i < il; i ++ ) {\n\n\t\t\t\tthis.textures[ i ].image.width = width;\n\t\t\t\tthis.textures[ i ].image.height = height;\n\t\t\t\tthis.textures[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.scissor.copy( source.scissor );\n\t\tthis.scissorTest = source.scissorTest;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.textures.length = 0;\n\n\t\tfor ( let i = 0, il = source.textures.length; i < il; i ++ ) {\n\n\t\t\tthis.textures[ i ] = source.textures[ i ].clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tthis.resolveDepthBuffer = source.resolveDepthBuffer;\n\t\tthis.resolveStencilBuffer = source.resolveStencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass WebGLRenderTarget extends RenderTarget {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.layerUpdates = new Set();\n\n\t}\n\n\taddLayerUpdate( layerIndex ) {\n\n\t\tthis.layerUpdates.add( layerIndex );\n\n\t}\n\n\tclearLayerUpdates() {\n\n\t\tthis.layerUpdates.clear();\n\n\t}\n\n}\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLArrayRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGL3DRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// sets this quaternion to a uniform random unit quaternnion\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst theta = Math.random() * Math.PI * 2;\n\t\tconst u = Math.random() * 2 - 1;\n\t\tconst c = Math.sqrt( 1 - u * u );\n\n\t\tthis.x = c * Math.cos( theta );\n\t\tthis.y = u;\n\t\tthis.z = c * Math.sin( theta );\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromArray( array, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\t\t// precise AABB computation based on vertex data requires at least a position attribute.\n\t\t\t// instancing isn't supported so far and uses the normal (conservative) code path.\n\n\t\t\tif ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\tif ( object.isMesh === true ) {\n\n\t\t\t\t\t\tobject.getVertexPosition( i, _vector$b );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_vector$b.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_vector$b.applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( object.boundingBox !== undefined ) {\n\n\t\t\t\t\t// object-level bounding box\n\n\t\t\t\t\tif ( object.boundingBox === null ) {\n\n\t\t\t\t\t\tobject.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( object.boundingBox );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// geometry-level bounding box\n\n\t\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( geometry.boundingBox );\n\n\t\t\t\t}\n\n\t\t\t\t_box$4.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x >= this.min.x && point.x <= this.max.x &&\n\t\t\tpoint.y >= this.min.y && point.y <= this.max.y &&\n\t\t\tpoint.z >= this.min.z && point.z <= this.max.z;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x >= this.min.x && box.min.x <= this.max.x &&\n\t\t\tbox.max.y >= this.min.y && box.min.y <= this.max.y &&\n\t\t\tbox.max.z >= this.min.z && box.min.z <= this.max.z;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$3.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$4.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$3 );\n\t\t_f1.subVectors( _v2$4, _v1$7 );\n\t\t_f2.subVectors( _v0$3, _v2$4 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$b ).distanceTo( point );\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\ttarget.makeEmpty();\n\n\t\t} else {\n\n\t\t\tthis.getCenter( target.center );\n\n\t\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$4 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$3 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$4 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.isSphere = true;\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$3.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1$6.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1$6.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1$6, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if t1 is behind the ray - if so, return null\n\t\tif ( t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x.x,\n\t\t\t\t0, 1, 0, x.y,\n\t\t\t\t0, 0, 1, x.z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x,\n\t\t\t\t0, 1, 0, y,\n\t\t\t\t0, 0, 1, z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$4.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$4.elements[ 0 ] *= invSX;\n\t\t_m1$4.elements[ 1 ] *= invSX;\n\t\t_m1$4.elements[ 2 ] *= invSX;\n\n\t\t_m1$4.elements[ 4 ] *= invSY;\n\t\t_m1$4.elements[ 5 ] *= invSY;\n\t\t_m1$4.elements[ 6 ] *= invSY;\n\n\t\t_m1$4.elements[ 8 ] *= invSZ;\n\t\t_m1$4.elements[ 9 ] *= invSZ;\n\t\t_m1$4.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$4 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\n\t\tlet c, d;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tc = - ( far + near ) / ( far - near );\n\t\t\td = ( - 2 * far * near ) / ( far - near );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tc = - far / ( far - near );\n\t\t\td = ( - far * near ) / ( far - near );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a; \tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b; \tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c; \tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\n\t\tlet z, zInv;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tz = ( far + near ) * p;\n\t\t\tzInv = - 2 * p;\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tz = near * p;\n\t\t\tzInv = - 1 * p;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\t\tte[ 8 ] = 0; \t\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0; \t\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0; \t\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0; \t\tte[ 6 ] = 0;\t\tte[ 10 ] = zInv;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0; \t\tte[ 7 ] = 0;\t\tte[ 11 ] = 0;\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$4 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$2 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$2.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$2, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$3 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nconst _childaddedEvent = { type: 'childadded', child: null };\nconst _childremovedEvent = { type: 'childremoved', child: null };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$3.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$3.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$3 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$3.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$3 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tobject.removeFromParent();\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t\t_childaddedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t\t_childaddedEvent.child = null;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t\t_childremovedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childremovedEvent );\n\t\t\t_childremovedEvent.child = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\treturn this.remove( ... this.children );\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$3.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$3.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$3 );\n\n\t\tobject.removeFromParent();\n\t\tobject.parent = this;\n\t\tthis.children.push( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t_childaddedEvent.child = object;\n\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t_childaddedEvent.child = null;\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value, result = [] ) {\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].getObjectsByProperty( name, value, result );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\tif ( this.parent === null ) {\n\n\t\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// make sure descendants are updated if required\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tchild.updateMatrixWorld( force );\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldAutoUpdate === true ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// make sure descendants are updated\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\t\tobject.up = this.up.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\tif ( this.isBatchedMesh ) {\n\n\t\t\tobject.type = 'BatchedMesh';\n\t\t\tobject.perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\t\tobject.sortObjects = this.sortObjects;\n\n\t\t\tobject.drawRanges = this._drawRanges;\n\t\t\tobject.reservedRanges = this._reservedRanges;\n\n\t\t\tobject.visibility = this._visibility;\n\t\t\tobject.active = this._active;\n\t\t\tobject.bounds = this._bounds.map( bound => ( {\n\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\tboxMin: bound.box.min.toArray(),\n\t\t\t\tboxMax: bound.box.max.toArray(),\n\n\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\tsphereRadius: bound.sphere.radius,\n\t\t\t\tsphereCenter: bound.sphere.center.toArray()\n\t\t\t} ) );\n\n\t\t\tobject.maxInstanceCount = this._maxInstanceCount;\n\t\t\tobject.maxVertexCount = this._maxVertexCount;\n\t\t\tobject.maxIndexCount = this._maxIndexCount;\n\n\t\t\tobject.geometryInitialized = this._geometryInitialized;\n\t\t\tobject.geometryCount = this._geometryCount;\n\n\t\t\tobject.matricesTexture = this._matricesTexture.toJSON( meta );\n\n\t\t\tif ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );\n\n\t\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\t\tobject.boundingSphere = {\n\t\t\t\t\tcenter: object.boundingSphere.center.toArray(),\n\t\t\t\t\tradius: object.boundingSphere.radius\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox !== null ) {\n\n\t\t\t\tobject.boundingBox = {\n\t\t\t\t\tmin: object.boundingBox.min.toArray(),\n\t\t\t\t\tmax: object.boundingBox.max.toArray()\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.animations = source.animations.slice();\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$2 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$2.subVectors( a, b );\n\t\ttarget.cross( _v0$2 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$2.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$2.dot( _v0$2 );\n\t\tconst dot01 = _v0$2.dot( _v1$3 );\n\t\tconst dot02 = _v0$2.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\ttarget.set( 0, 0, 0 );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\t// if the triangle is degenerate then we can't contain a point\n\t\tif ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );\n\n\t}\n\n\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\n\n\t\tif ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {\n\n\t\t\ttarget.x = 0;\n\t\t\ttarget.y = 0;\n\t\t\tif ( 'z' in target ) target.z = 0;\n\t\t\tif ( 'w' in target ) target.w = 0;\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttarget.setScalar( 0 );\n\t\ttarget.addScaledVector( v1, _v3$2.x );\n\t\ttarget.addScaledVector( v2, _v3$2.y );\n\t\ttarget.addScaledVector( v3, _v3$2.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$2.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$2.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$2.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$2.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetInterpolation( point, v1, v2, v3, target ) {\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\treturn this.set( r, g, b );\n\n\t}\n\n\tset( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\n\t\t\tconst value = r;\n\n\t\t\tif ( value && value.isColor ) {\n\n\t\t\t\tthis.copy( value );\n\n\t\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\t\tthis.setHex( value );\n\n\t\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\t\tthis.setStyle( value );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.setRGB( r, g, b );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^(\\w+)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL(\n\t\t\t\t\t\t\tparseFloat( color[ 1 ] ) / 360,\n\t\t\t\t\t\t\tparseFloat( color[ 2 ] ) / 100,\n\t\t\t\t\t\t\tparseFloat( color[ 3 ] ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\treturn this.setRGB(\n\t\t\t\t\tparseInt( hex.charAt( 0 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 1 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 2 ), 16 ) / 15,\n\t\t\t\t\tcolorSpace\n\t\t\t\t);\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\n\n\t\t\t}\n\n\t\t} else if ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\ttarget.r = _color.r;\n\t\ttarget.g = _color.g;\n\t\ttarget.b = _color.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\n\n\t\t}\n\n\t\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\treturn this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\tthis.r = v.x;\n\t\tthis.g = v.y;\n\t\tthis.b = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\t\tconst e = m.elements;\n\n\t\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\n\t\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\n\t\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nconst _color = /*@__PURE__*/ new Color();\n\nColor.NAMES = _colorKeywords;\n\nlet _materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\t\tthis.alphaHash = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\t\tthis.blendColor = new Color( 0, 0, 0 );\n\t\tthis.blendAlpha = 0;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.dispersion !== undefined ) data.dispersion = this.dispersion;\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\n\t\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\n\n\t\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\n\n\t\t\tdata.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors === true ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = true;\n\n\t\tif ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;\n\t\tif ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;\n\t\tif ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;\n\t\tif ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;\n\t\tif ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;\n\t\tif ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;\n\t\tif ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();\n\t\tif ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;\n\n\t\tif ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;\n\t\tif ( this.depthTest === false ) data.depthTest = this.depthTest;\n\t\tif ( this.depthWrite === false ) data.depthWrite = this.depthWrite;\n\t\tif ( this.colorWrite === false ) data.colorWrite = this.colorWrite;\n\n\t\tif ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;\n\t\tif ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;\n\t\tif ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;\n\t\tif ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;\n\t\tif ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;\n\t\tif ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;\n\t\tif ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;\n\t\tif ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaHash === true ) data.alphaHash = true;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = true;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = true;\n\n\t\tif ( this.wireframe === true ) data.wireframe = true;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\t\tthis.blendColor.copy( source.blendColor );\n\t\tthis.blendAlpha = source.blendAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaHash = source.alphaHash;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {\n\n\t\tconsole.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {\n\n\t\tconsole.warn( 'Material: onBeforeRender() has been removed.' ); // @deprecated, r166\n\n\t}\n\n\n}\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nconst DataUtils = {\n\ttoHalfFloat: toHalfFloat,\n\tfromHalfFloat: fromHalfFloat,\n};\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\t\tthis.gpuType = FloatType;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\t\tthis.gpuType = source.gpuType;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.itemSize + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.array[ index * this.itemSize + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\t\tthis.array[ index + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$2 = 0;\n\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$2 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1$2.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst positionAttribute = attributes.position;\n\t\tconst normalAttribute = attributes.normal;\n\t\tconst uvAttribute = attributes.uv;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );\n\n\t\t}\n\n\t\tconst tangentAttribute = this.getAttribute( 'tangent' );\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( positionAttribute, a );\n\t\t\tvB.fromBufferAttribute( positionAttribute, b );\n\t\t\tvC.fromBufferAttribute( positionAttribute, c );\n\n\t\t\tuvA.fromBufferAttribute( uvAttribute, a );\n\t\t\tuvB.fromBufferAttribute( uvAttribute, b );\n\t\t\tuvC.fromBufferAttribute( uvAttribute, c );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: index.count\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindex.getX( j + 0 ),\n\t\t\t\t\tindex.getX( j + 1 ),\n\t\t\t\t\tindex.getX( j + 2 )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromBufferAttribute( normalAttribute, v );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( index.getX( j + 0 ) );\n\t\t\t\thandleVertex( index.getX( j + 1 ) );\n\t\t\t\thandleVertex( index.getX( j + 2 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();\nconst _ray$3 = /*@__PURE__*/ new Ray();\nconst _sphere$6 = /*@__PURE__*/ new Sphere();\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _normalA = /*@__PURE__*/ new Vector3();\nconst _normalB = /*@__PURE__*/ new Vector3();\nconst _normalC = /*@__PURE__*/ new Vector3();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$6.copy( geometry.boundingSphere );\n\t\t_sphere$6.applyMatrix4( matrixWorld );\n\n\t\t// check distance from ray origin to bounding sphere\n\n\t\t_ray$3.copy( raycaster.ray ).recast( raycaster.near );\n\n\t\tif ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {\n\n\t\t\tif ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;\n\n\t\t\tif ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\n\n\t\t}\n\n\t\t// convert ray to local space of mesh\n\n\t\t_inverseMatrix$3.copy( matrixWorld ).invert();\n\t\t_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$3 );\n\n\t}\n\n\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\n\n\t\tlet intersection;\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv1 = geometry.attributes.uv1;\n\t\tconst normal = geometry.attributes.normal;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA$1 );\n\tobject.getVertexPosition( b, _vB$1 );\n\tobject.getVertexPosition( c, _vC$1 );\n\n\tconst intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv1 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv1, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv1, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv1, c );\n\n\t\t\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( normal ) {\n\n\t\t\t_normalA.fromBufferAttribute( normal, a );\n\t\t\t_normalB.fromBufferAttribute( normal, b );\n\t\t\t_normalC.fromBufferAttribute( normal, c );\n\n\t\t\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );\n\n\t\t\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\n\n\t\t\t\tintersection.normal.multiplyScalar( - 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tif ( property.isRenderTargetTexture ) {\n\n\t\t\t\t\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\n\t\t\t\t\tdst[ u ][ p ] = null;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t\t}\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction getUnlitUniformColorSpace( renderer ) {\n\n\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\tif ( currentRenderTarget === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputColorSpace;\n\n\t}\n\n\t// https://github.com/mrdoob/three.js/issues/27868\n\tif ( currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\treturn currentRenderTarget.texture.colorSpace;\n\n\t}\n\n\treturn ColorManagement.workingColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.forceSinglePass = true;\n\n\t\tthis.extensions = {\n\t\t\tclipCullDistance: false, // set to use vertex shader clipping\n\t\t\tmultiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv1': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tdata.lights = this.lights;\n\t\tdata.clipping = this.clipping;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t\tthis.coordinateSystem = WebGLCoordinateSystem;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\tthis.coordinateSystem = source.coordinateSystem;\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\treturn super.getWorldDirection( target ).negate();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _v3$1 = /*@__PURE__*/ new Vector3();\nconst _minTarget = /*@__PURE__*/ new Vector2();\nconst _maxTarget = /*@__PURE__*/ new Vector2();\n\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.\n\t */\n\tgetViewBounds( distance, minTarget, maxTarget ) {\n\n\t\t_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tminTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t\t_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tmaxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t}\n\n\t/**\n\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Copies the result into the target Vector2, where x is width and y is height.\n\t */\n\tgetViewSize( distance, target ) {\n\n\t\tthis.getViewBounds( distance, _minTarget, _maxTarget );\n\n\t\treturn target.subVectors( _maxTarget, _minTarget );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\t\tthis.coordinateSystem = null;\n\t\tthis.activeMipmapLevel = 0;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdateCoordinateSystem() {\n\n\t\tconst coordinateSystem = this.coordinateSystem;\n\n\t\tconst cameras = this.children.concat();\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\n\n\t\tfor ( const camera of cameras ) this.remove( camera );\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, 1, 0 );\n\t\t\tcameraPX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, 1, 0 );\n\t\t\tcameraNX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tfor ( const camera of cameras ) {\n\n\t\t\tthis.add( camera );\n\n\t\t\tcamera.updateMatrixWorld();\n\n\t\t}\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst { renderTarget, activeMipmapLevel } = this;\n\n\t\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\n\n\t\t\tthis.coordinateSystem = renderer.coordinateSystem;\n\n\t\t\tthis.updateCoordinateSystem();\n\n\t\t}\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst currentActiveCubeFace = renderer.getActiveCubeFace();\n\t\tconst currentActiveMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\t// mipmaps are generated during the last call of render()\n\t\t// at this point, all sides of the cube render target are defined\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.colorSpace = texture.colorSpace;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( line.start ).addScaledVector( direction, t );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _sphere$5 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t}\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$5.center.set( 0, 0, 0 );\n\t\t_sphere$5.radius = 0.7071067811865476;\n\t\t_sphere$5.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl ) {\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\t\tconst size = array.byteLength;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\ttype = gl.HALF_FLOAT;\n\n\t\t\t} else {\n\n\t\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version,\n\t\t\tsize: size\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute._updateRange; // @deprecated, r159\n\t\tconst updateRanges = attribute.updateRanges;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 && updateRanges.length === 0 ) {\n\n\t\t\t// Not using update ranges\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t}\n\n\t\tif ( updateRanges.length !== 0 ) {\n\n\t\t\tfor ( let i = 0, l = updateRanges.length; i < l; i ++ ) {\n\n\t\t\t\tconst range = updateRanges[ i ];\n\n\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, range.start, range.count );\n\n\t\t\t}\n\n\t\t\tattribute.clearUpdateRanges();\n\n\t\t}\n\n\t\t// @deprecated, r159\n\t\tif ( updateRange.count !== - 1 ) {\n\n\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tif ( data.size !== attribute.array.byteLength ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );\n\n\t\t\t}\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphahash_fragment = \"#ifdef USE_ALPHAHASH\\n\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\n#endif\";\n\nvar alphahash_pars_fragment = \"#ifdef USE_ALPHAHASH\\n\\tconst float ALPHA_HASH_SCALE = 0.05;\\n\\tfloat hash2D( vec2 value ) {\\n\\t\\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\\n\\t}\\n\\tfloat hash3D( vec3 value ) {\\n\\t\\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\\n\\t}\\n\\tfloat getAlphaHashThreshold( vec3 position ) {\\n\\t\\tfloat maxDeriv = max(\\n\\t\\t\\tlength( dFdx( position.xyz ) ),\\n\\t\\t\\tlength( dFdy( position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\\n\\t\\tvec2 pixScales = vec2(\\n\\t\\t\\texp2( floor( log2( pixScale ) ) ),\\n\\t\\t\\texp2( ceil( log2( pixScale ) ) )\\n\\t\\t);\\n\\t\\tvec2 alpha = vec2(\\n\\t\\t\\thash3D( floor( pixScales.x * position.xyz ) ),\\n\\t\\t\\thash3D( floor( pixScales.y * position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat lerpFactor = fract( log2( pixScale ) );\\n\\t\\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\\n\\t\\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\\n\\t\\tvec3 cases = vec3(\\n\\t\\t\\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\\n\\t\\t\\t( x - 0.5 * a ) / ( 1.0 - a ),\\n\\t\\t\\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\\n\\t\\t);\\n\\t\\tfloat threshold = ( x < ( 1.0 - a ) )\\n\\t\\t\\t? ( ( x < a ) ? cases.x : cases.y )\\n\\t\\t\\t: cases.z;\\n\\t\\treturn clamp( threshold , 1.0e-6, 1.0 );\\n\\t}\\n#endif\";\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\\n\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n\\t#endif\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_CLEARCOAT ) \\n\\t\\tclearcoatSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_SHEEN ) \\n\\t\\tsheenSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar batching_pars_vertex = \"#ifdef USE_BATCHING\\n\\t#if ! defined( GL_ANGLE_multi_draw )\\n\\t#define gl_DrawID _gl_DrawID\\n\\tuniform int _gl_DrawID;\\n\\t#endif\\n\\tuniform highp sampler2D batchingTexture;\\n\\tuniform highp usampler2D batchingIdTexture;\\n\\tmat4 getBatchingMatrix( const in float i ) {\\n\\t\\tint size = textureSize( batchingTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n\\tfloat getIndirectIndex( const in int i ) {\\n\\t\\tint size = textureSize( batchingIdTexture, 0 ).x;\\n\\t\\tint x = i % size;\\n\\t\\tint y = i / size;\\n\\t\\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\\n\\t}\\n#endif\\n#ifdef USE_BATCHING_COLOR\\n\\tuniform sampler2D batchingColorTexture;\\n\\tvec3 getBatchingColor( const in float i ) {\\n\\t\\tint size = textureSize( batchingColorTexture, 0 ).x;\\n\\t\\tint j = int( i );\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\\n\\t}\\n#endif\";\n\nvar batching_vertex = \"#ifdef USE_BATCHING\\n\\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\\n#ifdef USE_ALPHAHASH\\n\\tvPosition = vec3( position );\\n#endif\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"float G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n} // validated\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660, 0.0556434,\\n\\t\\t-1.5371385, 1.8760108, -0.2040259,\\n\\t\\t-0.4985314, 0.0415560, 1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vBumpMapUv );\\n\\t\\tvec2 dSTdy = dFdy( vBumpMapUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\\n\\t\\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\t\\tfloat distanceToPlane, distanceGradient;\\n\\t\\tfloat clipOpacity = 1.0;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\tif ( clipOpacity == 0.0 ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tfloat unionClipOpacity = 1.0;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\t\\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tclipOpacity *= 1.0 - unionClipOpacity;\\n\\t\\t#endif\\n\\t\\tdiffuseColor.a *= clipOpacity;\\n\\t\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tbool clipped = true;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tif ( clipped ) discard;\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\\n#ifdef USE_BATCHING_COLOR\\n\\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\\n\\tvColor.xyz *= batchingColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\n#ifdef USE_ALPHAHASH\\n\\tvarying vec3 vPosition;\\n#endif\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n} // validated\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define cubeUV_r0 1.0\\n\\t#define cubeUV_m0 - 2.0\\n\\t#define cubeUV_r1 0.8\\n\\t#define cubeUV_m1 - 1.0\\n\\t#define cubeUV_r4 0.4\\n\\t#define cubeUV_m4 2.0\\n\\t#define cubeUV_r5 0.305\\n\\t#define cubeUV_m5 3.0\\n\\t#define cubeUV_r6 0.21\\n\\t#define cubeUV_m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= cubeUV_r1 ) {\\n\\t\\t\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\\t\\t} else if ( roughness >= cubeUV_r4 ) {\\n\\t\\t\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\\t\\t} else if ( roughness >= cubeUV_r5 ) {\\n\\t\\t\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\\t\\t} else if ( roughness >= cubeUV_r6 ) {\\n\\t\\t\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = objectTangent;\\n#endif\\n#ifdef USE_BATCHING\\n\\tmat3 bm = mat3( batchingMatrix );\\n\\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\\n\\ttransformedNormal = bm * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = bm * transformedTangent;\\n\\t#endif\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmat3 im = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\\n\\ttransformedNormal = im * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = im * transformedTangent;\\n\\t#endif\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar colorspace_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar colorspace_pars_fragment = \"\\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\\n\\tvec3( 0.8224621, 0.177538, 0.0 ),\\n\\tvec3( 0.0331941, 0.9668058, 0.0 ),\\n\\tvec3( 0.0170827, 0.0723974, 0.9105199 )\\n);\\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.2249401, - 0.2249404, 0.0 ),\\n\\tvec3( - 0.0420569, 1.0420571, 0.0 ),\\n\\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\\n);\\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\\n}\\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\\n}\\nvec4 LinearTransferOETF( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBTransferOETF( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform mat3 envMapRotation;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\tvec2 fw = fwidth( coord ) * 0.5;\\n\\t\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\\t#endif\\n}\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Lambert\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\n#if defined( USE_LIGHT_PROBES )\\n\\tuniform vec3 lightProbe[ 9 ];\\n#endif\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\\n\\t\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t\\tvec3 bentNormal = cross( bitangent, viewDir );\\n\\t\\t\\t\\tbentNormal = normalize( cross( bentNormal, bitangent ) );\\n\\t\\t\\t\\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\\n\\t\\t\\t\\treturn getIBLRadiance( viewDir, bentNormal, roughness );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\tmaterial.ior = ior;\\n\\t#ifdef USE_SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_DISPERSION\\n\\tmaterial.dispersion = dispersion;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\\n\\t\\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\\n\\t\\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\\n\\t#else\\n\\t\\tvec2 anisotropyV = anisotropyVector;\\n\\t#endif\\n\\tmaterial.anisotropy = length( anisotropyV );\\n\\tif( material.anisotropy == 0.0 ) {\\n\\t\\tanisotropyV = vec2( 1.0, 0.0 );\\n\\t} else {\\n\\t\\tanisotropyV /= material.anisotropy;\\n\\t\\tmaterial.anisotropy = saturate( material.anisotropy );\\n\\t}\\n\\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\\n\\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\\n\\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\tfloat dispersion;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n\\t#ifdef IOR\\n\\t\\tfloat ior;\\n\\t#endif\\n\\t#ifdef USE_TRANSMISSION\\n\\t\\tfloat transmission;\\n\\t\\tfloat transmissionAlpha;\\n\\t\\tfloat thickness;\\n\\t\\tfloat attenuationDistance;\\n\\t\\tvec3 attenuationColor;\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat anisotropy;\\n\\t\\tfloat alphaT;\\n\\t\\tvec3 anisotropyT;\\n\\t\\tvec3 anisotropyB;\\n\\t#endif\\n};\\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\\nvec3 sheenSpecularDirect = vec3( 0.0 );\\nvec3 sheenSpecularIndirect = vec3(0.0 );\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n float x2 = x * x;\\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\n#ifdef USE_ANISOTROPY\\n\\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\\n\\t\\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\\n\\t\\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\\n\\t\\tfloat v = 0.5 / ( gv + gl );\\n\\t\\treturn saturate(v);\\n\\t}\\n\\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\\n\\t\\tfloat a2 = alphaT * alphaB;\\n\\t\\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\\n\\t\\thighp float v2 = dot( v, v );\\n\\t\\tfloat w2 = a2 / v2;\\n\\t\\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\\n\\t}\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\\n\\t\\tvec3 f0 = material.clearcoatF0;\\n\\t\\tfloat f90 = material.clearcoatF90;\\n\\t\\tfloat roughness = material.clearcoatRoughness;\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\\n\\tvec3 f0 = material.specularColor;\\n\\tfloat f90 = material.specularF90;\\n\\tfloat roughness = material.roughness;\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tF = mix( F, material.iridescenceFresnel, material.iridescence );\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat dotTL = dot( material.anisotropyT, lightDir );\\n\\t\\tfloat dotTV = dot( material.anisotropyT, viewDir );\\n\\t\\tfloat dotTH = dot( material.anisotropyT, halfDir );\\n\\t\\tfloat dotBL = dot( material.anisotropyB, lightDir );\\n\\t\\tfloat dotBV = dot( material.anisotropyB, viewDir );\\n\\t\\tfloat dotBH = dot( material.anisotropyB, halfDir );\\n\\t\\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\\n\\t\\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\\n\\t#else\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t#endif\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometryNormal;\\n\\t\\tvec3 viewDir = geometryViewDir;\\n\\t\\tvec3 position = geometryPosition;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nvec3 geometryPosition = - vViewPosition;\\nvec3 geometryNormal = normal;\\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\nvec3 geometryClearcoatNormal = vec3( 0.0 );\\n#ifdef USE_CLEARCOAT\\n\\tgeometryClearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometryPosition, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tvec4 spotColor;\\n\\tvec3 spotLightCoord;\\n\\tbool inSpotLightMap;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\\n\\t\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\\t\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\\t\\t#else\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#endif\\n\\t\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\\t\\t\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\\t\\t\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\\t\\t\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\\t\\t\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\\t\\t#endif\\n\\t\\t#undef SPOT_LIGHT_MAP_INDEX\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#if defined( USE_LIGHT_PROBES )\\n\\t\\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometryNormal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\\n\\t#else\\n\\t\\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF )\\n\\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tvFragDepth = 1.0 + gl_Position.w;\\n\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t#if defined( USE_POINTS_UV )\\n\\t\\tvec2 uv = vUv;\\n\\t#else\\n\\t\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_POINTS_UV )\\n\\tvarying vec2 vUv;\\n#else\\n\\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t\\tuniform mat3 uvTransform;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphinstance_vertex = \"#ifdef USE_INSTANCING_MORPH\\n\\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\\n\\t}\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t}\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\tuniform float morphTargetBaseInfluence;\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t#endif\\n\\tuniform sampler2DArray morphTargetsTexture;\\n\\tuniform ivec2 morphTargetsTextureSize;\\n\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t}\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t}\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = dFdx( vViewPosition );\\n\\tvec3 fdy = dFdy( vViewPosition );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal *= faceDirection;\\n\\t#endif\\n#endif\\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\\n\\t\\t#if defined( USE_NORMALMAP )\\n\\t\\t\\tvNormalMapUv\\n\\t\\t#elif defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tvClearcoatNormalMapUv\\n\\t\\t#else\\n\\t\\t\\tvUv\\n\\t\\t#endif\\n\\t\\t);\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn[0] *= faceDirection;\\n\\t\\ttbn[1] *= faceDirection;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn2[0] *= faceDirection;\\n\\t\\ttbn2[1] *= faceDirection;\\n\\t#endif\\n#endif\\nvec3 nonPerturbedNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\tnormal = normalize( tbn * mapN );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\\n\\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( uv.st );\\n\\t\\tvec2 st1 = dFdy( uv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\t\\treturn mat3( T * scale, B * scale, N );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = nonPerturbedNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\";\n\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar opaque_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\\nconst float Inv255 = 1. / 255.;\\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec4( 0., 0., 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec4( 1., 1., 1., 1. );\\n\\tfloat vuf;\\n\\tfloat af = modf( v * PackFactors.a, vuf );\\n\\tfloat bf = modf( vuf * ShiftRight8, vuf );\\n\\tfloat gf = modf( vuf * ShiftRight8, vuf );\\n\\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\\n}\\nvec3 packDepthToRGB( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec3( 0., 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec3( 1., 1., 1. );\\n\\tfloat vuf;\\n\\tfloat bf = modf( v * PackFactors.b, vuf );\\n\\tfloat gf = modf( vuf * ShiftRight8, vuf );\\n\\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\\n}\\nvec2 packDepthToRG( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec2( 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec2( 1., 1. );\\n\\tfloat vuf;\\n\\tfloat gf = modf( v * 256., vuf );\\n\\treturn vec2( vuf * Inv255, gf );\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors4 );\\n}\\nfloat unpackRGBToDepth( const in vec3 v ) {\\n\\treturn dot( v, UnpackFactors3 );\\n}\\nfloat unpackRGToDepth( const in vec2 v ) {\\n\\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\\n}\\nvec4 pack2HalfToRGBA( const in vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( const in vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn depth * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * depth - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_BATCHING\\n\\tmvPosition = batchingMatrix * mvPosition;\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n\\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\\t\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn mix( 1.0, shadow, shadowIntensity );\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\t\\n\\t\\tfloat lightToPositionLength = length( lightToPosition );\\n\\t\\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\\n\\t\\t\\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\t\\tdp += shadowBias;\\n\\t\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\t\\tshadow = (\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn mix( 1.0, shadow, shadowIntensity );\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowIntensity;\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\tvec4 shadowWorldPosition;\\n#endif\\n#if defined( USE_SHADOWMAP )\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if NUM_SPOT_LIGHT_COORDS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition;\\n\\t\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\\t\\t#endif\\n\\t\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\tuniform highp sampler2D boneTexture;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tint size = textureSize( boneTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn saturate( toneMappingExposure * color );\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.6605, - 0.1246, - 0.0182 ),\\n\\tvec3( - 0.5876, 1.1329, - 0.1006 ),\\n\\tvec3( - 0.0728, - 0.0083, 1.1187 )\\n);\\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\\n\\tvec3( 0.6274, 0.0691, 0.0164 ),\\n\\tvec3( 0.3293, 0.9195, 0.0880 ),\\n\\tvec3( 0.0433, 0.0113, 0.8956 )\\n);\\nvec3 agxDefaultContrastApprox( vec3 x ) {\\n\\tvec3 x2 = x * x;\\n\\tvec3 x4 = x2 * x2;\\n\\treturn + 15.5 * x4 * x2\\n\\t\\t- 40.14 * x4 * x\\n\\t\\t+ 31.96 * x4\\n\\t\\t- 6.868 * x2 * x\\n\\t\\t+ 0.4298 * x2\\n\\t\\t+ 0.1191 * x\\n\\t\\t- 0.00232;\\n}\\nvec3 AgXToneMapping( vec3 color ) {\\n\\tconst mat3 AgXInsetMatrix = mat3(\\n\\t\\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\\n\\t\\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\\n\\t\\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\\n\\t);\\n\\tconst mat3 AgXOutsetMatrix = mat3(\\n\\t\\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\\n\\t\\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\\n\\t\\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\\n\\t);\\n\\tconst float AgxMinEv = - 12.47393;\\tconst float AgxMaxEv = 4.026069;\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\\n\\tcolor = AgXInsetMatrix * color;\\n\\tcolor = max( color, 1e-10 );\\tcolor = log2( color );\\n\\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\tcolor = agxDefaultContrastApprox( color );\\n\\tcolor = AgXOutsetMatrix * color;\\n\\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\\n\\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\treturn color;\\n}\\nvec3 NeutralToneMapping( vec3 color ) {\\n\\tconst float StartCompression = 0.8 - 0.04;\\n\\tconst float Desaturation = 0.15;\\n\\tcolor *= toneMappingExposure;\\n\\tfloat x = min( color.r, min( color.g, color.b ) );\\n\\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\\n\\tcolor -= offset;\\n\\tfloat peak = max( color.r, max( color.g, color.b ) );\\n\\tif ( peak < StartCompression ) return color;\\n\\tfloat d = 1. - StartCompression;\\n\\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\\n\\tcolor *= newPeak / peak;\\n\\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\\n\\treturn mix( color, vec3( newPeak ), g );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tmaterial.transmission = transmission;\\n\\tmaterial.transmissionAlpha = 1.0;\\n\\tmaterial.thickness = thickness;\\n\\tmaterial.attenuationDistance = attenuationDistance;\\n\\tmaterial.attenuationColor = attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmitted = getIBLVolumeRefraction(\\n\\t\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\\n\\t\\tmaterial.attenuationColor, material.attenuationDistance );\\n\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\\n\\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tfloat w0( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w1( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\\n\\t}\\n\\tfloat w2( float a ){\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w3( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * a );\\n\\t}\\n\\tfloat g0( float a ) {\\n\\t\\treturn w0( a ) + w1( a );\\n\\t}\\n\\tfloat g1( float a ) {\\n\\t\\treturn w2( a ) + w3( a );\\n\\t}\\n\\tfloat h0( float a ) {\\n\\t\\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\\n\\t}\\n\\tfloat h1( float a ) {\\n\\t\\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\\n\\t}\\n\\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\\n\\t\\tuv = uv * texelSize.zw + 0.5;\\n\\t\\tvec2 iuv = floor( uv );\\n\\t\\tvec2 fuv = fract( uv );\\n\\t\\tfloat g0x = g0( fuv.x );\\n\\t\\tfloat g1x = g1( fuv.x );\\n\\t\\tfloat h0x = h0( fuv.x );\\n\\t\\tfloat h1x = h1( fuv.x );\\n\\t\\tfloat h0y = h0( fuv.y );\\n\\t\\tfloat h1y = h1( fuv.y );\\n\\t\\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\\n\\t\\t\\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\\n\\t}\\n\\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\\n\\t\\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\\n\\t\\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\\n\\t\\tvec2 fLodSizeInv = 1.0 / fLodSize;\\n\\t\\tvec2 cLodSizeInv = 1.0 / cLodSize;\\n\\t\\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\\n\\t\\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\\n\\t\\treturn mix( fSample, cSample, fract( lod ) );\\n\\t}\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\\n\\t}\\n\\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( isinf( attenuationDistance ) ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec4 transmittedLight;\\n\\t\\tvec3 transmittance;\\n\\t\\t#ifdef USE_DISPERSION\\n\\t\\t\\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\\n\\t\\t\\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\\n\\t\\t\\tfor ( int i = 0; i < 3; i ++ ) {\\n\\t\\t\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\\n\\t\\t\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\t\\n\\t\\t\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\t\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\t\\t\\trefractionCoords += 1.0;\\n\\t\\t\\t\\trefractionCoords /= 2.0;\\n\\t\\t\\n\\t\\t\\t\\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\\n\\t\\t\\t\\ttransmittedLight[ i ] = transmissionSample[ i ];\\n\\t\\t\\t\\ttransmittedLight.a += transmissionSample.a;\\n\\t\\t\\t\\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\\n\\t\\t\\t}\\n\\t\\t\\ttransmittedLight.a /= 3.0;\\n\\t\\t\\n\\t\\t#else\\n\\t\\t\\n\\t\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\t\\trefractionCoords += 1.0;\\n\\t\\t\\trefractionCoords /= 2.0;\\n\\t\\t\\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\t\\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\t\\n\\t\\t#endif\\n\\t\\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform mat3 mapTransform;\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform mat3 alphaMapTransform;\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tuniform mat3 lightMapTransform;\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tuniform mat3 aoMapTransform;\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tuniform mat3 bumpMapTransform;\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tuniform mat3 normalMapTransform;\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tuniform mat3 displacementMapTransform;\\n\\tvarying vec2 vDisplacementMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tuniform mat3 emissiveMapTransform;\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tuniform mat3 metalnessMapTransform;\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tuniform mat3 roughnessMapTransform;\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tuniform mat3 anisotropyMapTransform;\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tuniform mat3 clearcoatMapTransform;\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform mat3 clearcoatNormalMapTransform;\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform mat3 clearcoatRoughnessMapTransform;\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tuniform mat3 sheenColorMapTransform;\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tuniform mat3 sheenRoughnessMapTransform;\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tuniform mat3 iridescenceMapTransform;\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform mat3 iridescenceThicknessMapTransform;\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tuniform mat3 specularMapTransform;\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tuniform mat3 specularColorMapTransform;\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tuniform mat3 specularIntensityMapTransform;\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvUv = vec3( uv, 1 ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_BATCHING\\n\\t\\tworldPosition = batchingMatrix * worldPosition;\\n\\t#endif\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nuniform mat3 backgroundRotation;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\\n\\t#else\\n\\t\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = texColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$e = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#elif DEPTH_PACKING == 3202\\n\\t\\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\\n\\t#elif DEPTH_PACKING == 3203\\n\\t\\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$a = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$9 = \"#define LAMBERT\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define USE_SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef USE_SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_DISPERSION\\n\\tuniform float dispersion;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\tuniform vec2 anisotropyVector;\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tuniform sampler2D anisotropyMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include \\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#ifdef USE_POINTS_UV\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\nvoid main() {\\n\\t#ifdef USE_POINTS_UV\\n\\t\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$2 = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphahash_fragment: alphahash_fragment,\n\talphahash_pars_fragment: alphahash_pars_fragment,\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbatching_pars_vertex: batching_pars_vertex,\n\tbatching_vertex: batching_vertex,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tcolorspace_fragment: colorspace_fragment,\n\tcolorspace_pars_fragment: colorspace_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphinstance_vertex: morphinstance_vertex,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\topaque_fragment: opaque_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$h,\n\tbackground_frag: fragment$h,\n\tbackgroundCube_vert: vertex$g,\n\tbackgroundCube_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\t\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tenvMapRotation: { value: /*@__PURE__*/ new Matrix3() },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 },\n\t\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 },\n\t\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null },\n\t\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null },\n\t\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null },\n\t\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowIntensity: 1,\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowIntensity: 1,\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowIntensity: 1,\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 },\n\t\t\tbackgroundRotation: { value: /*@__PURE__*/ new Matrix3() }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tdispersion: { value: 0 },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\n\t\t\tanisotropyMap: { value: null },\n\t\t\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nconst _rgb = { r: 0, b: 0, g: 0 };\nconst _e1$1 = /*@__PURE__*/ new Euler();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction getBackground( scene ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\treturn background;\n\n\t}\n\n\tfunction render( scene ) {\n\n\t\tlet forceClear = false;\n\t\tconst background = getBackground( scene );\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\n\n\t\tif ( environmentBlendMode === 'additive' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\n\n\t\t} else if ( environmentBlendMode === 'alpha-blend' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\t// buffers might not be writable which is required to ensure a correct clear\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t}\n\n\tfunction addToRenderList( renderList, scene ) {\n\n\t\tconst background = getBackground( scene );\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\t_e1$1.copy( scene.backgroundRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;\n\n\t\t\tif ( background.isCubeTexture && background.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1$1.y *= - 1;\n\t\t\t\t_e1$1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );\n\t\t\tboxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render,\n\t\taddToRenderList: addToRenderList\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, attributes ) {\n\n\tconst maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tconst state = getBindingState( geometry, program, material );\n\n\t\tif ( currentState !== state ) {\n\n\t\t\tcurrentState = state;\n\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t}\n\n\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\treturn gl.createVertexArray();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\treturn gl.bindVertexArray( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\treturn gl.deleteVertexArray( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tgl.vertexAttribDivisor( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {\n\n\t\tif ( integer === true ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\t// check for integer attributes\n\n\t\t\t\t\tconst integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType );\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info ) {\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tgl.drawArraysInstanced( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\textension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );\n\n\t\tlet elementCount = 0;\n\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\telementCount += counts[ i ];\n\n\t\t}\n\n\t\tinfo.update( elementCount, mode, 1 );\n\n\t}\n\n\tfunction renderMultiDrawInstances( starts, counts, drawCount, primcount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < starts.length; i ++ ) {\n\n\t\t\t\trenderInstances( starts[ i ], counts[ i ], primcount[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < primcount.length; i ++ ) {\n\n\t\t\t\tinfo.update( elementCount, mode, primcount[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\tthis.renderMultiDrawInstances = renderMultiDrawInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters, utils ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction textureFormatReadable( textureFormat ) {\n\n\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfunction textureTypeReadable( textureType ) {\n\n\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );\n\n\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\ttextureType !== FloatType && ! halfFloatSupportedByExt ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\n\tconst maxSamples = gl.getParameter( gl.MAX_SAMPLES );\n\n\treturn {\n\n\t\tisWebGL2: true, // keeping this for backwards compatibility\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\ttextureFormatReadable: textureFormatReadable,\n\t\ttextureTypeReadable: textureTypeReadable,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\nlet _oldActiveCubeFace = 0;\nlet _oldActiveMipmapLevel = 0;\nlet _oldXrEnabled = false;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\t\t_oldXrEnabled = this._renderer.xr.enabled;\n\n\t\tthis._renderer.xr.enabled = false;\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported equirectangular image size is 64 x 32.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported cube size is 16 x 16.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );\n\t\tthis._renderer.xr.enabled = _oldXrEnabled;\n\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\t\t_oldXrEnabled = this._renderer.xr.enabled;\n\n\t\tthis._renderer.xr.enabled = false;\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tcolorSpace: LinearSRGBColorSpace,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\t\tconst n = this._lodPlanes.length;\n\n\t\tfor ( let i = 1; i < n; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\tconst currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) {\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\trenderTarget.texture.pmremVersion = texture.pmremVersion;\n\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( renderTarget !== undefined ) {\n\n\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\trenderTarget.texture.pmremVersion = texture.pmremVersion;\n\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function () {\n\n\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\t\t\tgetExtension( 'WEBGL_clip_cull_distance' );\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\t\t\tgetExtension( 'WEBGL_render_shared_exponent' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\twarnOnce( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tconst array = geometry.morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.remove( array[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else if ( geometryPosition !== undefined ) {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info ) {\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tgl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\t\textension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );\n\n\t\tlet elementCount = 0;\n\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\telementCount += counts[ i ];\n\n\t\t}\n\n\t\tinfo.update( elementCount, mode, 1 );\n\n\n\t}\n\n\tfunction renderMultiDrawInstances( starts, counts, drawCount, primcount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < starts.length; i ++ ) {\n\n\t\t\t\trenderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < primcount.length; i ++ ) {\n\n\t\t\t\tinfo.update( elementCount, mode, primcount[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\tthis.renderMultiDrawInstances = renderMultiDrawInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase gl.TRIANGLES:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINES:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_STRIP:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_LOOP:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase gl.POINTS:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tfunction update( object, geometry, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// the following encodes morph targets into an array of data textures. Each layer represents a single morph target.\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet entry = morphTextures.get( geometry );\n\n\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\tlet vertexDataCount = 0;\n\n\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\tlet height = 1;\n\n\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t}\n\n\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\ttexture.type = FloatType;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\t// fill buffer\n\n\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tentry = {\n\t\t\t\tcount: morphTargetsCount,\n\t\t\t\ttexture: texture,\n\t\t\t\tsize: new Vector2( width, height )\n\t\t\t};\n\n\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\tfunction disposeTexture() {\n\n\t\t\t\ttexture.dispose();\n\n\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t}\n\n\t\t//\n\t\tif ( object.isInstancedMesh === true && object.morphTexture !== null ) {\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );\n\n\t\t} else {\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t}\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tif ( updateMap.get( object ) !== frame ) {\n\n\t\t\t\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\n\n\t\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\t\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\n\n\t\t\t\t}\n\n\t\t\t\tupdateMap.set( object, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( updateMap.get( skeleton ) !== frame ) {\n\n\t\t\t\tskeleton.update();\n\n\t\t\t\tupdateMap.set( skeleton, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.compareFunction = null;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.compareFunction = source.compareFunction;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\n\nconst emptyTexture = /*@__PURE__*/ new Texture();\n\nconst emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );\n\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\tlet emptyTexture2D;\n\n\tif ( this.type === gl.SAMPLER_2D_SHADOW ) {\n\n\t\temptyShadowTexture.compareFunction = LessEqualCompare; // #28670\n\t\temptyTexture2D = emptyShadowTexture;\n\n\t} else {\n\n\t\temptyTexture2D = emptyTexture;\n\n\t}\n\n\ttextures.setTexture2D( v || emptyTexture2D, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\n// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/\nconst COMPLETION_STATUS_KHR = 0x91B1;\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( colorSpace ) {\n\n\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\tconst encodingPrimaries = ColorManagement.getPrimaries( colorSpace );\n\n\tlet gamutMapping;\n\n\tif ( workingPrimaries === encodingPrimaries ) {\n\n\t\tgamutMapping = '';\n\n\t} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {\n\n\t\tgamutMapping = 'LinearDisplayP3ToLinearSRGB';\n\n\t} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {\n\n\t\tgamutMapping = 'LinearSRGBToLinearDisplayP3';\n\n\t}\n\n\tswitch ( colorSpace ) {\n\n\t\tcase LinearSRGBColorSpace:\n\t\tcase LinearDisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t\tcase SRGBColorSpace:\n\t\tcase DisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'sRGBTransferOETF' ];\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, colorSpace ) {\n\n\tconst components = getEncodingComponents( colorSpace );\n\treturn `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase AgXToneMapping:\n\t\t\ttoneMappingName = 'AgX';\n\t\t\tbreak;\n\n\t\tcase NeutralToneMapping:\n\t\t\ttoneMappingName = 'Neutral';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\n\nfunction getLuminanceFunction() {\n\n\tColorManagement.getLuminanceCoefficients( _v0$1 );\n\n\tconst r = _v0$1.x.toFixed( 4 );\n\tconst g = _v0$1.y.toFixed( 4 );\n\tconst b = _v0$1.z.toFixed( 4 );\n\n\treturn [\n\n\t\t'float luminance( const in vec3 rgb ) {',\n\n\t\t`\tconst vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`,\n\n\t\t'\treturn dot( weights, rgb );',\n\n\t\t'}'\n\n\t].join( '\\n' );\n\n}\n\nfunction generateVertexExtensions( parameters ) {\n\n\tconst chunks = [\n\t\tparameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',\n\t\tparameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;\n\t\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\n\t\tif ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nconst shaderChunkMap = new Map();\n\nfunction includeReplacer( match, include ) {\n\n\tlet string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tconst newInclude = shaderChunkMap.get( include );\n\n\t\tif ( newInclude !== undefined ) {\n\n\t\t\tstring = ShaderChunk[ newInclude ];\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.', include, newInclude );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = `precision ${parameters.precision} float;\n\tprecision ${parameters.precision} int;\n\tprecision ${parameters.precision} sampler2D;\n\tprecision ${parameters.precision} samplerCube;\n\tprecision ${parameters.precision} sampler3D;\n\tprecision ${parameters.precision} sampler2DArray;\n\tprecision ${parameters.precision} sampler2DShadow;\n\tprecision ${parameters.precision} samplerCubeShadow;\n\tprecision ${parameters.precision} sampler2DArrayShadow;\n\tprecision ${parameters.precision} isampler2D;\n\tprecision ${parameters.precision} isampler3D;\n\tprecision ${parameters.precision} isamplerCube;\n\tprecision ${parameters.precision} isampler2DArray;\n\tprecision ${parameters.precision} usampler2D;\n\tprecision ${parameters.precision} usampler3D;\n\tprecision ${parameters.precision} usamplerCube;\n\tprecision ${parameters.precision} usampler2DArray;\n\t`;\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customVertexExtensions = generateVertexExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',\n\t\t\tparameters.batching ? '#define USE_BATCHING' : '',\n\t\t\tparameters.batchingColor ? '#define USE_BATCHING_COLOR' : '',\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\t\t\tparameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\t//\n\n\t\t\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\n\t\t\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\n\t\t\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\n\t\t\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\n\t\t\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\n\t\t\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\n\t\t\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\n\t\t\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\n\n\t\t\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\n\t\t\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\n\n\t\t\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\n\n\t\t\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\n\t\t\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\n\t\t\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\n\n\t\t\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\n\t\t\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\n\n\t\t\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\n\t\t\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\n\n\t\t\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\n\t\t\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\n\t\t\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\n\n\t\t\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\n\t\t\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\n\n\t\t\t//\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_MORPH',\n\n\t\t\t'\tuniform sampler2D morphTexture;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_UV1',\n\n\t\t\t'\tattribute vec2 uv1;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV2',\n\n\t\t\t'\tattribute vec2 uv2;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV3',\n\n\t\t\t'\tattribute vec2 uv3;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.dispersion ? '#define USE_DISPERSION' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor || parameters.batchingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),\n\t\t\tgetLuminanceFunction(),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\tcustomVertexExtensions,\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\tfunction onFirstUse( self ) {\n\n\t\t// check for link errors\n\t\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\t\tlet runnable = true;\n\t\t\tlet haveDiagnostics = true;\n\n\t\t\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\t\t\trunnable = false;\n\n\t\t\t\tif ( typeof renderer.debug.onShaderError === 'function' ) {\n\n\t\t\t\t\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// default error reporting\n\n\t\t\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\n\\n' +\n\t\t\t\t\t\t'Material Name: ' + self.name + '\\n' +\n\t\t\t\t\t\t'Material Type: ' + self.type + '\\n\\n' +\n\t\t\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\t\t\tfragmentErrors\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} else if ( programLog !== '' ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\t\thaveDiagnostics = false;\n\n\t\t\t}\n\n\t\t\tif ( haveDiagnostics ) {\n\n\t\t\t\tself.diagnostics = {\n\n\t\t\t\t\trunnable: runnable,\n\n\t\t\t\t\tprogramLog: programLog,\n\n\t\t\t\t\tvertexShader: {\n\n\t\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t\t},\n\n\t\t\t\t\tfragmentShader: {\n\n\t\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Clean up\n\n\t\t// Crashes in iOS9 and iOS10. #18402\n\t\t// gl.detachShader( program, glVertexShader );\n\t\t// gl.detachShader( program, glFragmentShader );\n\n\t\tgl.deleteShader( glVertexShader );\n\t\tgl.deleteShader( glFragmentShader );\n\n\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t}\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\t// Populates cachedUniforms and cachedAttributes\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\t// Populates cachedAttributes and cachedUniforms\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,\n\t// flag the program as ready immediately. It may cause a stall when it's first used.\n\n\tlet programReady = ( parameters.rendererExtensionParallelShaderCompile === false );\n\n\tthis.isReady = function () {\n\n\t\tif ( programReady === false ) {\n\n\t\t\tprogramReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );\n\n\t\t}\n\n\t\treturn programReady;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.type = parameters.shaderType;\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id$1 = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id$1 ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst _activeChannels = new Set();\n\tconst programs = [];\n\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getChannel( value ) {\n\n\t\t_activeChannels.add( value );\n\n\t\tif ( value === 0 ) return 'uv';\n\n\t\treturn `uv${ value }`;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst IS_INSTANCEDMESH = object.isInstancedMesh === true;\n\t\tconst IS_BATCHEDMESH = object.isBatchedMesh === true;\n\n\t\tconst HAS_MAP = !! material.map;\n\t\tconst HAS_MATCAP = !! material.matcap;\n\t\tconst HAS_ENVMAP = !! envMap;\n\t\tconst HAS_AOMAP = !! material.aoMap;\n\t\tconst HAS_LIGHTMAP = !! material.lightMap;\n\t\tconst HAS_BUMPMAP = !! material.bumpMap;\n\t\tconst HAS_NORMALMAP = !! material.normalMap;\n\t\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\n\t\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\n\n\t\tconst HAS_METALNESSMAP = !! material.metalnessMap;\n\t\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\n\n\t\tconst HAS_ANISOTROPY = material.anisotropy > 0;\n\t\tconst HAS_CLEARCOAT = material.clearcoat > 0;\n\t\tconst HAS_DISPERSION = material.dispersion > 0;\n\t\tconst HAS_IRIDESCENCE = material.iridescence > 0;\n\t\tconst HAS_SHEEN = material.sheen > 0;\n\t\tconst HAS_TRANSMISSION = material.transmission > 0;\n\n\t\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\n\n\t\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\n\t\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\n\t\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\n\n\t\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\n\t\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\n\n\t\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\n\t\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\n\n\t\tconst HAS_SPECULARMAP = !! material.specularMap;\n\t\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\n\t\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\n\n\t\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\n\t\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\n\n\t\tconst HAS_GRADIENTMAP = !! material.gradientMap;\n\n\t\tconst HAS_ALPHAMAP = !! material.alphaMap;\n\n\t\tconst HAS_ALPHATEST = material.alphaTest > 0;\n\n\t\tconst HAS_ALPHAHASH = !! material.alphaHash;\n\n\t\tconst HAS_EXTENSIONS = !! material.extensions;\n\n\t\tlet toneMapping = NoToneMapping;\n\n\t\tif ( material.toneMapped ) {\n\n\t\t\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\ttoneMapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst parameters = {\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderType: material.type,\n\t\t\tshaderName: material.name,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tbatching: IS_BATCHEDMESH,\n\t\t\tbatchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,\n\t\t\tinstancing: IS_INSTANCEDMESH,\n\t\t\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\n\t\t\tinstancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,\n\n\t\t\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\n\t\t\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\n\t\t\talphaToCoverage: !! material.alphaToCoverage,\n\n\t\t\tmap: HAS_MAP,\n\t\t\tmatcap: HAS_MATCAP,\n\t\t\tenvMap: HAS_ENVMAP,\n\t\t\tenvMapMode: HAS_ENVMAP && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\taoMap: HAS_AOMAP,\n\t\t\tlightMap: HAS_LIGHTMAP,\n\t\t\tbumpMap: HAS_BUMPMAP,\n\t\t\tnormalMap: HAS_NORMALMAP,\n\t\t\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\n\t\t\temissiveMap: HAS_EMISSIVEMAP,\n\n\t\t\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\n\t\t\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tmetalnessMap: HAS_METALNESSMAP,\n\t\t\troughnessMap: HAS_ROUGHNESSMAP,\n\n\t\t\tanisotropy: HAS_ANISOTROPY,\n\t\t\tanisotropyMap: HAS_ANISOTROPYMAP,\n\n\t\t\tclearcoat: HAS_CLEARCOAT,\n\t\t\tclearcoatMap: HAS_CLEARCOATMAP,\n\t\t\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\n\t\t\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\n\n\t\t\tdispersion: HAS_DISPERSION,\n\n\t\t\tiridescence: HAS_IRIDESCENCE,\n\t\t\tiridescenceMap: HAS_IRIDESCENCEMAP,\n\t\t\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\n\n\t\t\tsheen: HAS_SHEEN,\n\t\t\tsheenColorMap: HAS_SHEEN_COLORMAP,\n\t\t\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\n\n\t\t\tspecularMap: HAS_SPECULARMAP,\n\t\t\tspecularColorMap: HAS_SPECULAR_COLORMAP,\n\t\t\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\n\n\t\t\ttransmission: HAS_TRANSMISSION,\n\t\t\ttransmissionMap: HAS_TRANSMISSIONMAP,\n\t\t\tthicknessMap: HAS_THICKNESSMAP,\n\n\t\t\tgradientMap: HAS_GRADIENTMAP,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,\n\n\t\t\talphaMap: HAS_ALPHAMAP,\n\t\t\talphaTest: HAS_ALPHATEST,\n\t\t\talphaHash: HAS_ALPHAHASH,\n\n\t\t\tcombine: material.combine,\n\n\t\t\t//\n\n\t\t\tmapUv: HAS_MAP && getChannel( material.map.channel ),\n\t\t\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\n\t\t\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\n\t\t\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\n\t\t\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\n\t\t\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\n\t\t\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\n\n\t\t\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\n\t\t\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\n\n\t\t\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\n\n\t\t\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\n\t\t\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\n\t\t\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\n\n\t\t\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\n\t\t\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\n\n\t\t\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\n\t\t\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\n\n\t\t\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\n\t\t\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\n\t\t\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\n\n\t\t\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\n\t\t\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\n\n\t\t\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\n\n\t\t\t//\n\n\t\t\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\n\t\t\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( !! fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading === true,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation === true,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumLightProbes: lights.numLightProbes,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: toneMapping,\n\n\t\t\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: material.depthPacking >= 0,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),\n\t\t\textensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ),\n\n\t\t\trendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\t// the usage of getChannel() determines the active texture channels for this shader\n\n\t\tparameters.vertexUv1s = _activeChannels.has( 1 );\n\t\tparameters.vertexUv2s = _activeChannels.has( 2 );\n\t\tparameters.vertexUv3s = _activeChannels.has( 3 );\n\n\t\t_activeChannels.clear();\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputColorSpace );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputColorSpace );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.mapUv );\n\t\tarray.push( parameters.alphaMapUv );\n\t\tarray.push( parameters.lightMapUv );\n\t\tarray.push( parameters.aoMapUv );\n\t\tarray.push( parameters.bumpMapUv );\n\t\tarray.push( parameters.normalMapUv );\n\t\tarray.push( parameters.displacementMapUv );\n\t\tarray.push( parameters.emissiveMapUv );\n\t\tarray.push( parameters.metalnessMapUv );\n\t\tarray.push( parameters.roughnessMapUv );\n\t\tarray.push( parameters.anisotropyMapUv );\n\t\tarray.push( parameters.clearcoatMapUv );\n\t\tarray.push( parameters.clearcoatNormalMapUv );\n\t\tarray.push( parameters.clearcoatRoughnessMapUv );\n\t\tarray.push( parameters.iridescenceMapUv );\n\t\tarray.push( parameters.iridescenceThicknessMapUv );\n\t\tarray.push( parameters.sheenColorMapUv );\n\t\tarray.push( parameters.sheenRoughnessMapUv );\n\t\tarray.push( parameters.specularMapUv );\n\t\tarray.push( parameters.specularColorMapUv );\n\t\tarray.push( parameters.specularIntensityMapUv );\n\t\tarray.push( parameters.transmissionMapUv );\n\t\tarray.push( parameters.thicknessMapUv );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.numLightProbes );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingMorph )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.normalMapObjectSpace )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.normalMapTangentSpace )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.vertexUv1s )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.vertexUv2s )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.vertexUv3s )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.anisotropy )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.alphaHash )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.batching )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.dispersion )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.batchingColor )\n\t\t\t_programLayers.enable( 21 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.pointsUvs )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.alphaToCoverage )\n\t\t\t_programLayers.enable( 19 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowIntensity: 1,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowIntensity: 1,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowIntensity: 1,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1,\n\n\t\t\tnumLightProbes: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0,\n\t\tnumLightProbes: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\tlet numLightProbes = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t\tnumLightProbes ++;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowIntensity = shadow.intensity;\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowIntensity = shadow.intensity;\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowIntensity = shadow.intensity;\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ||\n\t\t\thash.numLightProbes !== numLightProbes ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\t\t\tstate.numLightProbes = numLightProbes;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\thash.numLightProbes = numLightProbes;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions ) {\n\n\tconst lights = new WebGLLights( extensions );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init( camera ) {\n\n\t\tstate.camera = camera;\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tcamera: null,\n\n\t\tlights: lights,\n\n\t\ttransmissionRenderTarget: {}\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( renderer, objects, capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\tlet _previousType = this.type;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst activeCubeFace = renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst _state = renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// check for shadow map type changes\n\n\t\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\n\t\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null || toVSM === true || fromVSM === true ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tif ( shadow.map !== null ) {\n\n\t\t\t\t\tshadow.map.dispose();\n\n\t\t\t\t}\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\trenderer.setRenderTarget( shadow.map );\n\t\t\trenderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\t_previousType = this.type;\n\n\t\tscope.needsUpdate = false;\n\n\t\trenderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\trenderer.setRenderTarget( shadow.mapPass );\n\t\trenderer.clear();\n\t\trenderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\trenderer.setRenderTarget( shadow.map );\n\t\trenderer.clear();\n\t\trenderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\t\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tconst materialProperties = renderer.properties.get( result );\n\t\t\tmaterialProperties.light = light;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, type );\n\n\t\t\t\t\t\t\tobject.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t\trenderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t\tobject.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, type );\n\n\t\t\t\t\tobject.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t\trenderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t\tobject.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t// make sure to remove the unique distance/depth materials used for shadow map rendering\n\n\t\tfor ( const id in _materialCache ) {\n\n\t\t\tconst cache = _materialCache[ id ];\n\n\t\t\tconst uuid = event.target.uuid;\n\n\t\t\tif ( uuid in cache ) {\n\n\t\t\t\tconst shadowMaterial = cache[ uuid ];\n\t\t\t\tshadowMaterial.dispose();\n\t\t\t\tdelete cache[ uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl ) {\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentBlendColor = new Color( 0, 0, 0 );\n\tlet currentBlendAlpha = 0;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( gl.VERSION );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( gl.SCISSOR_BOX );\n\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count, dimensions ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tif ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t} else {\n\n\t\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\n\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\t// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\n\n\t\t\tif ( target === gl.DRAW_FRAMEBUFFER ) {\n\n\t\t\t\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\n\n\t\t\t}\n\n\t\t\tif ( target === gl.FRAMEBUFFER ) {\n\n\t\t\t\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tdrawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;\n\n\t\t\t\t}\n\n\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== gl.BACK ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = gl.BACK;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: gl.FUNC_ADD,\n\t\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\n\t\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\n\t};\n\n\tequationToGL[ MinEquation ] = gl.MIN;\n\tequationToGL[ MaxEquation ] = gl.MAX;\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: gl.ZERO,\n\t\t[ OneFactor ]: gl.ONE,\n\t\t[ SrcColorFactor ]: gl.SRC_COLOR,\n\t\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\n\t\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\n\t\t[ DstColorFactor ]: gl.DST_COLOR,\n\t\t[ DstAlphaFactor ]: gl.DST_ALPHA,\n\t\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\n\t\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\n\t\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\n\t\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,\n\t\t[ ConstantColorFactor ]: gl.CONSTANT_COLOR,\n\t\t[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,\n\t\t[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,\n\t\t[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( gl.BLEND );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( gl.BLEND );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ONE, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\t\t\t\tcurrentBlendColor.set( 0, 0, 0 );\n\t\t\t\tcurrentBlendAlpha = 0;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tif ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {\n\n\t\t\tgl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );\n\n\t\t\tcurrentBlendColor.copy( blendColor );\n\t\t\tcurrentBlendAlpha = blendAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )\n\t\t\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( gl.BLEND );\n\t\tgl.disable( gl.CULL_FACE );\n\t\tgl.disable( gl.DEPTH_TEST );\n\t\tgl.disable( gl.POLYGON_OFFSET_FILL );\n\t\tgl.disable( gl.SCISSOR_TEST );\n\t\tgl.disable( gl.STENCIL_TEST );\n\t\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\tgl.blendFunc( gl.ONE, gl.ZERO );\n\t\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\n\t\tgl.blendColor( 0, 0, 0, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( gl.LESS );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\n\t\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( gl.BACK );\n\t\tgl.frontFace( gl.CCW );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( gl.TEXTURE0 );\n\n\t\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\n\t\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\n\t\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentBlendColor = new Color( 0, 0, 0 );\n\t\tcurrentBlendAlpha = 0;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction contain( texture, aspect ) {\n\n\tconst imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;\n\n\tif ( imageAspect > aspect ) {\n\n\t\ttexture.repeat.x = 1;\n\t\ttexture.repeat.y = imageAspect / aspect;\n\n\t\ttexture.offset.x = 0;\n\t\ttexture.offset.y = ( 1 - texture.repeat.y ) / 2;\n\n\t} else {\n\n\t\ttexture.repeat.x = aspect / imageAspect;\n\t\ttexture.repeat.y = 1;\n\n\t\ttexture.offset.x = ( 1 - texture.repeat.x ) / 2;\n\t\ttexture.offset.y = 0;\n\n\t}\n\n\treturn texture;\n\n}\n\nfunction cover( texture, aspect ) {\n\n\tconst imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;\n\n\tif ( imageAspect > aspect ) {\n\n\t\ttexture.repeat.x = aspect / imageAspect;\n\t\ttexture.repeat.y = 1;\n\n\t\ttexture.offset.x = ( 1 - texture.repeat.x ) / 2;\n\t\ttexture.offset.y = 0;\n\n\t} else {\n\n\t\ttexture.repeat.x = 1;\n\t\ttexture.repeat.y = imageAspect / aspect;\n\n\t\ttexture.offset.x = 0;\n\t\ttexture.offset.y = ( 1 - texture.repeat.y ) / 2;\n\n\t}\n\n\treturn texture;\n\n}\n\nfunction fill( texture ) {\n\n\ttexture.repeat.x = 1;\n\ttexture.repeat.y = 1;\n\n\ttexture.offset.x = 0;\n\ttexture.offset.y = 0;\n\n\treturn texture;\n\n}\n\n\n\n/**\n * Given the width, height, format, and type of a texture. Determines how many\n * bytes must be used to represent the texture.\n */\nfunction getByteLength( width, height, format, type ) {\n\n\tconst typeByteLength = getTextureTypeByteLength( type );\n\n\tswitch ( format ) {\n\n\t\t// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml\n\t\tcase AlphaFormat:\n\t\t\treturn width * height;\n\t\tcase LuminanceFormat:\n\t\t\treturn width * height;\n\t\tcase LuminanceAlphaFormat:\n\t\t\treturn width * height * 2;\n\t\tcase RedFormat:\n\t\t\treturn ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RedIntegerFormat:\n\t\t\treturn ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGFormat:\n\t\t\treturn ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGIntegerFormat:\n\t\t\treturn ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGBFormat:\n\t\t\treturn ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGBAFormat:\n\t\t\treturn ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\t\tcase RGBAIntegerFormat:\n\t\t\treturn ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/\n\t\tcase RGB_S3TC_DXT1_Format:\n\t\tcase RGBA_S3TC_DXT1_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;\n\t\tcase RGBA_S3TC_DXT3_Format:\n\t\tcase RGBA_S3TC_DXT5_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/\n\t\tcase RGB_PVRTC_2BPPV1_Format:\n\t\tcase RGBA_PVRTC_2BPPV1_Format:\n\t\t\treturn ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;\n\t\tcase RGB_PVRTC_4BPPV1_Format:\n\t\tcase RGBA_PVRTC_4BPPV1_Format:\n\t\t\treturn ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/\n\t\tcase RGB_ETC1_Format:\n\t\tcase RGB_ETC2_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;\n\t\tcase RGBA_ETC2_EAC_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/\n\t\tcase RGBA_ASTC_4x4_Format:\n\t\t\treturn Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\t\tcase RGBA_ASTC_5x4_Format:\n\t\t\treturn Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;\n\t\tcase RGBA_ASTC_5x5_Format:\n\t\t\treturn Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_6x5_Format:\n\t\t\treturn Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_6x6_Format:\n\t\t\treturn Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;\n\t\tcase RGBA_ASTC_8x5_Format:\n\t\t\treturn Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_8x6_Format:\n\t\t\treturn Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;\n\t\tcase RGBA_ASTC_8x8_Format:\n\t\t\treturn Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;\n\t\tcase RGBA_ASTC_10x5_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;\n\t\tcase RGBA_ASTC_10x6_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;\n\t\tcase RGBA_ASTC_10x8_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;\n\t\tcase RGBA_ASTC_10x10_Format:\n\t\t\treturn Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;\n\t\tcase RGBA_ASTC_12x10_Format:\n\t\t\treturn Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;\n\t\tcase RGBA_ASTC_12x12_Format:\n\t\t\treturn Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/\n\t\tcase RGBA_BPTC_Format:\n\t\tcase RGB_BPTC_SIGNED_Format:\n\t\tcase RGB_BPTC_UNSIGNED_Format:\n\t\t\treturn Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;\n\n\t\t// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/\n\t\tcase RED_RGTC1_Format:\n\t\tcase SIGNED_RED_RGTC1_Format:\n\t\t\treturn Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;\n\t\tcase RED_GREEN_RGTC2_Format:\n\t\tcase SIGNED_RED_GREEN_RGTC2_Format:\n\t\t\treturn Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;\n\n\t}\n\n\tthrow new Error(\n\t\t`Unable to determine texture byte length for ${format} format.`,\n\t);\n\n}\n\nfunction getTextureTypeByteLength( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase UnsignedByteType:\n\t\tcase ByteType:\n\t\t\treturn { byteLength: 1, components: 1 };\n\t\tcase UnsignedShortType:\n\t\tcase ShortType:\n\t\tcase HalfFloatType:\n\t\t\treturn { byteLength: 2, components: 1 };\n\t\tcase UnsignedShort4444Type:\n\t\tcase UnsignedShort5551Type:\n\t\t\treturn { byteLength: 2, components: 4 };\n\t\tcase UnsignedIntType:\n\t\tcase IntType:\n\t\tcase FloatType:\n\t\t\treturn { byteLength: 4, components: 1 };\n\t\tcase UnsignedInt5999Type:\n\t\t\treturn { byteLength: 4, components: 3 };\n\n\t}\n\n\tthrow new Error( `Unknown texture type ${type}.` );\n\n}\n\nconst TextureUtils = {\n\tcontain,\n\tcover,\n\tfill,\n\tgetByteLength\n};\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _imageDimensions = new Vector2();\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( dimensions.width > maxSize || dimensions.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( dimensions.width, dimensions.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ||\n\t\t\t\t( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {\n\n\t\t\t\tconst width = Math.floor( scale * dimensions.width );\n\t\t\t\tconst height = Math.floor( scale * dimensions.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture ) {\n\n\t\treturn texture.generateMipmaps && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === _gl.RED ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RED_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.RG32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGB ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGBA ) {\n\n\t\t\tconst transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\n\n\t\t}\n\n\t\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\n\t\t\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\n\t\t\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getInternalDepthFormat( useStencil, depthType ) {\n\n\t\tlet glInternalFormat;\n\t\tif ( useStencil ) {\n\n\t\t\tif ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\n\t\t\t} else if ( depthType === FloatType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH32F_STENCIL8;\n\n\t\t\t} else if ( depthType === UnsignedShortType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\t\t\t\tconsole.warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t} else if ( depthType === FloatType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t} else if ( depthType === UnsignedShortType ) {\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT16;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn glInternalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\n\n\t\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\n\n\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\tinfo.memory.textures --;\n\n\t\t\t}\n\n\t\t\tproperties.remove( textures[ i ] );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.colorSpace );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: _gl.REPEAT,\n\t\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\n\t\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: _gl.NEAREST,\n\t\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\n\t\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\n\n\t\t[ LinearFilter ]: _gl.LINEAR,\n\t\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\n\t\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\n\t};\n\n\tconst compareToGL = {\n\t\t[ NeverCompare ]: _gl.NEVER,\n\t\t[ AlwaysCompare ]: _gl.ALWAYS,\n\t\t[ LessCompare ]: _gl.LESS,\n\t\t[ LessEqualCompare ]: _gl.LEQUAL,\n\t\t[ EqualCompare ]: _gl.EQUAL,\n\t\t[ GreaterEqualCompare ]: _gl.GEQUAL,\n\t\t[ GreaterCompare ]: _gl.GREATER,\n\t\t[ NotEqualCompare ]: _gl.NOTEQUAL\n\t};\n\n\tfunction setTextureParameters( textureType, texture ) {\n\n\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&\n\t\t\t( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||\n\t\t\ttexture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );\n\n\t\t}\n\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\n\n\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\n\n\t\t}\n\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\n\n\t\tif ( texture.compareFunction ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = _gl.TEXTURE_2D;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\n\t\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tlet image = resizeImage( texture.image, false, capabilities.maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tlet glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tconst levels = getMipLevels( texture, image );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\tglInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type );\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tif ( texture.layerUpdates.size > 0 ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type );\n\n\t\t\t\t\t\t\t\t\t\t\tfor ( const layerIndex of texture.layerUpdates ) {\n\n\t\t\t\t\t\t\t\t\t\t\t\tconst layerData = mipmap.data.subarray(\n\t\t\t\t\t\t\t\t\t\t\t\t\tlayerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT,\n\t\t\t\t\t\t\t\t\t\t\t\t\t( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT\n\t\t\t\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\ttexture.clearLayerUpdates();\n\n\t\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tif ( texture.layerUpdates.size > 0 ) {\n\n\t\t\t\t\t\t\tconst layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type );\n\n\t\t\t\t\t\t\tfor ( const layerIndex of texture.layerUpdates ) {\n\n\t\t\t\t\t\t\t\tconst layerData = image.data.subarray(\n\t\t\t\t\t\t\t\t\tlayerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT,\n\t\t\t\t\t\t\t\t\t( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\ttexture.clearLayerUpdates();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tconst dimensions = getDimensions( mipmaps[ 0 ] );\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tconst dimensions = getDimensions( image );\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\n\t\t\tconst useTexStorage = ( texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tlet levels = getMipLevels( texture, image );\n\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tconst dimensions = getDimensions( cubeImage[ 0 ] );\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tconst width = Math.max( 1, renderTarget.width >> level );\n\t\t\tconst height = Math.max( 1, renderTarget.height >> level );\n\n\t\t\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t// retrieve the depth attachment types\n\t\t\tconst depthTexture = renderTarget.depthTexture;\n\t\t\tconst depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null;\n\t\t\tconst glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType );\n\t\t\tconst glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\n\t\t\t// set up the attachment\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\tconst isUseMultisampledRTT = useMultisampledRTT( renderTarget );\n\t\t\tif ( isUseMultisampledRTT ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( isMultisample ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\tif ( ! isMultipleRenderTargets ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = [];\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_2D, attachment );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment ) ) {\n\n\t\t\t\t\tgenerateMipmap( _gl.TEXTURE_2D );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = _gl.TEXTURE_2D;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture );\n\n\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tconst invalidationArrayRead = [];\n\tconst invalidationArrayDraw = [];\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.samples > 0 ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tconst textures = renderTarget.textures;\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = _gl.COLOR_BUFFER_BIT;\n\t\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\t\t\t// If MRT we need to remove FBO attachments\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTarget.resolveDepthBuffer ) {\n\n\t\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;\n\n\t\t\t\t\t\t// resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799)\n\n\t\t\t\t\t\tif ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );\n\n\t\t\t\t\tif ( supportsInvalidateFramebuffer === true ) {\n\n\t\t\t\t\t\tinvalidationArrayRead.length = 0;\n\t\t\t\t\t\tinvalidationArrayDraw.length = 0;\n\n\t\t\t\t\t\tinvalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i );\n\n\t\t\t\t\t\tif ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) {\n\n\t\t\t\t\t\t\tinvalidationArrayRead.push( depthStyle );\n\t\t\t\t\t\t\tinvalidationArrayDraw.push( depthStyle );\n\n\t\t\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\n\t\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );\n\n\t\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t} else {\n\n\t\t\t\tif ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( capabilities.maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst colorSpace = texture.colorSpace;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image;\n\n\t\tif ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {\n\n\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction getDimensions( image ) {\n\n\t\tif ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {\n\n\t\t\t// if intrinsic data are not available, fallback to width/height\n\n\t\t\t_imageDimensions.width = image.naturalWidth || image.width;\n\t\t\t_imageDimensions.height = image.naturalHeight || image.height;\n\n\t\t} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {\n\n\t\t\t_imageDimensions.width = image.displayWidth;\n\t\t\t_imageDimensions.height = image.displayHeight;\n\n\t\t} else {\n\n\t\t\t_imageDimensions.width = image.width;\n\t\t\t_imageDimensions.height = image.height;\n\n\t\t}\n\n\t\treturn _imageDimensions;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions ) {\n\n\tfunction convert( p, colorSpace = NoColorSpace ) {\n\n\t\tlet extension;\n\n\t\tconst transfer = ColorManagement.getTransfer( colorSpace );\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\t\tif ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\t\tif ( p === HalfFloatType ) return gl.HALF_FLOAT;\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBFormat ) return gl.RGB;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return gl.RED;\n\t\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\n\t\tif ( p === RGFormat ) return gl.RG;\n\t\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\n\t\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( transfer === SRGBTransfer ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC\n\n\t\tif ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\t\t\t\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n\t\t\t\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8;\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\t\t\t\t\t\tgrip.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\t\t\t\t\ttargetRay.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\nconst _occlusion_vertex = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`;\n\nconst _occlusion_fragment = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\n\nclass WebXRDepthSensing {\n\n\tconstructor() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t\tthis.depthNear = 0;\n\t\tthis.depthFar = 0;\n\n\t}\n\n\tinit( renderer, depthData, renderState ) {\n\n\t\tif ( this.texture === null ) {\n\n\t\t\tconst texture = new Texture();\n\n\t\t\tconst texProps = renderer.properties.get( texture );\n\t\t\ttexProps.__webglTexture = depthData.texture;\n\n\t\t\tif ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {\n\n\t\t\t\tthis.depthNear = depthData.depthNear;\n\t\t\t\tthis.depthFar = depthData.depthFar;\n\n\t\t\t}\n\n\t\t\tthis.texture = texture;\n\n\t\t}\n\n\t}\n\n\tgetMesh( cameraXR ) {\n\n\t\tif ( this.texture !== null ) {\n\n\t\t\tif ( this.mesh === null ) {\n\n\t\t\t\tconst viewport = cameraXR.cameras[ 0 ].viewport;\n\t\t\t\tconst material = new ShaderMaterial( {\n\t\t\t\t\tvertexShader: _occlusion_vertex,\n\t\t\t\t\tfragmentShader: _occlusion_fragment,\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\tdepthColor: { value: this.texture },\n\t\t\t\t\t\tdepthWidth: { value: viewport.z },\n\t\t\t\t\t\tdepthHeight: { value: viewport.w }\n\t\t\t\t\t}\n\t\t\t\t} );\n\n\t\t\t\tthis.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this.mesh;\n\n\t}\n\n\treset() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t}\n\n\tgetDepthTexture() {\n\n\t\treturn this.texture;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\n\t\tconst depthSensing = new WebXRDepthSensing();\n\t\tconst attributes = gl.getContextAttributes();\n\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\tconst currentSize = new Vector2();\n\t\tlet currentPixelRatio = null;\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraXR = new ArrayCamera();\n\t\tcameraXR.layers.enable( 1 );\n\t\tcameraXR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\tdepthSensing.reset();\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\trenderer.setPixelRatio( currentPixelRatio );\n\t\t\trenderer.setSize( currentSize.width, currentSize.height, false );\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\t\trenderer.getSize( currentSize );\n\n\t\t\t\tif ( session.renderState.layers === undefined ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: attributes.antialias,\n\t\t\t\t\t\talpha: true,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: gl.RGBA8,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0,\n\t\t\t\t\t\t\tresolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false )\n\t\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getEnvironmentBlendMode = function () {\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\treturn session.environmentBlendMode;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getDepthTexture = function () {\n\n\t\t\treturn depthSensing.getDepthTexture();\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tif ( depthSensing.texture !== null ) {\n\n\t\t\t\tcamera.near = depthSensing.depthNear;\n\t\t\t\tcamera.far = depthSensing.depthFar;\n\n\t\t\t}\n\n\t\t\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraXR.near,\n\t\t\t\t\tdepthFar: cameraXR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraXR.near;\n\t\t\t\t_currentDepthFar = cameraXR.far;\n\n\t\t\t\tcameraL.near = _currentDepthNear;\n\t\t\t\tcameraL.far = _currentDepthFar;\n\t\t\t\tcameraR.near = _currentDepthNear;\n\t\t\t\tcameraR.far = _currentDepthFar;\n\n\t\t\t\tcameraL.updateProjectionMatrix();\n\t\t\t\tcameraR.updateProjectionMatrix();\n\t\t\t\tcamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraXR.cameras;\n\n\t\t\tupdateCamera( cameraXR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\t// update user camera and its children\n\n\t\t\tupdateUserCamera( camera, cameraXR, parent );\n\n\t\t};\n\n\t\tfunction updateUserCamera( camera, cameraXR, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrix.copy( cameraXR.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrix.copy( parent.matrixWorld );\n\t\t\t\tcamera.matrix.invert();\n\t\t\t\tcamera.matrix.multiply( cameraXR.matrixWorld );\n\n\t\t\t}\n\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.updateMatrixWorld( true );\n\n\t\t\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\n\t\t\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\n\n\t\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\t\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\n\t\t\t\tcamera.zoom = 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraXR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.hasDepthSensing = function () {\n\n\t\t\treturn depthSensing.texture !== null;\n\n\t\t};\n\n\t\tthis.getDepthSensingMesh = function () {\n\n\t\t\treturn depthSensing.getMesh( cameraXR );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraXRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraXR's camera list\n\n\t\t\t\tif ( views.length !== cameraXR.cameras.length ) {\n\n\t\t\t\t\tcameraXR.cameras.length = 0;\n\t\t\t\t\tcameraXRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraXR.matrix.copy( camera.matrix );\n\t\t\t\t\t\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraXRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraXR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tconst enabledFeatures = session.enabledFeatures;\n\n\t\t\t\tif ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) {\n\n\t\t\t\t\tconst depthData = glBinding.getDepthInformation( views[ 0 ] );\n\n\t\t\t\t\tif ( depthData && depthData.isValid && depthData.texture ) {\n\n\t\t\t\t\t\tdepthSensing.init( renderer, depthData, session.renderState );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nconst _e1 = /*@__PURE__*/ new Euler();\nconst _m1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshTransformUniform( map, uniform ) {\n\n\t\tif ( map.matrixAutoUpdate === true ) {\n\n\t\t\tmap.updateMatrix();\n\n\t\t}\n\n\t\tuniform.value.copy( map.matrix );\n\n\t}\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\n\t\t\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\n\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.bumpScale.value *= - 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\n\t\t\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\n\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.normalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\n\t\t\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\n\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst envMap = materialProperties.envMap;\n\t\tconst envMapRotation = materialProperties.envMapRotation;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\t_e1.copy( envMapRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;\n\n\t\t\tif ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1.y *= - 1;\n\t\t\t\t_e1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tuniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.uvTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\n\n\t\t}\n\n\t\tuniforms.roughness.value = material.roughness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\n\n\t\t}\n\n\t\tif ( material.envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.dispersion > 0 ) {\n\n\t\t\tuniforms.dispersion.value = material.dispersion;\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tif ( material.anisotropy > 0 ) {\n\n\t\t\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\n\n\t\t\tif ( material.anisotropyMap ) {\n\n\t\t\t\tuniforms.anisotropyMap.value = material.anisotropyMap;\n\n\t\t\t\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tconst light = properties.get( material ).light;\n\n\t\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\n\t\tuniforms.nearDistance.value = light.shadow.camera.near;\n\t\tuniforms.farDistance.value = light.shadow.camera.far;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\t\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\t\tgl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tif ( hasUniformChanged( uniform, i, j, cache ) === true ) {\n\n\t\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\t\tfor ( let k = 0; k < values.length; k ++ ) {\n\n\t\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t\t// TODO add integer and struct support\n\t\t\t\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\t\tuniform.__data[ 3 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\t\tuniform.__data[ 7 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\t\tuniform.__data[ 11 ] = 0;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, indexArray, cache ) {\n\n\t\tconst value = uniform.value;\n\t\tconst indexString = index + '_' + indexArray;\n\n\t\tif ( cache[ indexString ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tcache[ indexString ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tcache[ indexString ] = value.clone();\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\tconst cachedObject = cache[ indexString ];\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tif ( cachedObject !== value ) {\n\n\t\t\t\t\tcache[ indexString ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( cachedObject.equals( value ) === false ) {\n\n\t\t\t\t\tcachedObject.copy( value );\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tfor ( let k = 0, kl = values.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\tconst chunkOffset = offset % chunkSize; // offset in the current chunk\n\t\t\t\t\tconst chunkPadding = chunkOffset % info.boundary; // required padding to match boundary\n\t\t\t\t\tconst chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data\n\n\t\t\t\t\toffset += chunkPadding;\n\n\t\t\t\t\t// Check for chunk overflow\n\t\t\t\t\tif ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) {\n\n\t\t\t\t\t\t// Add padding and adjust offset\n\t\t\t\t\t\toffset += ( chunkSize - chunkStart );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following two properties will be used for partial buffer updates\n\t\t\t\t\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\t\t\tuniform.__offset = offset;\n\n\t\t\t\t\t// Update the global offset\n\t\t\t\t\toffset += info.storage;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tconst chunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t// float/int/bool\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass WebGLRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst {\n\t\t\tcanvas = createCanvasElement(),\n\t\t\tcontext = null,\n\t\t\tdepth = true,\n\t\t\tstencil = false,\n\t\t\talpha = false,\n\t\t\tantialias = false,\n\t\t\tpremultipliedAlpha = true,\n\t\t\tpreserveDrawingBuffer = false,\n\t\t\tpowerPreference = 'default',\n\t\t\tfailIfMajorPerformanceCaveat = false,\n\t\t} = parameters;\n\n\t\tthis.isWebGLRenderer = true;\n\n\t\tlet _alpha;\n\n\t\tif ( context !== null ) {\n\n\t\t\tif ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );\n\n\t\t\t}\n\n\t\t\t_alpha = context.getContextAttributes().alpha;\n\n\t\t} else {\n\n\t\t\t_alpha = alpha;\n\n\t\t}\n\n\t\tconst uintClearColor = new Uint32Array( 4 );\n\t\tconst intClearColor = new Int32Array( 4 );\n\n\t\tlet currentRenderList = null;\n\t\tlet currentRenderState = null;\n\n\t\t// render() can be called from within a callback triggered by another render.\n\t\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\t\tconst renderListStack = [];\n\t\tconst renderStateStack = [];\n\n\t\t// public properties\n\n\t\tthis.domElement = canvas;\n\n\t\t// Debug configuration container\n\t\tthis.debug = {\n\n\t\t\t/**\n\t\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t\t * @type {boolean}\n\t\t\t */\n\t\t\tcheckShaderErrors: true,\n\t\t\t/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\n\t\t\tonShaderError: null\n\t\t};\n\n\t\t// clearing\n\n\t\tthis.autoClear = true;\n\t\tthis.autoClearColor = true;\n\t\tthis.autoClearDepth = true;\n\t\tthis.autoClearStencil = true;\n\n\t\t// scene graph\n\n\t\tthis.sortObjects = true;\n\n\t\t// user-defined clipping\n\n\t\tthis.clippingPlanes = [];\n\t\tthis.localClippingEnabled = false;\n\n\t\t// physically based shading\n\n\t\tthis._outputColorSpace = SRGBColorSpace;\n\n\t\t// tone mapping\n\n\t\tthis.toneMapping = NoToneMapping;\n\t\tthis.toneMappingExposure = 1.0;\n\n\t\t// internal properties\n\n\t\tconst _this = this;\n\n\t\tlet _isContextLost = false;\n\n\t\t// internal state cache\n\n\t\tlet _currentActiveCubeFace = 0;\n\t\tlet _currentActiveMipmapLevel = 0;\n\t\tlet _currentRenderTarget = null;\n\t\tlet _currentMaterialId = - 1;\n\n\t\tlet _currentCamera = null;\n\n\t\tconst _currentViewport = new Vector4();\n\t\tconst _currentScissor = new Vector4();\n\t\tlet _currentScissorTest = null;\n\n\t\tconst _currentClearColor = new Color( 0x000000 );\n\t\tlet _currentClearAlpha = 0;\n\n\t\t//\n\n\t\tlet _width = canvas.width;\n\t\tlet _height = canvas.height;\n\n\t\tlet _pixelRatio = 1;\n\t\tlet _opaqueSort = null;\n\t\tlet _transparentSort = null;\n\n\t\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\t\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\t\tlet _scissorTest = false;\n\n\t\t// frustum\n\n\t\tconst _frustum = new Frustum();\n\n\t\t// clipping\n\n\t\tlet _clippingEnabled = false;\n\t\tlet _localClippingEnabled = false;\n\n\t\t// camera matrices cache\n\n\t\tconst _projScreenMatrix = new Matrix4();\n\n\t\tconst _vector3 = new Vector3();\n\n\t\tconst _vector4 = new Vector4();\n\n\t\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\t\tlet _renderBackground = false;\n\n\t\tfunction getTargetPixelRatio() {\n\n\t\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t\t}\n\n\t\t// initialize\n\n\t\tlet _gl = context;\n\n\t\tfunction getContext( contextName, contextAttributes ) {\n\n\t\t\treturn canvas.getContext( contextName, contextAttributes );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\tconst contextAttributes = {\n\t\t\t\talpha: true,\n\t\t\t\tdepth,\n\t\t\t\tstencil,\n\t\t\t\tantialias,\n\t\t\t\tpremultipliedAlpha,\n\t\t\t\tpreserveDrawingBuffer,\n\t\t\t\tpowerPreference,\n\t\t\t\tfailIfMajorPerformanceCaveat,\n\t\t\t};\n\n\t\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\t\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tconst contextName = 'webgl2';\n\n\t\t\t\t_gl = getContext( contextName, contextAttributes );\n\n\t\t\t\tif ( _gl === null ) {\n\n\t\t\t\t\tif ( getContext( contextName ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\t\tthrow error;\n\n\t\t}\n\n\t\tlet extensions, capabilities, state, info;\n\t\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\t\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\t\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\t\tlet utils, bindingStates, uniformsGroups;\n\n\t\tfunction initGLContext() {\n\n\t\t\textensions = new WebGLExtensions( _gl );\n\t\t\textensions.init();\n\n\t\t\tutils = new WebGLUtils( _gl, extensions );\n\n\t\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters, utils );\n\n\t\t\tstate = new WebGLState( _gl );\n\n\t\t\tinfo = new WebGLInfo( _gl );\n\t\t\tproperties = new WebGLProperties();\n\t\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\t\tattributes = new WebGLAttributes( _gl );\n\t\t\tbindingStates = new WebGLBindingStates( _gl, attributes );\n\t\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\t\tclipping = new WebGLClipping( properties );\n\t\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\t\trenderLists = new WebGLRenderLists();\n\t\t\trenderStates = new WebGLRenderStates( extensions );\n\t\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\n\t\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );\n\t\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );\n\n\t\t\tinfo.programs = programCache.programs;\n\n\t\t\t_this.capabilities = capabilities;\n\t\t\t_this.extensions = extensions;\n\t\t\t_this.properties = properties;\n\t\t\t_this.renderLists = renderLists;\n\t\t\t_this.shadowMap = shadowMap;\n\t\t\t_this.state = state;\n\t\t\t_this.info = info;\n\n\t\t}\n\n\t\tinitGLContext();\n\n\t\t// xr\n\n\t\tconst xr = new WebXRManager( _this, _gl );\n\n\t\tthis.xr = xr;\n\n\t\t// API\n\n\t\tthis.getContext = function () {\n\n\t\t\treturn _gl;\n\n\t\t};\n\n\t\tthis.getContextAttributes = function () {\n\n\t\t\treturn _gl.getContextAttributes();\n\n\t\t};\n\n\t\tthis.forceContextLoss = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.loseContext();\n\n\t\t};\n\n\t\tthis.forceContextRestore = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.restoreContext();\n\n\t\t};\n\n\t\tthis.getPixelRatio = function () {\n\n\t\t\treturn _pixelRatio;\n\n\t\t};\n\n\t\tthis.setPixelRatio = function ( value ) {\n\n\t\t\tif ( value === undefined ) return;\n\n\t\t\t_pixelRatio = value;\n\n\t\t\tthis.setSize( _width, _height, false );\n\n\t\t};\n\n\t\tthis.getSize = function ( target ) {\n\n\t\t\treturn target.set( _width, _height );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height, updateStyle = true ) {\n\n\t\t\tif ( xr.isPresenting ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\tcanvas.width = Math.floor( width * _pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * _pixelRatio );\n\n\t\t\tif ( updateStyle === true ) {\n\n\t\t\t\tcanvas.style.width = width + 'px';\n\t\t\t\tcanvas.style.height = height + 'px';\n\n\t\t\t}\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t\t};\n\n\t\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_pixelRatio = pixelRatio;\n\n\t\t\tcanvas.width = Math.floor( width * pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * pixelRatio );\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getCurrentViewport = function ( target ) {\n\n\t\t\treturn target.copy( _currentViewport );\n\n\t\t};\n\n\t\tthis.getViewport = function ( target ) {\n\n\t\t\treturn target.copy( _viewport );\n\n\t\t};\n\n\t\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_viewport.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissor = function ( target ) {\n\n\t\t\treturn target.copy( _scissor );\n\n\t\t};\n\n\t\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_scissor.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissorTest = function () {\n\n\t\t\treturn _scissorTest;\n\n\t\t};\n\n\t\tthis.setScissorTest = function ( boolean ) {\n\n\t\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t\t};\n\n\t\tthis.setOpaqueSort = function ( method ) {\n\n\t\t\t_opaqueSort = method;\n\n\t\t};\n\n\t\tthis.setTransparentSort = function ( method ) {\n\n\t\t\t_transparentSort = method;\n\n\t\t};\n\n\t\t// Clearing\n\n\t\tthis.getClearColor = function ( target ) {\n\n\t\t\treturn target.copy( background.getClearColor() );\n\n\t\t};\n\n\t\tthis.setClearColor = function () {\n\n\t\t\tbackground.setClearColor.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.getClearAlpha = function () {\n\n\t\t\treturn background.getClearAlpha();\n\n\t\t};\n\n\t\tthis.setClearAlpha = function () {\n\n\t\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\t\tlet bits = 0;\n\n\t\t\tif ( color ) {\n\n\t\t\t\t// check if we're trying to clear an integer target\n\t\t\t\tlet isIntegerFormat = false;\n\t\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t\tconst targetFormat = _currentRenderTarget.texture.format;\n\t\t\t\t\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RGIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RedIntegerFormat;\n\n\t\t\t\t}\n\n\t\t\t\t// use the appropriate clear functions to clear the target if it's a signed\n\t\t\t\t// or unsigned integer target\n\t\t\t\tif ( isIntegerFormat ) {\n\n\t\t\t\t\tconst targetType = _currentRenderTarget.texture.type;\n\t\t\t\t\tconst isUnsignedType = targetType === UnsignedByteType ||\n\t\t\t\t\t\ttargetType === UnsignedIntType ||\n\t\t\t\t\t\ttargetType === UnsignedShortType ||\n\t\t\t\t\t\ttargetType === UnsignedInt248Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort4444Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort5551Type;\n\n\t\t\t\t\tconst clearColor = background.getClearColor();\n\t\t\t\t\tconst a = background.getClearAlpha();\n\t\t\t\t\tconst r = clearColor.r;\n\t\t\t\t\tconst g = clearColor.g;\n\t\t\t\t\tconst b = clearColor.b;\n\n\t\t\t\t\tif ( isUnsignedType ) {\n\n\t\t\t\t\t\tuintClearColor[ 0 ] = r;\n\t\t\t\t\t\tuintClearColor[ 1 ] = g;\n\t\t\t\t\t\tuintClearColor[ 2 ] = b;\n\t\t\t\t\t\tuintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tintClearColor[ 0 ] = r;\n\t\t\t\t\t\tintClearColor[ 1 ] = g;\n\t\t\t\t\t\tintClearColor[ 2 ] = b;\n\t\t\t\t\t\tintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbits |= _gl.COLOR_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\t\tif ( stencil ) {\n\n\t\t\t\tbits |= _gl.STENCIL_BUFFER_BIT;\n\t\t\t\tthis.state.buffers.stencil.setMask( 0xffffffff );\n\n\t\t\t}\n\n\t\t\t_gl.clear( bits );\n\n\t\t};\n\n\t\tthis.clearColor = function () {\n\n\t\t\tthis.clear( true, false, false );\n\n\t\t};\n\n\t\tthis.clearDepth = function () {\n\n\t\t\tthis.clear( false, true, false );\n\n\t\t};\n\n\t\tthis.clearStencil = function () {\n\n\t\t\tthis.clear( false, false, true );\n\n\t\t};\n\n\t\t//\n\n\t\tthis.dispose = function () {\n\n\t\t\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\trenderLists.dispose();\n\t\t\trenderStates.dispose();\n\t\t\tproperties.dispose();\n\t\t\tcubemaps.dispose();\n\t\t\tcubeuvmaps.dispose();\n\t\t\tobjects.dispose();\n\t\t\tbindingStates.dispose();\n\t\t\tuniformsGroups.dispose();\n\t\t\tprogramCache.dispose();\n\n\t\t\txr.dispose();\n\n\t\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t\tanimation.stop();\n\n\t\t};\n\n\t\t// Events\n\n\t\tfunction onContextLost( event ) {\n\n\t\t\tevent.preventDefault();\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t\t_isContextLost = true;\n\n\t\t}\n\n\t\tfunction onContextRestore( /* event */ ) {\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t\t_isContextLost = false;\n\n\t\t\tconst infoAutoReset = info.autoReset;\n\t\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\t\tconst shadowMapType = shadowMap.type;\n\n\t\t\tinitGLContext();\n\n\t\t\tinfo.autoReset = infoAutoReset;\n\t\t\tshadowMap.enabled = shadowMapEnabled;\n\t\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\t\tshadowMap.type = shadowMapType;\n\n\t\t}\n\n\t\tfunction onContextCreationError( event ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t\t}\n\n\t\tfunction onMaterialDispose( event ) {\n\n\t\t\tconst material = event.target;\n\n\t\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tdeallocateMaterial( material );\n\n\t\t}\n\n\t\t// Buffer deallocation\n\n\t\tfunction deallocateMaterial( material ) {\n\n\t\t\treleaseMaterialProgramReferences( material );\n\n\t\t\tproperties.remove( material );\n\n\t\t}\n\n\n\t\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\t\tconst programs = properties.get( material ).programs;\n\n\t\t\tif ( programs !== undefined ) {\n\n\t\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t\t} );\n\n\t\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Buffer rendering\n\n\t\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t\t//\n\n\t\t\tlet index = geometry.index;\n\t\t\tlet rangeFactor = 1;\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\n\t\t\t\tif ( index === undefined ) return;\n\n\t\t\t\trangeFactor = 2;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst drawRange = geometry.drawRange;\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\t\tif ( group !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t\t}\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t\t}\n\n\t\t\tconst drawCount = drawEnd - drawStart;\n\n\t\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t\t//\n\n\t\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\t\tlet attribute;\n\t\t\tlet renderer = bufferRenderer;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tattribute = attributes.get( index );\n\n\t\t\t\trenderer = indexedBufferRenderer;\n\t\t\t\trenderer.setIndex( attribute );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLine ) {\n\n\t\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isPoints ) {\n\n\t\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tif ( object._multiDrawInstances !== null ) {\n\n\t\t\t\t\trenderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ! extensions.get( 'WEBGL_multi_draw' ) ) {\n\n\t\t\t\t\t\tconst starts = object._multiDrawStarts;\n\t\t\t\t\t\tconst counts = object._multiDrawCounts;\n\t\t\t\t\t\tconst drawCount = object._multiDrawCount;\n\t\t\t\t\t\tconst bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;\n\t\t\t\t\t\tconst uniforms = properties.get( material ).currentProgram.getUniforms();\n\t\t\t\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\t\t\t\tuniforms.setValue( _gl, '_gl_DrawID', i );\n\t\t\t\t\t\t\trenderer.render( starts[ i ] / bytesPerElement, counts[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\trenderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isInstancedMesh ) {\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Compile\n\n\t\tfunction prepareMaterial( material, scene, object ) {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.compile = function ( scene, camera, targetScene = null ) {\n\n\t\t\tif ( targetScene === null ) targetScene = scene;\n\n\t\t\tcurrentRenderState = renderStates.get( targetScene );\n\t\t\tcurrentRenderState.init( camera );\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t// gather lights from both the target scene and the new object that will be added to the scene.\n\n\t\t\ttargetScene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tif ( scene !== targetScene ) {\n\n\t\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tcurrentRenderState.setupLights();\n\n\t\t\t// Only initialize materials in the new scene, not the targetScene.\n\n\t\t\tconst materials = new Set();\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material ) {\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\t\tprepareMaterial( material2, targetScene, object );\n\t\t\t\t\t\t\tmaterials.add( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprepareMaterial( material, targetScene, object );\n\t\t\t\t\t\tmaterials.add( material );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\trenderStateStack.pop();\n\t\t\tcurrentRenderState = null;\n\n\t\t\treturn materials;\n\n\t\t};\n\n\t\t// compileAsync\n\n\t\tthis.compileAsync = function ( scene, camera, targetScene = null ) {\n\n\t\t\tconst materials = this.compile( scene, camera, targetScene );\n\n\t\t\t// Wait for all the materials in the new object to indicate that they're\n\t\t\t// ready to be used before resolving the promise.\n\n\t\t\treturn new Promise( ( resolve ) => {\n\n\t\t\t\tfunction checkMaterialsReady() {\n\n\t\t\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\t\t\tconst materialProperties = properties.get( material );\n\t\t\t\t\t\tconst program = materialProperties.currentProgram;\n\n\t\t\t\t\t\tif ( program.isReady() ) {\n\n\t\t\t\t\t\t\t// remove any programs that report they're ready to use from the list\n\t\t\t\t\t\t\tmaterials.delete( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\t// once the list of compiling materials is empty, call the callback\n\n\t\t\t\t\tif ( materials.size === 0 ) {\n\n\t\t\t\t\t\tresolve( scene );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// if some materials are still not ready, wait a bit and check again\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {\n\n\t\t\t\t\t// If we can check the compilation status of the materials without\n\t\t\t\t\t// blocking then do so right away.\n\n\t\t\t\t\tcheckMaterialsReady();\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise start by waiting a bit to give the materials we just\n\t\t\t\t\t// initialized a chance to finish.\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time ) {\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t\t}\n\n\t\tfunction onXRSessionStart() {\n\n\t\t\tanimation.stop();\n\n\t\t}\n\n\t\tfunction onXRSessionEnd() {\n\n\t\t\tanimation.start();\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\t\t\txr.setAnimationLoop( callback );\n\n\t\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t\t};\n\n\t\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t// Rendering\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( _isContextLost === true ) return;\n\n\t\t\t// update scene graph\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t\t// update camera matrices and frustum\n\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\t\tcurrentRenderState.init( camera );\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\t\tcurrentRenderList.init();\n\n\t\t\trenderListStack.push( currentRenderList );\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tconst depthSensingMesh = _this.xr.getDepthSensingMesh();\n\n\t\t\t\tif ( depthSensingMesh !== null ) {\n\n\t\t\t\t\tprojectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\t\tcurrentRenderList.finish();\n\n\t\t\tif ( _this.sortObjects === true ) {\n\n\t\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t\t}\n\n\t\t\t_renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;\n\t\t\tif ( _renderBackground ) {\n\n\t\t\t\tbackground.addToRenderList( currentRenderList, scene );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tthis.info.render.frame ++;\n\n\t\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t\t//\n\n\t\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\t\t// render scene\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\n\t\t\tcurrentRenderState.setupLights();\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tif ( transmissiveObjects.length > 0 ) {\n\n\t\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\t\trenderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( _renderBackground ) background.render( scene );\n\n\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\n\n\t\t\t\tif ( _renderBackground ) background.render( scene );\n\n\t\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t\t// _gl.finish();\n\n\t\t\tbindingStates.resetDefaultState();\n\t\t\t_currentMaterialId = - 1;\n\t\t\t_currentCamera = null;\n\n\t\t\trenderStateStack.pop();\n\n\t\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderState = null;\n\n\t\t\t}\n\n\t\t\trenderListStack.pop();\n\n\t\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderList = null;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\t\tif ( object.visible === false ) return;\n\n\t\t\tconst visible = object.layers.test( camera.layers );\n\n\t\t\tif ( visible ) {\n\n\t\t\t\tif ( object.isGroup ) {\n\n\t\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\t_vector4.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\t\t\t\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector4.copy( object.boundingSphere.center );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector4.copy( geometry.boundingSphere.center );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t_vector4\n\t\t\t\t\t\t\t\t.applyMatrix4( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst children = object.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\tstate.setPolygonOffset( false );\n\n\t\t}\n\n\t\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tif ( overrideMaterial !== null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {\n\n\t\t\t\tcurrentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {\n\t\t\t\t\tgenerateMipmaps: true,\n\t\t\t\t\ttype: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\t\tsamples: 4,\n\t\t\t\t\tstencilBuffer: stencil,\n\t\t\t\t\tresolveDepthBuffer: false,\n\t\t\t\t\tresolveStencilBuffer: false,\n\t\t\t\t\tcolorSpace: ColorManagement.workingColorSpace,\n\t\t\t\t} );\n\n\t\t\t\t// debug\n\n\t\t\t\t/*\n\t\t\t\tconst geometry = new PlaneGeometry();\n\t\t\t\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tscene.add( mesh );\n\t\t\t\t*/\n\n\t\t\t}\n\n\t\t\tconst transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];\n\n\t\t\tconst activeViewport = camera.viewport || _currentViewport;\n\t\t\ttransmissionRenderTarget.setSize( activeViewport.z, activeViewport.w );\n\n\t\t\t//\n\n\t\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t\t_this.setRenderTarget( transmissionRenderTarget );\n\n\t\t\t_this.getClearColor( _currentClearColor );\n\t\t\t_currentClearAlpha = _this.getClearAlpha();\n\t\t\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\n\n\t\t\t_this.clear();\n\n\t\t\tif ( _renderBackground ) background.render( scene );\n\n\t\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\t\tconst currentToneMapping = _this.toneMapping;\n\t\t\t_this.toneMapping = NoToneMapping;\n\n\t\t\t// Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).\n\t\t\t// Transmission render pass requires viewport to match the transmissionRenderTarget.\n\t\t\tconst currentCameraViewport = camera.viewport;\n\t\t\tif ( camera.viewport !== undefined ) camera.viewport = undefined;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t\ttextures.updateMultisampleRenderTarget( transmissionRenderTarget );\n\t\t\ttextures.updateRenderTargetMipmap( transmissionRenderTarget );\n\n\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131\n\n\t\t\t\tlet renderTargetNeedsUpdate = false;\n\n\t\t\t\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst renderItem = transmissiveObjects[ i ];\n\n\t\t\t\t\tconst object = renderItem.object;\n\t\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\t\tconst material = renderItem.material;\n\t\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\t\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tconst currentSide = material.side;\n\n\t\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t\t\tmaterial.side = currentSide;\n\t\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\t\trenderTargetNeedsUpdate = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetNeedsUpdate === true ) {\n\n\t\t\t\t\ttextures.updateMultisampleRenderTarget( transmissionRenderTarget );\n\t\t\t\t\ttextures.updateRenderTargetMipmap( transmissionRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t\t\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\n\n\t\t\tif ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;\n\n\t\t\t_this.toneMapping = currentToneMapping;\n\n\t\t}\n\n\t\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t\t}\n\n\t\tfunction getProgram( material, scene, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tconst lights = currentRenderState.state.lights;\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tconst lightsStateVersion = lights.state.version;\n\n\t\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\t\tlet programs = materialProperties.programs;\n\n\t\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.fog = scene.fog;\n\t\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\t\t\tmaterialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;\n\n\t\t\tif ( programs === undefined ) {\n\n\t\t\t\t// new material\n\n\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\tprograms = new Map();\n\t\t\t\tmaterialProperties.programs = programs;\n\n\t\t\t}\n\n\t\t\tlet program = programs.get( programCacheKey );\n\n\t\t\tif ( program !== undefined ) {\n\n\t\t\t\t// early out if program and light state is identical\n\n\t\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\t\treturn program;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t\t}\n\n\t\t\tconst uniforms = materialProperties.uniforms;\n\n\t\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t\t}\n\n\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t// store the light setup it was created for\n\n\t\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t\t}\n\n\t\t\tmaterialProperties.currentProgram = program;\n\t\t\tmaterialProperties.uniformsList = null;\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\tfunction getUniformList( materialProperties ) {\n\n\t\t\tif ( materialProperties.uniformsList === null ) {\n\n\t\t\t\tconst progUniforms = materialProperties.currentProgram.getUniforms();\n\t\t\t\tmaterialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );\n\n\t\t\t}\n\n\t\t\treturn materialProperties.uniformsList;\n\n\t\t}\n\n\t\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\n\t\t\tmaterialProperties.batching = parameters.batching;\n\t\t\tmaterialProperties.batchingColor = parameters.batchingColor;\n\t\t\tmaterialProperties.instancing = parameters.instancing;\n\t\t\tmaterialProperties.instancingColor = parameters.instancingColor;\n\t\t\tmaterialProperties.instancingMorph = parameters.instancingMorph;\n\t\t\tmaterialProperties.skinning = parameters.skinning;\n\t\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t\t}\n\n\t\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\ttextures.resetTextureUnits();\n\n\t\t\tconst fog = scene.fog;\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\n\t\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\t\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\n\t\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\t\tconst morphColors = !! geometry.morphAttributes.color;\n\n\t\t\tlet toneMapping = NoToneMapping;\n\n\t\t\tif ( material.toneMapped ) {\n\n\t\t\t\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\t\ttoneMapping = _this.toneMapping;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tconst materialProperties = properties.get( material );\n\t\t\tconst lights = currentRenderState.state.lights;\n\n\t\t\tif ( _clippingEnabled === true ) {\n\n\t\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\t\tconst useCache =\n\t\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t\t// (#8465, #8379)\n\t\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet needsProgramChange = false;\n\n\t\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batching === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tneedsProgramChange = true;\n\t\t\t\tmaterialProperties.__version = material.version;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet program = materialProperties.currentProgram;\n\n\t\t\tif ( needsProgramChange === true ) {\n\n\t\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t\tlet refreshProgram = false;\n\t\t\tlet refreshMaterial = false;\n\t\t\tlet refreshLights = false;\n\n\t\t\tconst p_uniforms = program.getUniforms(),\n\t\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\t\trefreshProgram = true;\n\t\t\t\trefreshMaterial = true;\n\t\t\t\trefreshLights = true;\n\n\t\t\t}\n\n\t\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t\t_currentMaterialId = material.id;\n\n\t\t\t\trefreshMaterial = true;\n\n\t\t\t}\n\n\t\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\t\t// common camera uniforms\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\n\n\t\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t\t}\n\n\t\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\t\tconst skeleton = object.skeleton;\n\n\t\t\t\tif ( skeleton ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingIdTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingColorTexture' );\n\t\t\t\tif ( object._colorsTexture !== null ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {\n\n\t\t\t\tmorphtargets.update( object, geometry, program );\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t\t}\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {\n\n\t\t\t\tm_uniforms.envMapIntensity.value = scene.environmentIntensity;\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t\t// values\n\t\t\t\t\t//\n\t\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t\t// the GL state when required\n\n\t\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t\t}\n\n\t\t\t\t// refresh uniforms common to several materials\n\n\t\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\n\t\t\t}\n\n\t\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\t\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t\t}\n\n\t\t\t// common matrices\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t\t// UBOs\n\n\t\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\t\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\t\tuniforms.directionalLights.needsUpdate = value;\n\t\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\t\tuniforms.pointLights.needsUpdate = value;\n\t\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\t\tuniforms.spotLights.needsUpdate = value;\n\t\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t\t}\n\n\t\tfunction materialNeedsLights( material ) {\n\n\t\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t\t}\n\n\t\tthis.getActiveCubeFace = function () {\n\n\t\t\treturn _currentActiveCubeFace;\n\n\t\t};\n\n\t\tthis.getActiveMipmapLevel = function () {\n\n\t\t\treturn _currentActiveMipmapLevel;\n\n\t\t};\n\n\t\tthis.getRenderTarget = function () {\n\n\t\t\treturn _currentRenderTarget;\n\n\t\t};\n\n\t\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t\t};\n\n\t\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t\t_currentRenderTarget = renderTarget;\n\t\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\t\tlet useDefaultFramebuffer = true;\n\t\t\tlet framebuffer = null;\n\t\t\tlet isCube = false;\n\t\t\tlet isRenderTarget3D = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\t\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t\t}\n\n\t\t\t\tconst texture = renderTarget.texture;\n\n\t\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tisCube = true;\n\n\t\t\t\t} else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t\t} else {\n\n\t\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t\t}\n\n\t\t\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\tif ( framebufferBound && useDefaultFramebuffer ) {\n\n\t\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport );\n\t\t\tstate.scissor( _currentScissor );\n\t\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t\t}\n\n\t\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t\t};\n\n\t\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( ! capabilities.textureFormatReadable( textureFormat ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! capabilities.textureTypeReadable( textureType ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( ! capabilities.textureFormatReadable( textureFormat ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! capabilities.textureTypeReadable( textureType ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\tconst glBuffer = _gl.createBuffer();\n\t\t\t\t\t\t_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );\n\t\t\t\t\t\t_gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );\n\t\t\t\t\t\t_gl.flush();\n\n\t\t\t\t\t\t// check if the commands have finished every 8 ms\n\t\t\t\t\t\tconst sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );\n\t\t\t\t\t\tawait probeAsync( _gl, sync, 4 );\n\n\t\t\t\t\t\ttry {\n\n\t\t\t\t\t\t\t_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );\n\t\t\t\t\t\t\t_gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );\n\n\t\t\t\t\t\t} finally {\n\n\t\t\t\t\t\t\t_gl.deleteBuffer( glBuffer );\n\t\t\t\t\t\t\t_gl.deleteSync( sync );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\treturn buffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {\n\n\t\t\t// support previous signature with position first\n\t\t\tif ( texture.isTexture !== true ) {\n\n\t\t\t\t// @deprecated, r165\n\t\t\t\twarnOnce( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' );\n\n\t\t\t\tposition = arguments[ 0 ] || null;\n\t\t\t\ttexture = arguments[ 1 ];\n\n\t\t\t}\n\n\t\t\tconst levelScale = Math.pow( 2, - level );\n\t\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\t\tconst x = position !== null ? position.x : 0;\n\t\t\tconst y = position !== null ? position.y : 0;\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {\n\n\t\t\t// support previous signature with dstPosition first\n\t\t\tif ( srcTexture.isTexture !== true ) {\n\n\t\t\t\t// @deprecated, r165\n\t\t\t\twarnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed.' );\n\n\t\t\t\tdstPosition = arguments[ 0 ] || null;\n\t\t\t\tsrcTexture = arguments[ 1 ];\n\t\t\t\tdstTexture = arguments[ 2 ];\n\t\t\t\tlevel = arguments[ 3 ] || 0;\n\t\t\t\tsrcRegion = null;\n\n\t\t\t}\n\n\t\t\tlet width, height, minX, minY;\n\t\t\tlet dstX, dstY;\n\t\t\tif ( srcRegion !== null ) {\n\n\t\t\t\twidth = srcRegion.max.x - srcRegion.min.x;\n\t\t\t\theight = srcRegion.max.y - srcRegion.min.y;\n\t\t\t\tminX = srcRegion.min.x;\n\t\t\t\tminY = srcRegion.min.y;\n\n\t\t\t} else {\n\n\t\t\t\twidth = srcTexture.image.width;\n\t\t\t\theight = srcTexture.image.height;\n\t\t\t\tminX = 0;\n\t\t\t\tminY = 0;\n\n\t\t\t}\n\n\t\t\tif ( dstPosition !== null ) {\n\n\t\t\t\tdstX = dstPosition.x;\n\t\t\t\tdstY = dstPosition.y;\n\n\t\t\t} else {\n\n\t\t\t\tdstX = 0;\n\t\t\t\tdstY = 0;\n\n\t\t\t}\n\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t\t// As another texture upload may have changed pixelStorei\n\t\t\t// parameters, make sure they are correct for the dstTexture\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );\n\n\t\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {\n\n\t\t\t// support previous signature with source box first\n\t\t\tif ( srcTexture.isTexture !== true ) {\n\n\t\t\t\t// @deprecated, r165\n\t\t\t\twarnOnce( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' );\n\n\t\t\t\tsrcRegion = arguments[ 0 ] || null;\n\t\t\t\tdstPosition = arguments[ 1 ] || null;\n\t\t\t\tsrcTexture = arguments[ 2 ];\n\t\t\t\tdstTexture = arguments[ 3 ];\n\t\t\t\tlevel = arguments[ 4 ] || 0;\n\n\t\t\t}\n\n\t\t\tlet width, height, depth, minX, minY, minZ;\n\t\t\tlet dstX, dstY, dstZ;\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\t\t\tif ( srcRegion !== null ) {\n\n\t\t\t\twidth = srcRegion.max.x - srcRegion.min.x;\n\t\t\t\theight = srcRegion.max.y - srcRegion.min.y;\n\t\t\t\tdepth = srcRegion.max.z - srcRegion.min.z;\n\t\t\t\tminX = srcRegion.min.x;\n\t\t\t\tminY = srcRegion.min.y;\n\t\t\t\tminZ = srcRegion.min.z;\n\n\t\t\t} else {\n\n\t\t\t\twidth = image.width;\n\t\t\t\theight = image.height;\n\t\t\t\tdepth = image.depth;\n\t\t\t\tminX = 0;\n\t\t\t\tminY = 0;\n\t\t\t\tminZ = 0;\n\n\t\t\t}\n\n\t\t\tif ( dstPosition !== null ) {\n\n\t\t\t\tdstX = dstPosition.x;\n\t\t\t\tdstY = dstPosition.y;\n\t\t\t\tdstZ = dstPosition.z;\n\n\t\t\t} else {\n\n\t\t\t\tdstX = 0;\n\t\t\t\tdstY = 0;\n\t\t\t\tdstZ = 0;\n\n\t\t\t}\n\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\t\t\tlet glTarget;\n\n\t\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_3D;\n\n\t\t\t} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );\n\n\t\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.initRenderTarget = function ( target ) {\n\n\t\t\tif ( properties.get( target ).__webglFramebuffer === undefined ) {\n\n\t\t\t\ttextures.setupRenderTarget( target );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.initTexture = function ( texture ) {\n\n\t\t\tif ( texture.isCubeTexture ) {\n\n\t\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t\t} else {\n\n\t\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.resetState = function () {\n\n\t\t\t_currentActiveCubeFace = 0;\n\t\t\t_currentActiveMipmapLevel = 0;\n\t\t\t_currentRenderTarget = null;\n\n\t\t\tstate.reset();\n\t\t\tbindingStates.reset();\n\n\t\t};\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tget coordinateSystem() {\n\n\t\treturn WebGLCoordinateSystem;\n\n\t}\n\n\tget outputColorSpace() {\n\n\t\treturn this._outputColorSpace;\n\n\t}\n\n\tset outputColorSpace( colorSpace ) {\n\n\t\tthis._outputColorSpace = colorSpace;\n\n\t\tconst gl = this.getContext();\n\t\tgl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\t\tgl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\n\t}\n\n}\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.isFogExp2 = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.isFog = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\t\tthis.backgroundRotation = new Euler();\n\n\t\tthis.environmentIntensity = 1;\n\t\tthis.environmentRotation = new Euler();\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\t\tthis.backgroundRotation.copy( source.backgroundRotation );\n\n\t\tthis.environmentIntensity = source.environmentIntensity;\n\t\tthis.environmentRotation.copy( source.environmentRotation );\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\t\tdata.object.backgroundRotation = this.backgroundRotation.toArray();\n\n\t\tif ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;\n\t\tdata.object.environmentRotation = this.environmentRotation.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.data.stride + this.offset + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material = new SpriteMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = material;\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance, level.hysteresis );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0, hysteresis = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance < levelDistance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance >= levelDistance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance,\n\t\t\t\thysteresis: level.hysteresis\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector3 = /*@__PURE__*/ new Vector3();\nconst _matrix4 = /*@__PURE__*/ new Matrix4();\nconst _vertex = /*@__PURE__*/ new Vector3();\n\nconst _sphere$4 = /*@__PURE__*/ new Sphere();\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = AttachedBindMode;\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingBox.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingSphere.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$4.copy( this.boundingSphere );\n\t\t_sphere$4.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;\n\n\t\t// convert ray to local space of skinned mesh\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$2 );\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tsuper.getVertexPosition( index, target );\n\n\t\tthis.applyBoneTransform( index, target );\n\n\t\treturn target;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === AttachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === DetachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tapplyBoneTransform( index, vector ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );\n\n\t\tvector.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\tvector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn vector.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix$1 = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _box3 = /*@__PURE__*/ new Box3();\nconst _identity = /*@__PURE__*/ new Matrix4();\nconst _mesh$1 = /*@__PURE__*/ new Mesh();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\t\tthis.morphTexture = null;\n\n\t\tthis.count = count;\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.setMatrixAt( i, _identity );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\tgeometry.computeBoundingBox();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingBox.union( _box3 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere === null ) {\n\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingSphere.union( _sphere$3 );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tgetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tconst len = objectInfluences.length + 1; // All influences + the baseInfluenceSum\n\n\t\tconst dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tobjectInfluences[ i ] = array[ dataIndex + i ];\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh$1.geometry = this.geometry;\n\t\t_mesh$1.material = this.material;\n\n\t\tif ( _mesh$1.material === undefined ) return;\n\n\t\t// test with bounding sphere first\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$3.copy( this.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t// now test each instance\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh$1.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh$1.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tsetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst len = objectInfluences.length + 1; // morphBaseInfluence + all influences\n\n\t\tif ( this.morphTexture === null ) {\n\n\t\t\tthis.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );\n\n\t\t}\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t}\n\n\t\tconst morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tconst dataIndex = len * index;\n\n\t\tarray[ dataIndex ] = morphBaseInfluence;\n\n\t\tarray.set( objectInfluences, dataIndex + 1 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\tif ( this.morphTexture !== null ) {\n\n\t\t\tthis.morphTexture.dispose();\n\t\t\tthis.morphTexture = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction sortOpaque( a, b ) {\n\n\treturn a.z - b.z;\n\n}\n\nfunction sortTransparent( a, b ) {\n\n\treturn b.z - a.z;\n\n}\n\nclass MultiDrawRenderList {\n\n\tconstructor() {\n\n\t\tthis.index = 0;\n\t\tthis.pool = [];\n\t\tthis.list = [];\n\n\t}\n\n\tpush( drawRange, z, index ) {\n\n\t\tconst pool = this.pool;\n\t\tconst list = this.list;\n\t\tif ( this.index >= pool.length ) {\n\n\t\t\tpool.push( {\n\n\t\t\t\tstart: - 1,\n\t\t\t\tcount: - 1,\n\t\t\t\tz: - 1,\n\t\t\t\tindex: - 1,\n\n\t\t\t} );\n\n\t\t}\n\n\t\tconst item = pool[ this.index ];\n\t\tlist.push( item );\n\t\tthis.index ++;\n\n\t\titem.start = drawRange.start;\n\t\titem.count = drawRange.count;\n\t\titem.z = z;\n\t\titem.index = index;\n\n\t}\n\n\treset() {\n\n\t\tthis.list.length = 0;\n\t\tthis.index = 0;\n\n\t}\n\n}\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _invMatrixWorld = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\nconst _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );\nconst _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _frustum = /*@__PURE__*/ new Frustum();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _forward = /*@__PURE__*/ new Vector3();\nconst _temp = /*@__PURE__*/ new Vector3();\nconst _renderList = /*@__PURE__*/ new MultiDrawRenderList();\nconst _mesh = /*@__PURE__*/ new Mesh();\nconst _batchIntersects = [];\n\n// @TODO: SkinnedMesh support?\n// @TODO: geometry.groups support?\n// @TODO: geometry.drawRange support?\n// @TODO: geometry.morphAttributes support?\n// @TODO: Support uniform parameter per geometry\n// @TODO: Add an \"optimize\" function to pack geometry and remove data gaps\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData( src, target, targetOffset = 0 ) {\n\n\tconst itemSize = target.itemSize;\n\tif ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {\n\n\t\t// use the component getters and setters if the array data cannot\n\t\t// be copied directly\n\t\tconst vertexCount = src.count;\n\t\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\ttarget.setComponent( i + targetOffset, c, src.getComponent( i, c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// faster copy approach using typed array set function\n\t\ttarget.array.set( src.array, targetOffset * itemSize );\n\n\t}\n\n\ttarget.needsUpdate = true;\n\n}\n\nclass BatchedMesh extends Mesh {\n\n\tget maxInstanceCount() {\n\n\t\treturn this._maxInstanceCount;\n\n\t}\n\n\tconstructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {\n\n\t\tsuper( new BufferGeometry(), material );\n\n\t\tthis.isBatchedMesh = true;\n\t\tthis.perObjectFrustumCulled = true;\n\t\tthis.sortObjects = true;\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\t\tthis.customSort = null;\n\n\t\t// stores visible, active, and geometry id per object\n\t\tthis._drawInfo = [];\n\n\t\t// geometry information\n\t\tthis._drawRanges = [];\n\t\tthis._reservedRanges = [];\n\t\tthis._bounds = [];\n\n\t\tthis._maxInstanceCount = maxInstanceCount;\n\t\tthis._maxVertexCount = maxVertexCount;\n\t\tthis._maxIndexCount = maxIndexCount;\n\n\t\tthis._geometryInitialized = false;\n\t\tthis._geometryCount = 0;\n\t\tthis._multiDrawCounts = new Int32Array( maxInstanceCount );\n\t\tthis._multiDrawStarts = new Int32Array( maxInstanceCount );\n\t\tthis._multiDrawCount = 0;\n\t\tthis._multiDrawInstances = null;\n\t\tthis._visibilityChanged = true;\n\n\t\t// Local matrix per geometry by using data texture\n\t\tthis._matricesTexture = null;\n\t\tthis._indirectTexture = null;\n\t\tthis._colorsTexture = null;\n\n\t\tthis._initMatricesTexture();\n\t\tthis._initIndirectTexture();\n\n\t}\n\n\t_initMatricesTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n\t\t// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n\t\t// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n\t\t// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tconst matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );\n\n\t\tthis._matricesTexture = matricesTexture;\n\n\t}\n\n\t_initIndirectTexture() {\n\n\t\tlet size = Math.sqrt( this._maxInstanceCount );\n\t\tsize = Math.ceil( size );\n\n\t\tconst indirectArray = new Uint32Array( size * size );\n\t\tconst indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );\n\n\t\tthis._indirectTexture = indirectTexture;\n\n\t}\n\n\t_initColorsTexture() {\n\n\t\tlet size = Math.sqrt( this._maxIndexCount );\n\t\tsize = Math.ceil( size );\n\n\t\t// 4 floats per RGBA pixel initialized to white\n\t\tconst colorsArray = new Float32Array( size * size * 4 ).fill( 1 );\n\t\tconst colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );\n\t\tcolorsTexture.colorSpace = ColorManagement.workingColorSpace;\n\n\t\tthis._colorsTexture = colorsTexture;\n\n\t}\n\n\t_initializeGeometry( reference ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst maxVertexCount = this._maxVertexCount;\n\t\tconst maxIndexCount = this._maxIndexCount;\n\t\tif ( this._geometryInitialized === false ) {\n\n\t\t\tfor ( const attributeName in reference.attributes ) {\n\n\t\t\t\tconst srcAttribute = reference.getAttribute( attributeName );\n\t\t\t\tconst { array, itemSize, normalized } = srcAttribute;\n\n\t\t\t\tconst dstArray = new array.constructor( maxVertexCount * itemSize );\n\t\t\t\tconst dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );\n\n\t\t\t\tgeometry.setAttribute( attributeName, dstAttribute );\n\n\t\t\t}\n\n\t\t\tif ( reference.getIndex() !== null ) {\n\n\t\t\t\t// Reserve last u16 index for primitive restart.\n\t\t\t\tconst indexArray = maxVertexCount > 65535\n\t\t\t\t\t? new Uint32Array( maxIndexCount )\n\t\t\t\t\t: new Uint16Array( maxIndexCount );\n\n\t\t\t\tgeometry.setIndex( new BufferAttribute( indexArray, 1 ) );\n\n\t\t\t}\n\n\t\t\tthis._geometryInitialized = true;\n\n\t\t}\n\n\t}\n\n\t// Make sure the geometry is compatible with the existing combined geometry attributes\n\t_validateGeometry( geometry ) {\n\n\t\t// check to ensure the geometries are using consistent attributes and indices\n\t\tconst batchGeometry = this.geometry;\n\t\tif ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: All geometries must consistently have \"index\".' );\n\n\t\t}\n\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( ! geometry.hasAttribute( attributeName ) ) {\n\n\t\t\t\tthrow new Error( `BatchedMesh: Added geometry missing \"${ attributeName }\". All geometries must have consistent attributes.` );\n\n\t\t\t}\n\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tif ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {\n\n\t\t\t\tthrow new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tsetCustomSort( func ) {\n\n\t\tthis.customSort = func;\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingBox = this.boundingBox;\n\t\tconst drawInfo = this._drawInfo;\n\n\t\tboundingBox.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( drawInfo[ i ].active === false ) continue;\n\n\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingBox.union( _box$1 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\t\tconst drawInfo = this._drawInfo;\n\n\t\tboundingSphere.makeEmpty();\n\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\tif ( drawInfo[ i ].active === false ) continue;\n\n\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingSphere.union( _sphere$2 );\n\n\t\t}\n\n\t}\n\n\taddInstance( geometryId ) {\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._drawInfo.length >= this._maxInstanceCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum item count reached.' );\n\n\t\t}\n\n\t\tthis._drawInfo.push( {\n\n\t\t\tvisible: true,\n\t\t\tactive: true,\n\t\t\tgeometryIndex: geometryId,\n\n\t\t} );\n\n\t\t// initialize the matrix\n\t\tconst drawId = this._drawInfo.length - 1;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = matricesTexture.image.data;\n\t\t_identityMatrix.toArray( matricesArray, drawId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\tconst colorsTexture = this._colorsTexture;\n\t\tif ( colorsTexture ) {\n\n\t\t\t_whiteColor.toArray( colorsTexture.image.data, drawId * 4 );\n\t\t\tcolorsTexture.needsUpdate = true;\n\n\t\t}\n\n\t\treturn drawId;\n\n\t}\n\n\taddGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {\n\n\t\tthis._initializeGeometry( geometry );\n\n\t\tthis._validateGeometry( geometry );\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._drawInfo.length >= this._maxInstanceCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum item count reached.' );\n\n\t\t}\n\n\t\t// get the necessary range fo the geometry\n\t\tconst reservedRange = {\n\t\t\tvertexStart: - 1,\n\t\t\tvertexCount: - 1,\n\t\t\tindexStart: - 1,\n\t\t\tindexCount: - 1,\n\t\t};\n\n\t\tlet lastRange = null;\n\t\tconst reservedRanges = this._reservedRanges;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst bounds = this._bounds;\n\t\tif ( this._geometryCount !== 0 ) {\n\n\t\t\tlastRange = reservedRanges[ reservedRanges.length - 1 ];\n\n\t\t}\n\n\t\tif ( vertexCount === - 1 ) {\n\n\t\t\treservedRange.vertexCount = geometry.getAttribute( 'position' ).count;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexCount = vertexCount;\n\n\t\t}\n\n\t\tif ( lastRange === null ) {\n\n\t\t\treservedRange.vertexStart = 0;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;\n\n\t\t}\n\n\t\tconst index = geometry.getIndex();\n\t\tconst hasIndex = index !== null;\n\t\tif ( hasIndex ) {\n\n\t\t\tif ( indexCount\t=== - 1 ) {\n\n\t\t\t\treservedRange.indexCount = index.count;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexCount = indexCount;\n\n\t\t\t}\n\n\t\t\tif ( lastRange === null ) {\n\n\t\t\t\treservedRange.indexStart = 0;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif (\n\t\t\treservedRange.indexStart !== - 1 &&\n\t\t\treservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||\n\t\t\treservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );\n\n\t\t}\n\n\t\t// update id\n\t\tconst geometryId = this._geometryCount;\n\t\tthis._geometryCount ++;\n\n\t\t// add the reserved range and draw range objects\n\t\treservedRanges.push( reservedRange );\n\t\tdrawRanges.push( {\n\t\t\tstart: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,\n\t\t\tcount: - 1\n\t\t} );\n\t\tbounds.push( {\n\t\t\tboxInitialized: false,\n\t\t\tbox: new Box3(),\n\n\t\t\tsphereInitialized: false,\n\t\t\tsphere: new Sphere()\n\t\t} );\n\n\t\t// update the geometry\n\t\tthis.setGeometryAt( geometryId, geometry );\n\n\t\treturn geometryId;\n\n\t}\n\n\tsetGeometryAt( geometryId, geometry ) {\n\n\t\tif ( geometryId >= this._geometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\tthis._validateGeometry( geometry );\n\n\t\tconst batchGeometry = this.geometry;\n\t\tconst hasIndex = batchGeometry.getIndex() !== null;\n\t\tconst dstIndex = batchGeometry.getIndex();\n\t\tconst srcIndex = geometry.getIndex();\n\t\tconst reservedRange = this._reservedRanges[ geometryId ];\n\t\tif (\n\t\t\thasIndex &&\n\t\t\tsrcIndex.count > reservedRange.indexCount ||\n\t\t\tgeometry.attributes.position.count > reservedRange.vertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );\n\n\t\t}\n\n\t\t// copy geometry over\n\t\tconst vertexStart = reservedRange.vertexStart;\n\t\tconst vertexCount = reservedRange.vertexCount;\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\t// copy attribute data\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tcopyAttributeData( srcAttribute, dstAttribute, vertexStart );\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tconst itemSize = srcAttribute.itemSize;\n\t\t\tfor ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {\n\n\t\t\t\tconst index = vertexStart + i;\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tdstAttribute.setComponent( index, c, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdstAttribute.needsUpdate = true;\n\t\t\tdstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );\n\n\t\t}\n\n\t\t// copy index\n\t\tif ( hasIndex ) {\n\n\t\t\tconst indexStart = reservedRange.indexStart;\n\n\t\t\t// copy index data over\n\t\t\tfor ( let i = 0; i < srcIndex.count; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );\n\n\t\t\t}\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tfor ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart );\n\n\t\t\t}\n\n\t\t\tdstIndex.needsUpdate = true;\n\t\t\tdstIndex.addUpdateRange( indexStart, reservedRange.indexCount );\n\n\t\t}\n\n\t\t// store the bounding boxes\n\t\tconst bound = this._bounds[ geometryId ];\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tbound.box.copy( geometry.boundingBox );\n\t\t\tbound.boxInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.boxInitialized = false;\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tbound.sphere.copy( geometry.boundingSphere );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.sphereInitialized = false;\n\n\t\t}\n\n\t\t// set drawRange count\n\t\tconst drawRange = this._drawRanges[ geometryId ];\n\t\tconst posAttr = geometry.getAttribute( 'position' );\n\t\tdrawRange.count = hasIndex ? srcIndex.count : posAttr.count;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn geometryId;\n\n\t}\n\n\t/*\n\tdeleteGeometry( geometryId ) {\n\n\t\t// TODO: delete geometry and associated instances\n\n\t}\n\t*/\n\n\t/*\n\tdeleteInstance( instanceId ) {\n\n\t\t// Note: User needs to call optimize() afterward to pack the data.\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tdrawInfo[ instanceId ].active = false;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\t*/\n\n\t// get bounding box and compute it if it doesn't exist\n\tgetBoundingBoxAt( geometryId, target ) {\n\n\t\tif ( geometryId >= this._geometryCount ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding box\n\t\tconst bound = this._bounds[ geometryId ];\n\t\tconst box = bound.box;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.boxInitialized === false ) {\n\n\t\t\tbox.makeEmpty();\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ geometryId ];\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\tbox.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );\n\n\t\t\t}\n\n\t\t\tbound.boxInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( box );\n\t\treturn target;\n\n\t}\n\n\t// get bounding sphere and compute it if it doesn't exist\n\tgetBoundingSphereAt( geometryId, target ) {\n\n\t\tif ( geometryId >= this._geometryCount ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding sphere\n\t\tconst bound = this._bounds[ geometryId ];\n\t\tconst sphere = bound.sphere;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.sphereInitialized === false ) {\n\n\t\t\tsphere.makeEmpty();\n\n\t\t\tthis.getBoundingBoxAt( geometryId, _box$1 );\n\t\t\t_box$1.getCenter( sphere.center );\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ geometryId ];\n\n\t\t\tlet maxRadiusSq = 0;\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\t_vector$5.fromBufferAttribute( position, iv );\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );\n\n\t\t\t}\n\n\t\t\tsphere.radius = Math.sqrt( maxRadiusSq );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( sphere );\n\t\treturn target;\n\n\t}\n\n\tsetMatrixAt( instanceId, matrix ) {\n\n\t\t// @TODO: Map geometryId to index of the arrays because\n\t\t// optimize() can make geometryId mismatch the index\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tmatrix.toArray( matricesArray, instanceId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetMatrixAt( instanceId, matrix ) {\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn matrix.fromArray( matricesArray, instanceId * 16 );\n\n\t}\n\n\tsetColorAt( instanceId, color ) {\n\n\t\tif ( this._colorsTexture === null ) {\n\n\t\t\tthis._initColorsTexture();\n\n\t\t}\n\n\t\t// @TODO: Map id to index of the arrays because\n\t\t// optimize() can make id mismatch the index\n\n\t\tconst colorsTexture = this._colorsTexture;\n\t\tconst colorsArray = this._colorsTexture.image.data;\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tcolor.toArray( colorsArray, instanceId * 4 );\n\t\tcolorsTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( instanceId, color ) {\n\n\t\tconst colorsArray = this._colorsTexture.image.data;\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn color.fromArray( colorsArray, instanceId * 4 );\n\n\t}\n\n\tsetVisibleAt( instanceId, value ) {\n\n\t\t// if the geometry is out of range, not active, or visibility state\n\t\t// does not change then return early\n\t\tconst drawInfo = this._drawInfo;\n\t\tif (\n\t\t\tinstanceId >= drawInfo.length ||\n\t\t\tdrawInfo[ instanceId ].active === false ||\n\t\t\tdrawInfo[ instanceId ].visible === value\n\t\t) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tdrawInfo[ instanceId ].visible = value;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetVisibleAt( instanceId ) {\n\n\t\t// return early if the geometry is out of range or not active\n\t\tconst drawInfo = this._drawInfo;\n\t\tif ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn drawInfo[ instanceId ].visible;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst batchGeometry = this.geometry;\n\n\t\t// iterate over each geometry\n\t\t_mesh.material = this.material;\n\t\t_mesh.geometry.index = batchGeometry.index;\n\t\t_mesh.geometry.attributes = batchGeometry.attributes;\n\t\tif ( _mesh.geometry.boundingBox === null ) {\n\n\t\t\t_mesh.geometry.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( _mesh.geometry.boundingSphere === null ) {\n\n\t\t\t_mesh.geometry.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\tif ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\t\t\tconst drawRange = drawRanges[ geometryId ];\n\t\t\t_mesh.geometry.setDrawRange( drawRange.start, drawRange.count );\n\n\t\t\t// ge the intersects\n\t\t\tthis.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );\n\t\t\tthis.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );\n\t\t\tthis.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );\n\t\t\t_mesh.raycast( raycaster, _batchIntersects );\n\n\t\t\t// add batch id to the intersects\n\t\t\tfor ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {\n\n\t\t\t\tconst intersect = _batchIntersects[ j ];\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersect.batchId = i;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_batchIntersects.length = 0;\n\n\t\t}\n\n\t\t_mesh.material = null;\n\t\t_mesh.geometry.index = null;\n\t\t_mesh.geometry.attributes = {};\n\t\t_mesh.geometry.setDrawRange( 0, Infinity );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.geometry = source.geometry.clone();\n\t\tthis.perObjectFrustumCulled = source.perObjectFrustumCulled;\n\t\tthis.sortObjects = source.sortObjects;\n\t\tthis.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;\n\t\tthis.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;\n\n\t\tthis._drawRanges = source._drawRanges.map( range => ( { ...range } ) );\n\t\tthis._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );\n\n\t\tthis._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) );\n\t\tthis._bounds = source._bounds.map( bound => ( {\n\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\tbox: bound.box.clone(),\n\n\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\tsphere: bound.sphere.clone()\n\t\t} ) );\n\n\t\tthis._maxInstanceCount = source._maxInstanceCount;\n\t\tthis._maxVertexCount = source._maxVertexCount;\n\t\tthis._maxIndexCount = source._maxIndexCount;\n\n\t\tthis._geometryInitialized = source._geometryInitialized;\n\t\tthis._geometryCount = source._geometryCount;\n\t\tthis._multiDrawCounts = source._multiDrawCounts.slice();\n\t\tthis._multiDrawStarts = source._multiDrawStarts.slice();\n\n\t\tthis._matricesTexture = source._matricesTexture.clone();\n\t\tthis._matricesTexture.image.data = this._matricesTexture.image.data.slice();\n\n\t\tif ( this._colorsTexture !== null ) {\n\n\t\t\tthis._colorsTexture = source._colorsTexture.clone();\n\t\t\tthis._colorsTexture.image.data = this._colorsTexture.image.data.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\t// Assuming the geometry is not shared with other meshes\n\t\tthis.geometry.dispose();\n\n\t\tthis._matricesTexture.dispose();\n\t\tthis._matricesTexture = null;\n\n\t\tthis._indirectTexture.dispose();\n\t\tthis._indirectTexture = null;\n\n\t\tif ( this._colorsTexture !== null ) {\n\n\t\t\tthis._colorsTexture.dispose();\n\t\t\tthis._colorsTexture = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tonBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {\n\n\t\t// if visibility has not changed and frustum culling and object sorting is not required\n\t\t// then skip iterating over all items\n\t\tif ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// the indexed version of the multi draw function requires specifying the start\n\t\t// offset in bytes.\n\t\tconst index = geometry.getIndex();\n\t\tconst bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;\n\n\t\tconst drawInfo = this._drawInfo;\n\t\tconst multiDrawStarts = this._multiDrawStarts;\n\t\tconst multiDrawCounts = this._multiDrawCounts;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\tconst indirectTexture = this._indirectTexture;\n\t\tconst indirectArray = indirectTexture.image.data;\n\n\t\t// prepare the frustum in the local frame\n\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t_projScreenMatrix$2\n\t\t\t\t.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )\n\t\t\t\t.multiply( this.matrixWorld );\n\t\t\t_frustum.setFromProjectionMatrix(\n\t\t\t\t_projScreenMatrix$2,\n\t\t\t\trenderer.coordinateSystem\n\t\t\t);\n\n\t\t}\n\n\t\tlet count = 0;\n\t\tif ( this.sortObjects ) {\n\n\t\t\t// get the camera position in the local frame\n\t\t\t_invMatrixWorld.copy( this.matrixWorld ).invert();\n\t\t\t_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );\n\t\t\t_forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld );\n\n\t\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\t\tif ( drawInfo[ i ].visible && drawInfo[ i ].active ) {\n\n\t\t\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\n\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\tthis.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\t// get the distance from camera used for sorting\n\t\t\t\t\t\tconst z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );\n\t\t\t\t\t\t_renderList.push( drawRanges[ geometryId ], z, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Sort the draw ranges and prep for rendering\n\t\t\tconst list = _renderList.list;\n\t\t\tconst customSort = this.customSort;\n\t\t\tif ( customSort === null ) {\n\n\t\t\t\tlist.sort( material.transparent ? sortTransparent : sortOpaque );\n\n\t\t\t} else {\n\n\t\t\t\tcustomSort.call( this, list, camera );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = list.length; i < l; i ++ ) {\n\n\t\t\t\tconst item = list[ i ];\n\t\t\t\tmultiDrawStarts[ count ] = item.start * bytesPerElement;\n\t\t\t\tmultiDrawCounts[ count ] = item.count;\n\t\t\t\tindirectArray[ count ] = item.index;\n\t\t\t\tcount ++;\n\n\t\t\t}\n\n\t\t\t_renderList.reset();\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0, l = drawInfo.length; i < l; i ++ ) {\n\n\t\t\t\tif ( drawInfo[ i ].visible && drawInfo[ i ].active ) {\n\n\t\t\t\t\tconst geometryId = drawInfo[ i ].geometryIndex;\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\t\tthis.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\tconst range = drawRanges[ geometryId ];\n\t\t\t\t\t\tmultiDrawStarts[ count ] = range.start * bytesPerElement;\n\t\t\t\t\t\tmultiDrawCounts[ count ] = range.count;\n\t\t\t\t\t\tindirectArray[ count ] = i;\n\t\t\t\t\t\tcount ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tindirectTexture.needsUpdate = true;\n\t\tthis._multiDrawCount = count;\n\t\tthis._visibilityChanged = false;\n\n\t}\n\n\tonBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {\n\n\t\tthis.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vStart = /*@__PURE__*/ new Vector3();\nconst _vEnd = /*@__PURE__*/ new Vector3();\n\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nconst _intersectPointOnRay = /*@__PURE__*/ new Vector3();\nconst _intersectPointOnSegment = /*@__PURE__*/ new Vector3();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_vStart.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_vEnd.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _vStart.distanceTo( _vEnd );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.isLineLoop ) {\n\n\t\t\t\tconst a = index.getX( end - 1 );\n\t\t\t\tconst b = index.getX( start );\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.isLineLoop ) {\n\n\t\t\t\tconst intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );\n\n\t\t\t\tif ( intersect ) {\n\n\t\t\t\t\tintersects.push( intersect );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {\n\n\tconst positionAttribute = object.geometry.attributes.position;\n\n\t_vStart.fromBufferAttribute( positionAttribute, a );\n\t_vEnd.fromBufferAttribute( positionAttribute, b );\n\n\tconst distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );\n\n\tif ( distSq > thresholdSq ) return;\n\n\t_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\treturn {\n\n\t\tdistance: distance,\n\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t// point: raycaster.ray.at( distance ),\n\t\tpoint: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),\n\t\tindex: a,\n\t\tface: null,\n\t\tfaceIndex: null,\n\t\tobject: object\n\n\t};\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isVideoTexture = true;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.isFramebufferTexture = true;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCompressedTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nclass CompressedArrayTexture extends CompressedTexture {\n\n\tconstructor( mipmaps, width, height, depth, format, type ) {\n\n\t\tsuper( mipmaps, width, height, format, type );\n\n\t\tthis.isCompressedArrayTexture = true;\n\t\tthis.image.depth = depth;\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.layerUpdates = new Set();\n\n\t}\n\n\taddLayerUpdate( layerIndex ) {\n\n\t\tthis.layerUpdates.add( layerIndex );\n\n\t}\n\n\tclearLayerUpdates() {\n\n\t\tthis.layerUpdates.clear();\n\n\t}\n\n}\n\nclass CompressedCubeTexture extends CompressedTexture {\n\n\tconstructor( images, format, type ) {\n\n\t\tsuper( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );\n\n\t\tthis.isCompressedCubeTexture = true;\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.image = images;\n\n\t}\n\n}\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.isEllipseCurve = true;\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.isArcCurve = true;\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = /*@__PURE__*/ new Vector3();\nconst px = /*@__PURE__*/ new CubicPoly();\nconst py = /*@__PURE__*/ new CubicPoly();\nconst pz = /*@__PURE__*/ new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.isCatmullRomCurve3 = true;\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve = true;\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve3 = true;\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve = true;\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector2() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.type = 'LineCurve3';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve = true;\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve3 = true;\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isSplineCurve = true;\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tconst lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';\n\t\t\tthis.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u, optionalTarget );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\t\tconst initNormals = [];\n\t\tconst normals = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( c, d, b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tlength: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices = [], indices = [], radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivision with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\nconst _triangle = /*@__PURE__*/ new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.4)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 32767 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim | 0 );\n\t\t\ttriangles.push( ear.i / dim | 0 );\n\t\t\ttriangles.push( next.i / dim | 0 );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\tlet p = c.next;\n\twhile ( p !== a ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( x0, y0, minX, minY, invSize ),\n\t\tmaxZ = zOrder( x1, y1, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim | 0 );\n\t\t\ttriangles.push( p.i / dim | 0 );\n\t\t\ttriangles.push( b.i / dim | 0 );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\touterNode = eliminateHole( queue[ i ], outerNode );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\tconst bridge = findHoleBridge( hole, outerNode );\n\tif ( ! bridge ) {\n\n\t\treturn outerNode;\n\n\t}\n\n\tconst bridgeReverse = splitPolygon( bridge, hole );\n\n\t// filter collinear points around the cuts\n\tfilterPoints( bridgeReverse, bridgeReverse.next );\n\treturn filterPoints( bridge, bridge.next );\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode,\n\t\tqx = - Infinity,\n\t\tm;\n\n\tconst hx = hole.x, hy = hole.y;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\t\t\t\tif ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = ( x - minX ) * invSize | 0;\n\ty = ( y - minY ) * invSize | 0;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&\n ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&\n ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = 0;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tconst depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn pt.clone().addScaledVector( vec, size );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tdata.options = Object.assign( {}, options );\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy === 0 && thetaStart === 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy === heightSegments && thetaEnd === Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segment\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCircleGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShadowMaterial = true;\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.isRawShaderMaterial = true;\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.anisotropyRotation = 0;\n\t\tthis.anisotropyMap = null;\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = Infinity;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._anisotropy = 0;\n\t\tthis._clearcoat = 0;\n\t\tthis._dispersion = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._sheen = 0.0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget anisotropy() {\n\n\t\treturn this._anisotropy;\n\n\t}\n\n\tset anisotropy( value ) {\n\n\t\tif ( this._anisotropy > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._anisotropy = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget dispersion() {\n\n\t\treturn this._dispersion;\n\n\t}\n\n\tset dispersion( value ) {\n\n\t\tif ( this._dispersion > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._dispersion = value;\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.anisotropy = source.anisotropy;\n\t\tthis.anisotropyRotation = source.anisotropyRotation;\n\t\tthis.anisotropyMap = source.anisotropyMap;\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.dispersion = source.dispersion;\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhongMaterial = true;\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshToonMaterial = true;\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshNormalMaterial = true;\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshLambertMaterial = true;\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshMatcapMaterial = true;\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineDashedMaterial = true;\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\nfunction subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\tconst clip = sourceClip.clone();\n\n\tclip.name = name;\n\n\tconst tracks = [];\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tconst track = clip.tracks[ i ];\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = [];\n\t\tconst values = [];\n\n\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( times.length === 0 ) continue;\n\n\t\ttrack.times = convertArray( times, track.times.constructor );\n\t\ttrack.values = convertArray( values, track.values.constructor );\n\n\t\ttracks.push( track );\n\n\t}\n\n\tclip.tracks = tracks;\n\n\t// find minimum .times value across all tracks in the trimmed clip\n\n\tlet minStartTime = Infinity;\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t}\n\n\t}\n\n\t// shift all tracks such that clip begins at t=0\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t}\n\n\tclip.resetDuration();\n\n\treturn clip;\n\n}\n\nfunction makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\tif ( fps <= 0 ) fps = 30;\n\n\tconst numTracks = referenceClip.tracks.length;\n\tconst referenceTime = referenceFrame / fps;\n\n\t// Make each track's values relative to the values at the reference frame\n\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t// Skip this track if it's non-numeric\n\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t} );\n\n\t\tif ( targetTrack === undefined ) continue;\n\n\t\tlet referenceOffset = 0;\n\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t}\n\n\t\tlet targetOffset = 0;\n\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t}\n\n\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\tlet referenceValue;\n\n\t\t// Find the value to subtract out of the track\n\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else {\n\n\t\t\t// Interpolate to the reference value\n\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\treferenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );\n\n\t\t}\n\n\t\t// Conjugate the quaternion\n\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t}\n\n\t\t// Subtract the reference value from all of the track values\n\n\t\tconst numTimes = targetTrack.times.length;\n\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart,\n\t\t\t\t\treferenceValue,\n\t\t\t\t\t0,\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\treturn targetClip;\n\n}\n\nconst AnimationUtils = {\n\tconvertArray: convertArray,\n\tisTypedArray: isTypedArray,\n\tgetKeyframeOrder: getKeyframeOrder,\n\tsortedArray: sortedArray,\n\tflattenJSON: flattenJSON,\n\tsubclip: subclip,\n\tmakeClipAdditive: makeClipAdditive\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = convertArray( times, this.TimeBufferType );\n\t\tthis.values = convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': convertArray( track.times, Array ),\n\t\t\t\t'values': convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = times.slice( from, to );\n\t\t\tthis.values = this.values.slice( from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = this.times.slice(),\n\t\t\tvalues = this.values.slice(),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = times.slice( 0, writeIndex );\n\t\t\tthis.values = values.slice( 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = this.times.slice();\n\t\tconst values = this.values.slice();\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {\n\n\t// No interpolation parameter because only InterpolateDiscrete is valid.\n\tconstructor( name, times, values ) {\n\n\t\tsuper( name, times, values );\n\n\t}\n\n}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\n// DefaultInterpolation is inherited;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {\n\n\t// No interpolation parameter because only InterpolateDiscrete is valid.\n\tconstructor( name, times, values ) {\n\n\t\tsuper( name, times, values );\n\n\t}\n\n}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tflattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tflattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nLoader.DEFAULT_MATERIAL_NAME = '__DEFAULT';\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\n\t\t\t\t\t// Nginx needs X-File-Size check\n\t\t\t\t\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\n\t\t\t\t\tconst contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t}, ( e ) => {\n\n\t\t\t\t\t\t\t\t\tcontroller.error( e );\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\t\ttexture.colorSpace = SRGBColorSpace;\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tlet texData;\n\n\t\t\ttry {\n\n\t\t\t\ttexData = scope.parse( buffer );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) {\n\n\t\t\t\t\tonError( error );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = texData.colorSpace;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\t\tif ( this.target !== undefined ) data.object.target = this.target.uuid;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.isHemisphereLight = true;\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.intensity = 1;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix$1 );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.intensity = source.intensity;\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.intensity !== 1 ) object.intensity = this.intensity;\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.isSpotLightShadow = true;\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isSpotLight = true;\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay;\n\n\t\tthis.map = null;\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isRectAreaLight = true;\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = MaterialLoader.createMaterialFromType( json.type );\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.dispersion !== undefined ) material.dispersion = json.dispersion;\n\t\tif ( json.iridescence !== undefined ) material.iridescence = json.iridescence;\n\t\tif ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;\n\t\tif ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\n\t\tif ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;\n\t\tif ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;\n\t\tif ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;\n\t\tif ( json.blendDst !== undefined ) material.blendDst = json.blendDst;\n\t\tif ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;\n\t\tif ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;\n\t\tif ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;\n\t\tif ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;\n\t\tif ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );\n\t\tif ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== undefined ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\t\tif ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.lights !== undefined ) material.lights = json.lights;\n\t\tif ( json.clipping !== undefined ) material.clipping = json.clipping;\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );\n\t\tif ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n\tstatic createMaterialFromType( type ) {\n\n\t\tconst materialLib = {\n\t\t\tShadowMaterial,\n\t\t\tSpriteMaterial,\n\t\t\tRawShaderMaterial,\n\t\t\tShaderMaterial,\n\t\t\tPointsMaterial,\n\t\t\tMeshPhysicalMaterial,\n\t\t\tMeshStandardMaterial,\n\t\t\tMeshPhongMaterial,\n\t\t\tMeshToonMaterial,\n\t\t\tMeshNormalMaterial,\n\t\t\tMeshLambertMaterial,\n\t\t\tMeshDepthMaterial,\n\t\t\tMeshDistanceMaterial,\n\t\t\tMeshBasicMaterial,\n\t\t\tMeshMatcapMaterial,\n\t\t\tLineDashedMaterial,\n\t\t\tLineBasicMaterial,\n\t\t\tMaterial\n\t\t};\n\n\t\treturn new materialLib[ type ]();\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) { // @deprecated, r165\n\n\t\tconsole.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isInstancedBufferGeometry = true;\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\\'t load ' + url ) );\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\t\tthis.bindLightTargets( object );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ].data instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\t\tthis.bindLightTargets( object );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.source = source;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\t\t\t\tif ( data.channel !== undefined ) texture.channel = data.channel;\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\t\t\t\tif ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;\n\n\t\t\t\tif ( data.userData !== undefined ) texture.userData = data.userData;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog.name !== '' ) {\n\n\t\t\t\t\t\tobject.fog.name = data.fog.name;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;\n\t\t\t\tif ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;\n\t\t\t\tif ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );\n\n\t\t\t\tif ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;\n\t\t\t\tif ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\t\t\t\tobject.target = data.target || '';\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\t\t\t\tobject.target = data.target || '';\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'BatchedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );\n\t\t\t\tobject.geometry = geometry;\n\t\t\t\tobject.perObjectFrustumCulled = data.perObjectFrustumCulled;\n\t\t\t\tobject.sortObjects = data.sortObjects;\n\n\t\t\t\tobject._drawRanges = data.drawRanges;\n\t\t\t\tobject._reservedRanges = data.reservedRanges;\n\n\t\t\t\tobject._visibility = data.visibility;\n\t\t\t\tobject._active = data.active;\n\t\t\t\tobject._bounds = data.bounds.map( bound => {\n\n\t\t\t\t\tconst box = new Box3();\n\t\t\t\t\tbox.min.fromArray( bound.boxMin );\n\t\t\t\t\tbox.max.fromArray( bound.boxMax );\n\n\t\t\t\t\tconst sphere = new Sphere();\n\t\t\t\t\tsphere.radius = bound.sphereRadius;\n\t\t\t\t\tsphere.center.fromArray( bound.sphereCenter );\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\t\t\tbox: box,\n\n\t\t\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\t\t\tsphere: sphere\n\t\t\t\t\t};\n\n\t\t\t\t} );\n\n\t\t\t\tobject._maxInstanceCount = data.maxInstanceCount;\n\t\t\t\tobject._maxVertexCount = data.maxVertexCount;\n\t\t\t\tobject._maxIndexCount = data.maxIndexCount;\n\n\t\t\t\tobject._geometryInitialized = data.geometryInitialized;\n\t\t\t\tobject._geometryCount = data.geometryCount;\n\n\t\t\t\tobject._matricesTexture = getTexture( data.matricesTexture.uuid );\n\t\t\t\tif ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.up !== undefined ) object.up.fromArray( data.up );\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance, level.hysteresis );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\tbindLightTargets( object ) {\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isDirectionalLight || child.isSpotLight ) {\n\n\t\t\t\tconst uuid = child.target;\n\n\t\t\t\tconst target = object.getObjectByProperty( 'uuid', uuid );\n\n\t\t\t\tif ( target !== undefined ) {\n\n\t\t\t\t\tchild.target = target;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.target = new Object3D();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\t// If cached is a promise, wait for it to resolve\n\t\t\tif ( cached.then ) {\n\n\t\t\t\tcached.then( imageBitmap => {\n\n\t\t\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} ).catch( e => {\n\n\t\t\t\t\tif ( onError ) onError( e );\n\n\t\t\t\t} );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t// If cached is not a promise (i.e., it's already an imageBitmap)\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tconst promise = fetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t\treturn imageBitmap;\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tCache.remove( url );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tCache.add( url, promise );\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nlet _context;\n\nclass AudioContext {\n\n\tstatic getContext() {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t}\n\n\tstatic setContext( value ) {\n\n\t\t_context = value;\n\n\t}\n\n}\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} ).catch( handleError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\thandleError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\tfunction handleError( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\n\t\t}\n\n\t}\n\n}\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t_projectionMatrix.copy( camera.projectionMatrix );\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( _projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( _projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tif ( this.source !== null ) {\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t}\n\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this._connected === false ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.isPlaying === true && this.source.detune !== undefined ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tconnect() {\n\n\t\tsuper.connect();\n\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /*@__PURE__*/ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /*@__PURE__*/ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'map':\n\n\t\t\t\t\tif ( 'map' in targetObject ) {\n\n\t\t\t\t\t\ttargetObject = targetObject.map;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.map ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.map;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.isAnimationObjectGroup = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\tdeltaTime = 0;\n\n\t\t\t} else {\n\n\n\t\t\t\tthis._startTime = null; // unschedule\n\t\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\n\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, _controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nlet _id = 0;\n\nclass UniformsGroup extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isUniformsGroup = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.name = '';\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.uniforms = [];\n\n\t}\n\n\tadd( uniform ) {\n\n\t\tthis.uniforms.push( uniform );\n\n\t\treturn this;\n\n\t}\n\n\tremove( uniform ) {\n\n\t\tconst index = this.uniforms.indexOf( uniform );\n\n\t\tif ( index !== - 1 ) this.uniforms.splice( index, 1 );\n\n\t\treturn this;\n\n\t}\n\n\tsetName( name ) {\n\n\t\tthis.name = name;\n\n\t\treturn this;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.usage = source.usage;\n\n\t\tconst uniformsSource = source.uniforms;\n\n\t\tthis.uniforms.length = 0;\n\n\t\tfor ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {\n\n\t\t\tconst uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];\n\n\t\t\tfor ( let j = 0; j < uniforms.length; j ++ ) {\n\n\t\t\t\tthis.uniforms.push( uniforms[ j ].clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.isInstancedInterleavedBuffer = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.isGLBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tsetFromXRController( controller ) {\n\n\t\t_matrix.identity().extractRotation( controller.matrixWorld );\n\n\t\tthis.ray.origin.setFromMatrixPosition( controller.matrixWorld );\n\t\tthis.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );\n\n\t\treturn this;\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersect( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersect( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersect( object, raycaster, intersects, recursive ) {\n\n\tlet propagate = true;\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tconst result = object.raycast( raycaster, intersects );\n\n\t\tif ( result === false ) propagate = false;\n\n\t}\n\n\tif ( propagate === true && recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersect( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.\n * theta (the azimuthal angle) is measured from the positive z-axis.\n */\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix2 {\n\n\tconstructor( n11, n12, n21, n22 ) {\n\n\t\tMatrix2.prototype.isMatrix2 = true;\n\n\t\tthis.elements = [\n\t\t\t1, 0,\n\t\t\t0, 1,\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n21, n22 );\n\n\t\t}\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\t\t\t1, 0,\n\t\t\t0, 1,\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( n11, n12, n21, n22 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 2 ] = n12;\n\t\tte[ 1 ] = n21; te[ 3 ] = n22;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox2 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x >= this.min.x && point.x <= this.max.x &&\n\t\t\tpoint.y >= this.min.y && point.y <= this.max.y;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x >= this.min.x && box.min.x <= this.max.x &&\n\t\t\tbox.max.y >= this.min.y && box.min.y <= this.max.y;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$4 ).distanceTo( point );\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'SpotLightHelper';\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t// update the local matrix based on the parent and light target transforms\n\t\tif ( this.parent ) {\n\n\t\t\tthis.parent.updateWorldMatrix( true );\n\n\t\t\tthis.matrix\n\t\t\t\t.copy( this.parent.matrixWorld )\n\t\t\t\t.invert()\n\t\t\t\t.multiply( this.light.matrixWorld );\n\n\t\t} else {\n\n\t\t\tthis.matrix.copy( this.light.matrixWorld );\n\n\t\t}\n\n\t\tthis.matrixWorld.copy( this.light.matrixWorld );\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.type = 'SkeletonHelper';\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object.isBone === true ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'HemisphereLightHelper';\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the sectors\n\n\t\tif ( sectors > 1 ) {\n\n\t\t\tfor ( let i = 0; i < sectors; i ++ ) {\n\n\t\t\t\tconst v = ( i / sectors ) * ( Math.PI * 2 );\n\n\t\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( x, 0, z );\n\n\t\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// create the rings\n\n\t\tfor ( let i = 0; i < rings; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / rings * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'DirectionalLightHelper';\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttps://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2' );\n\t\taddLine( 'n2', 'n4' );\n\t\taddLine( 'n4', 'n3' );\n\t\taddLine( 'n3', 'n1' );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2' );\n\t\taddLine( 'f2', 'f4' );\n\t\taddLine( 'f4', 'f3' );\n\t\taddLine( 'f3', 'f1' );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1' );\n\t\taddLine( 'n2', 'f2' );\n\t\taddLine( 'n3', 'f3' );\n\t\taddLine( 'n4', 'f4' );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1' );\n\t\taddLine( 'p', 'n2' );\n\t\taddLine( 'p', 'n3' );\n\t\taddLine( 'p', 'n4' );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2' );\n\t\taddLine( 'u2', 'u3' );\n\t\taddLine( 'u3', 'u1' );\n\n\t\t// target\n\n\t\taddLine( 'c', 't' );\n\t\taddLine( 'p', 'c' );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2' );\n\t\taddLine( 'cn3', 'cn4' );\n\n\t\taddLine( 'cf1', 'cf2' );\n\t\taddLine( 'cf3', 'cf4' );\n\n\t\tfunction addLine( a, b ) {\n\n\t\t\taddPoint( a );\n\t\t\taddPoint( b );\n\n\t\t}\n\n\t\tfunction addPoint( id ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( 0, 0, 0 );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\tthis.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );\n\n\t}\n\n\tsetColors( frustum, cone, up, target, cross ) {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst colorAttribute = geometry.getAttribute( 'color' );\n\n\t\t// near\n\n\t\tcolorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2\n\t\tcolorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4\n\t\tcolorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3\n\t\tcolorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1\n\n\t\t// far\n\n\t\tcolorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2\n\t\tcolorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4\n\t\tcolorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3\n\t\tcolorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1\n\n\t\t// sides\n\n\t\tcolorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1\n\t\tcolorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2\n\t\tcolorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3\n\t\tcolorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4\n\n\t\t// cone\n\n\t\tcolorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1\n\t\tcolorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2\n\t\tcolorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3\n\t\tcolorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4\n\n\t\t// up\n\n\t\tcolorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2\n\t\tcolorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3\n\t\tcolorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1\n\n\t\t// target\n\n\t\tcolorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t\n\t\tcolorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c\n\n\t\t// cross\n\n\t\tcolorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2\n\t\tcolorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4\n\n\t\tcolorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2\n\t\tcolorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4\n\n\t\tcolorAttribute.needsUpdate = true;\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tthis.position.set( 0, 0, 0 );\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tthis.translateZ( - this.plane.constant );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.line.geometry.dispose();\n\t\tthis.line.material.dispose();\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tlet toChange = 0;\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange ++;\n\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162\n\n\tconstructor( width = 1, height = 1, count = 1, options = {} ) {\n\n\t\tconsole.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the \"count\" parameter to enable MRT.' );\n\n\t\tsuper( width, height, { ...options, count } );\n\n\t\tthis.isWebGLMultipleRenderTargets = true;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures;\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\n\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/build/three.module.js?"); /***/ }), @@ -86,7 +86,7 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac \***************************************************************/ /***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => { -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ GLTFLoader: () => (/* binding */ GLTFLoader)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../utils/BufferGeometryUtils.js */ \"./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js\");\n\n\n\nclass GLTFLoader extends three__WEBPACK_IMPORTED_MODULE_0__.Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureAVIFExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSheenExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsVolumeExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIorExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsEmissiveStrengthExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSpecularExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIridescenceExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsAnisotropyExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsBumpExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshGpuInstancing( parser );\n\n\t\t} );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet resourcePath;\n\n\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\tresourcePath = this.resourcePath;\n\n\t\t} else if ( this.path !== '' ) {\n\n\t\t\t// If a base path is set, resources will be relative paths from that plus the relative path of the gltf file\n\t\t\t// Example path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf'\n\t\t\t// resourcePath = 'https://my-cnd-server.com/assets/models/'\n\t\t\t// referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin'\n\t\t\t// referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png'\n\t\t\tconst relativeUrl = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url );\n\t\t\tresourcePath = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( relativeUrl, this.path );\n\n\t\t} else {\n\n\t\t\tresourcePath = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url );\n\n\t\t}\n\n\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\tthis.manager.itemStart( url );\n\n\t\tconst _onError = function ( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t};\n\n\t\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, function ( data ) {\n\n\t\t\ttry {\n\n\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, _onError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\t_onError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, _onError );\n\n\t}\n\n\tsetDRACOLoader( dracoLoader ) {\n\n\t\tthis.dracoLoader = dracoLoader;\n\t\treturn this;\n\n\t}\n\n\tsetDDSLoader() {\n\n\t\tthrow new Error(\n\n\t\t\t'THREE.GLTFLoader: \"MSFT_texture_dds\" no longer supported. Please update to \"KHR_texture_basisu\".'\n\n\t\t);\n\n\t}\n\n\tsetKTX2Loader( ktx2Loader ) {\n\n\t\tthis.ktx2Loader = ktx2Loader;\n\t\treturn this;\n\n\t}\n\n\tsetMeshoptDecoder( meshoptDecoder ) {\n\n\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\treturn this;\n\n\t}\n\n\tregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tparse( data, path, onLoad, onError ) {\n\n\t\tlet json;\n\t\tconst extensions = {};\n\t\tconst plugins = {};\n\t\tconst textDecoder = new TextDecoder();\n\n\t\tif ( typeof data === 'string' ) {\n\n\t\t\tjson = JSON.parse( data );\n\n\t\t} else if ( data instanceof ArrayBuffer ) {\n\n\t\t\tconst magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) );\n\n\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tjson = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content );\n\n\t\t\t} else {\n\n\t\t\t\tjson = JSON.parse( textDecoder.decode( data ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tjson = data;\n\n\t\t}\n\n\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst parser = new GLTFParser( json, {\n\n\t\t\tpath: path || this.resourcePath || '',\n\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\trequestHeader: this.requestHeader,\n\t\t\tmanager: this.manager,\n\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t} );\n\n\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\tfor ( let i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\tconst plugin = this.pluginCallbacks[ i ]( parser );\n\n\t\t\tif ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' );\n\n\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t// Remove this workaround if we move all the existing\n\t\t\t// extension handlers to plugin system\n\t\t\textensions[ plugin.name ] = true;\n\n\t\t}\n\n\t\tif ( json.extensionsUsed ) {\n\n\t\t\tfor ( let i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\tconst extensionName = json.extensionsUsed[ i ];\n\t\t\t\tconst extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tparser.setExtensions( extensions );\n\t\tparser.setPlugins( plugins );\n\t\tparser.parse( onLoad, onError );\n\n\t}\n\n\tparseAsync( data, path ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.parse( data, path, resolve, reject );\n\n\t\t} );\n\n\t}\n\n}\n\n/* GLTFREGISTRY */\n\nfunction GLTFRegistry() {\n\n\tlet objects = {};\n\n\treturn\t{\n\n\t\tget: function ( key ) {\n\n\t\t\treturn objects[ key ];\n\n\t\t},\n\n\t\tadd: function ( key, object ) {\n\n\t\t\tobjects[ key ] = object;\n\n\t\t},\n\n\t\tremove: function ( key ) {\n\n\t\t\tdelete objects[ key ];\n\n\t\t},\n\n\t\tremoveAll: function () {\n\n\t\t\tobjects = {};\n\n\t\t}\n\n\t};\n\n}\n\n/*********************************/\n/********** EXTENSIONS ***********/\n/*********************************/\n\nconst EXTENSIONS = {\n\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\tKHR_MATERIALS_IOR: 'KHR_materials_ior',\n\tKHR_MATERIALS_SHEEN: 'KHR_materials_sheen',\n\tKHR_MATERIALS_SPECULAR: 'KHR_materials_specular',\n\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\tKHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence',\n\tKHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy',\n\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\tKHR_MATERIALS_VOLUME: 'KHR_materials_volume',\n\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\tKHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength',\n\tEXT_MATERIALS_BUMP: 'EXT_materials_bump',\n\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\tEXT_TEXTURE_AVIF: 'EXT_texture_avif',\n\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression',\n\tEXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing'\n};\n\n/**\n * Punctual Lights Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n */\nclass GLTFLightsExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\t_markDefs() {\n\n\t\tconst parser = this.parser;\n\t\tconst nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_loadLight( lightIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst cacheKey = 'light:' + lightIndex;\n\t\tlet dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tconst json = parser.json;\n\t\tconst extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tconst lightDefs = extensions.lights || [];\n\t\tconst lightDef = lightDefs[ lightIndex ];\n\t\tlet lightNode;\n\n\t\tconst color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\tconst range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tassignExtrasToUserData( lightNode, lightDef );\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t}\n\n\tgetDependency( type, index ) {\n\n\t\tif ( type !== 'light' ) return;\n\n\t\treturn this._loadLight( index );\n\n\t}\n\n\tcreateNodeAttachment( nodeIndex ) {\n\n\t\tconst self = this;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\t\tconst lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tconst lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Unlit Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n */\nclass GLTFMaterialsUnlitExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tgetMaterialType() {\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial;\n\n\t}\n\n\textendParams( materialParams, materialDef, parser ) {\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Emissive Strength Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md\n */\nclass GLTFMaterialsEmissiveStrengthExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst emissiveStrength = materialDef.extensions[ this.name ].emissiveStrength;\n\n\t\tif ( emissiveStrength !== undefined ) {\n\n\t\t\tmaterialParams.emissiveIntensity = emissiveStrength;\n\n\t\t}\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Clearcoat Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n */\nclass GLTFMaterialsClearcoatExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\tmaterialParams.clearcoatNormalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Iridescence Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence\n */\nclass GLTFMaterialsIridescenceExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.iridescenceFactor !== undefined ) {\n\n\t\t\tmaterialParams.iridescence = extension.iridescenceFactor;\n\n\t\t}\n\n\t\tif ( extension.iridescenceTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) );\n\n\t\t}\n\n\t\tif ( extension.iridescenceIor !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceIOR = extension.iridescenceIor;\n\n\t\t}\n\n\t\tif ( materialParams.iridescenceThicknessRange === undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange = [ 100, 400 ];\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessMinimum !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum;\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessMaximum !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum;\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Sheen Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen\n */\nclass GLTFMaterialsSheenExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SHEEN;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.sheenColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0, 0, 0 );\n\t\tmaterialParams.sheenRoughness = 0;\n\t\tmaterialParams.sheen = 1;\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.sheenColorFactor !== undefined ) {\n\n\t\t\tconst colorFactor = extension.sheenColorFactor;\n\t\t\tmaterialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\t}\n\n\t\tif ( extension.sheenRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.sheenRoughness = extension.sheenRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.sheenColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t}\n\n\t\tif ( extension.sheenRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Transmission Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n */\nclass GLTFMaterialsTransmissionExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Volume Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume\n */\nclass GLTFMaterialsVolumeExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_VOLUME;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;\n\n\t\tif ( extension.thicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );\n\n\t\t}\n\n\t\tmaterialParams.attenuationDistance = extension.attenuationDistance || Infinity;\n\n\t\tconst colorArray = extension.attenuationColor || [ 1, 1, 1 ];\n\t\tmaterialParams.attenuationColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials ior Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior\n */\nclass GLTFMaterialsIorExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IOR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Materials specular Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular\n */\nclass GLTFMaterialsSpecularExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;\n\n\t\tif ( extension.specularTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );\n\n\t\t}\n\n\t\tconst colorArray = extension.specularColorFactor || [ 1, 1, 1 ];\n\t\tmaterialParams.specularColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\tif ( extension.specularColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n\n/**\n * Materials bump Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump\n */\nclass GLTFMaterialsBumpExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_MATERIALS_BUMP;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0;\n\n\t\tif ( extension.bumpTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials anisotropy Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy\n */\nclass GLTFMaterialsAnisotropyExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.anisotropyStrength !== undefined ) {\n\n\t\t\tmaterialParams.anisotropy = extension.anisotropyStrength;\n\n\t\t}\n\n\t\tif ( extension.anisotropyRotation !== undefined ) {\n\n\t\t\tmaterialParams.anisotropyRotation = extension.anisotropyRotation;\n\n\t\t}\n\n\t\tif ( extension.anisotropyTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * BasisU Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n */\nclass GLTFTextureBasisUExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ this.name ];\n\t\tconst loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t}\n\n}\n\n/**\n * WebP Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n */\nclass GLTFTextureWebPExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst name = this.name;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ name ];\n\t\tconst source = json.images[ extension.source ];\n\n\t\tlet loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t}\n\n\tdetectSupport() {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tconst image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t}\n\n}\n\n/**\n * AVIF Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif\n */\nclass GLTFTextureAVIFExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_AVIF;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst name = this.name;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ name ];\n\t\tconst source = json.images[ extension.source ];\n\n\t\tlet loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: AVIF required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t}\n\n\tdetectSupport() {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tconst image = new Image();\n\n\t\t\t\t// Lossy test image.\n\t\t\t\timage.src = 'data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAABcAAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAEAAAABAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQAMAAAAABNjb2xybmNseAACAAIABoAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAAB9tZGF0EgAKCBgABogQEDQgMgkQAAAAB8dSLfI=';\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t}\n\n}\n\n/**\n * meshopt BufferView Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n */\nclass GLTFMeshoptCompression {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tloadBufferView( index ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tconst extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tconst buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tconst decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn buffer.then( function ( res ) {\n\n\t\t\t\tconst byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tconst byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tconst count = extensionDef.count;\n\t\t\t\tconst stride = extensionDef.byteStride;\n\n\t\t\t\tconst source = new Uint8Array( res, byteOffset, byteLength );\n\n\t\t\t\tif ( decoder.decodeGltfBufferAsync ) {\n\n\t\t\t\t\treturn decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) {\n\n\t\t\t\t\t\treturn res.buffer;\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync\n\t\t\t\t\treturn decoder.ready.then( function () {\n\n\t\t\t\t\t\tconst result = new ArrayBuffer( count * stride );\n\t\t\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\t\t\treturn result;\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * GPU Instancing Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing\n *\n */\nclass GLTFMeshGpuInstancing {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING;\n\t\tthis.parser = parser;\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] ||\n\t\t\tnodeDef.mesh === undefined ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst meshDef = json.meshes[ nodeDef.mesh ];\n\n\t\t// No Points or Lines + Instancing support yet\n\n\t\tfor ( const primitive of meshDef.primitives ) {\n\n\t\t\tif ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES &&\n\t\t\t\t primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP &&\n\t\t\t\t primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN &&\n\t\t\t\t primitive.mode !== undefined ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extensionDef = nodeDef.extensions[ this.name ];\n\t\tconst attributesDef = extensionDef.attributes;\n\n\t\t// @TODO: Can we support InstancedMesh + SkinnedMesh?\n\n\t\tconst pending = [];\n\t\tconst attributes = {};\n\n\t\tfor ( const key in attributesDef ) {\n\n\t\t\tpending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => {\n\n\t\t\t\tattributes[ key ] = accessor;\n\t\t\t\treturn attributes[ key ];\n\n\t\t\t} ) );\n\n\t\t}\n\n\t\tif ( pending.length < 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tpending.push( this.parser.createNodeMesh( nodeIndex ) );\n\n\t\treturn Promise.all( pending ).then( results => {\n\n\t\t\tconst nodeObject = results.pop();\n\t\t\tconst meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ];\n\t\t\tconst count = results[ 0 ].count; // All attribute counts should be same\n\t\t\tconst instancedMeshes = [];\n\n\t\t\tfor ( const mesh of meshes ) {\n\n\t\t\t\t// Temporal variables\n\t\t\t\tconst m = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\t\t\t\tconst p = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\t\t\t\tconst q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n\t\t\t\tconst s = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 1, 1, 1 );\n\n\t\t\t\tconst instancedMesh = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedMesh( mesh.geometry, mesh.material, count );\n\n\t\t\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\t\t\tif ( attributes.TRANSLATION ) {\n\n\t\t\t\t\t\tp.fromBufferAttribute( attributes.TRANSLATION, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attributes.ROTATION ) {\n\n\t\t\t\t\t\tq.fromBufferAttribute( attributes.ROTATION, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attributes.SCALE ) {\n\n\t\t\t\t\t\ts.fromBufferAttribute( attributes.SCALE, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tinstancedMesh.setMatrixAt( i, m.compose( p, q, s ) );\n\n\t\t\t\t}\n\n\t\t\t\t// Add instance attributes to the geometry, excluding TRS.\n\t\t\t\tfor ( const attributeName in attributes ) {\n\n\t\t\t\t\tif ( attributeName === '_COLOR_0' ) {\n\n\t\t\t\t\t\tconst attr = attributes[ attributeName ];\n\t\t\t\t\t\tinstancedMesh.instanceColor = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized );\n\n\t\t\t\t\t} else if ( attributeName !== 'TRANSLATION' &&\n\t\t\t\t\t\t attributeName !== 'ROTATION' &&\n\t\t\t\t\t\t attributeName !== 'SCALE' ) {\n\n\t\t\t\t\t\tmesh.geometry.setAttribute( attributeName, attributes[ attributeName ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// Just in case\n\t\t\t\tthree__WEBPACK_IMPORTED_MODULE_0__.Object3D.prototype.copy.call( instancedMesh, mesh );\n\n\t\t\t\tthis.parser.assignFinalMaterial( instancedMesh );\n\n\t\t\t\tinstancedMeshes.push( instancedMesh );\n\n\t\t\t}\n\n\t\t\tif ( nodeObject.isGroup ) {\n\n\t\t\t\tnodeObject.clear();\n\n\t\t\t\tnodeObject.add( ... instancedMeshes );\n\n\t\t\t\treturn nodeObject;\n\n\t\t\t}\n\n\t\t\treturn instancedMeshes[ 0 ];\n\n\t\t} );\n\n\t}\n\n}\n\n/* BINARY EXTENSION */\nconst BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\nconst BINARY_EXTENSION_HEADER_LENGTH = 12;\nconst BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\nclass GLTFBinaryExtension {\n\n\tconstructor( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tconst headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tconst textDecoder = new TextDecoder();\n\n\t\tthis.header = {\n\t\t\tmagic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tconst chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;\n\t\tconst chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tlet chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkContentsLength ) {\n\n\t\t\tconst chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tconst chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tconst contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = textDecoder.decode( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tconst byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * DRACO Mesh Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n */\nclass GLTFDracoMeshCompressionExtension {\n\n\tconstructor( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tdecodePrimitive( primitive, parser ) {\n\n\t\tconst json = this.json;\n\t\tconst dracoLoader = this.dracoLoader;\n\t\tconst bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tconst gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tconst threeAttributeMap = {};\n\t\tconst attributeNormalizedMap = {};\n\t\tconst attributeTypeMap = {};\n\n\t\tfor ( const attributeName in gltfAttributeMap ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( const attributeName in primitive.attributes ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tconst accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tconst componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType.name;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( const attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tconst attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tconst normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap, three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace, reject );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Texture Transform Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n */\nclass GLTFTextureTransformExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\textendTexture( texture, transform ) {\n\n\t\tif ( ( transform.texCoord === undefined || transform.texCoord === texture.channel )\n\t\t\t&& transform.offset === undefined\n\t\t\t&& transform.rotation === undefined\n\t\t\t&& transform.scale === undefined ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21819.\n\t\t\treturn texture;\n\n\t\t}\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\ttexture.channel = transform.texCoord;\n\n\t\t}\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Mesh Quantization Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n */\nclass GLTFMeshQuantizationExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n}\n\n/*********************************/\n/********** INTERPOLATION ********/\n/*********************************/\n\n// Spline Interpolation\n// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\nclass GLTFCubicSplineInterpolant extends three__WEBPACK_IMPORTED_MODULE_0__.Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( let i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer;\n\t\tconst values = this.sampleValues;\n\t\tconst stride = this.valueSize;\n\n\t\tconst stride2 = stride * 2;\n\t\tconst stride3 = stride * 3;\n\n\t\tconst td = t1 - t0;\n\n\t\tconst p = ( t - t0 ) / td;\n\t\tconst pp = p * p;\n\t\tconst ppp = pp * p;\n\n\t\tconst offset1 = i1 * stride3;\n\t\tconst offset0 = offset1 - stride3;\n\n\t\tconst s2 = - 2 * ppp + 3 * pp;\n\t\tconst s3 = ppp - pp;\n\t\tconst s0 = 1 - s2;\n\t\tconst s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( let i = 0; i !== stride; i ++ ) {\n\n\t\t\tconst p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tconst m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tconst p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tconst m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nconst _q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n\nclass GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = super.interpolate_( i1, t0, t, t1 );\n\n\t\t_q.fromArray( result ).normalize().toArray( result );\n\n\t\treturn result;\n\n\t}\n\n}\n\n\n/*********************************/\n/********** INTERNALS ************/\n/*********************************/\n\n/* CONSTANTS */\n\nconst WEBGL_CONSTANTS = {\n\tFLOAT: 5126,\n\t//FLOAT_MAT2: 35674,\n\tFLOAT_MAT3: 35675,\n\tFLOAT_MAT4: 35676,\n\tFLOAT_VEC2: 35664,\n\tFLOAT_VEC3: 35665,\n\tFLOAT_VEC4: 35666,\n\tLINEAR: 9729,\n\tREPEAT: 10497,\n\tSAMPLER_2D: 35678,\n\tPOINTS: 0,\n\tLINES: 1,\n\tLINE_LOOP: 2,\n\tLINE_STRIP: 3,\n\tTRIANGLES: 4,\n\tTRIANGLE_STRIP: 5,\n\tTRIANGLE_FAN: 6,\n\tUNSIGNED_BYTE: 5121,\n\tUNSIGNED_SHORT: 5123\n};\n\nconst WEBGL_COMPONENT_TYPES = {\n\t5120: Int8Array,\n\t5121: Uint8Array,\n\t5122: Int16Array,\n\t5123: Uint16Array,\n\t5125: Uint32Array,\n\t5126: Float32Array\n};\n\nconst WEBGL_FILTERS = {\n\t9728: three__WEBPACK_IMPORTED_MODULE_0__.NearestFilter,\n\t9729: three__WEBPACK_IMPORTED_MODULE_0__.LinearFilter,\n\t9984: three__WEBPACK_IMPORTED_MODULE_0__.NearestMipmapNearestFilter,\n\t9985: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapNearestFilter,\n\t9986: three__WEBPACK_IMPORTED_MODULE_0__.NearestMipmapLinearFilter,\n\t9987: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter\n};\n\nconst WEBGL_WRAPPINGS = {\n\t33071: three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping,\n\t33648: three__WEBPACK_IMPORTED_MODULE_0__.MirroredRepeatWrapping,\n\t10497: three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping\n};\n\nconst WEBGL_TYPE_SIZES = {\n\t'SCALAR': 1,\n\t'VEC2': 2,\n\t'VEC3': 3,\n\t'VEC4': 4,\n\t'MAT2': 4,\n\t'MAT3': 9,\n\t'MAT4': 16\n};\n\nconst ATTRIBUTES = {\n\tPOSITION: 'position',\n\tNORMAL: 'normal',\n\tTANGENT: 'tangent',\n\tTEXCOORD_0: 'uv',\n\tTEXCOORD_1: 'uv1',\n\tTEXCOORD_2: 'uv2',\n\tTEXCOORD_3: 'uv3',\n\tCOLOR_0: 'color',\n\tWEIGHTS_0: 'skinWeight',\n\tJOINTS_0: 'skinIndex',\n};\n\nconst PATH_PROPERTIES = {\n\tscale: 'scale',\n\ttranslation: 'position',\n\trotation: 'quaternion',\n\tweights: 'morphTargetInfluences'\n};\n\nconst INTERPOLATION = {\n\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\tLINEAR: three__WEBPACK_IMPORTED_MODULE_0__.InterpolateLinear,\n\tSTEP: three__WEBPACK_IMPORTED_MODULE_0__.InterpolateDiscrete\n};\n\nconst ALPHA_MODES = {\n\tOPAQUE: 'OPAQUE',\n\tMASK: 'MASK',\n\tBLEND: 'BLEND'\n};\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n */\nfunction createDefaultMaterial( cache ) {\n\n\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\tcache[ 'DefaultMaterial' ] = new three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial( {\n\t\t\tcolor: 0xFFFFFF,\n\t\t\temissive: 0x000000,\n\t\t\tmetalness: 1,\n\t\t\troughness: 1,\n\t\t\ttransparent: false,\n\t\t\tdepthTest: true,\n\t\t\tside: three__WEBPACK_IMPORTED_MODULE_0__.FrontSide\n\t\t} );\n\n\t}\n\n\treturn cache[ 'DefaultMaterial' ];\n\n}\n\nfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t// Add unknown glTF extensions to an object's userData.\n\n\tfor ( const name in objectDef.extensions ) {\n\n\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {Object3D|Material|BufferGeometry} object\n * @param {GLTF.definition} gltfDef\n */\nfunction assignExtrasToUserData( object, gltfDef ) {\n\n\tif ( gltfDef.extras !== undefined ) {\n\n\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n *\n * @param {BufferGeometry} geometry\n * @param {Array} targets\n * @param {GLTFParser} parser\n * @return {Promise}\n */\nfunction addMorphTargets( geometry, targets, parser ) {\n\n\tlet hasMorphPosition = false;\n\tlet hasMorphNormal = false;\n\tlet hasMorphColor = false;\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\t\tif ( target.COLOR_0 !== undefined ) hasMorphColor = true;\n\n\t\tif ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break;\n\n\t}\n\n\tif ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry );\n\n\tconst pendingPositionAccessors = [];\n\tconst pendingNormalAccessors = [];\n\tconst pendingColorAccessors = [];\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( hasMorphPosition ) {\n\n\t\t\tconst pendingAccessor = target.POSITION !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t: geometry.attributes.position;\n\n\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphNormal ) {\n\n\t\t\tconst pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t: geometry.attributes.normal;\n\n\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphColor ) {\n\n\t\t\tconst pendingAccessor = target.COLOR_0 !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.COLOR_0 )\n\t\t\t\t: geometry.attributes.color;\n\n\t\t\tpendingColorAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t}\n\n\treturn Promise.all( [\n\t\tPromise.all( pendingPositionAccessors ),\n\t\tPromise.all( pendingNormalAccessors ),\n\t\tPromise.all( pendingColorAccessors )\n\t] ).then( function ( accessors ) {\n\n\t\tconst morphPositions = accessors[ 0 ];\n\t\tconst morphNormals = accessors[ 1 ];\n\t\tconst morphColors = accessors[ 2 ];\n\n\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\tif ( hasMorphColor ) geometry.morphAttributes.color = morphColors;\n\t\tgeometry.morphTargetsRelative = true;\n\n\t\treturn geometry;\n\n\t} );\n\n}\n\n/**\n * @param {Mesh} mesh\n * @param {GLTF.Mesh} meshDef\n */\nfunction updateMorphTargets( mesh, meshDef ) {\n\n\tmesh.updateMorphTargets();\n\n\tif ( meshDef.weights !== undefined ) {\n\n\t\tfor ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t}\n\n\t}\n\n\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\tconst targetNames = meshDef.extras.targetNames;\n\n\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\tfor ( let i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t}\n\n\t}\n\n}\n\nfunction createPrimitiveKey( primitiveDef ) {\n\n\tlet geometryKey;\n\n\tconst dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\n\tif ( dracoExtension ) {\n\n\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t} else {\n\n\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t}\n\n\tif ( primitiveDef.targets !== undefined ) {\n\n\t\tfor ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) {\n\n\t\t\tgeometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] );\n\n\t\t}\n\n\t}\n\n\treturn geometryKey;\n\n}\n\nfunction createAttributesKey( attributes ) {\n\n\tlet attributesKey = '';\n\n\tconst keys = Object.keys( attributes ).sort();\n\n\tfor ( let i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t}\n\n\treturn attributesKey;\n\n}\n\nfunction getNormalizedComponentScale( constructor ) {\n\n\t// Reference:\n\t// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data\n\n\tswitch ( constructor ) {\n\n\t\tcase Int8Array:\n\t\t\treturn 1 / 127;\n\n\t\tcase Uint8Array:\n\t\t\treturn 1 / 255;\n\n\t\tcase Int16Array:\n\t\t\treturn 1 / 32767;\n\n\t\tcase Uint16Array:\n\t\t\treturn 1 / 65535;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );\n\n\t}\n\n}\n\nfunction getImageURIMimeType( uri ) {\n\n\tif ( uri.search( /\\.jpe?g($|\\?)/i ) > 0 || uri.search( /^data\\:image\\/jpeg/ ) === 0 ) return 'image/jpeg';\n\tif ( uri.search( /\\.webp($|\\?)/i ) > 0 || uri.search( /^data\\:image\\/webp/ ) === 0 ) return 'image/webp';\n\n\treturn 'image/png';\n\n}\n\nconst _identityMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\n/* GLTF PARSER */\n\nclass GLTFParser {\n\n\tconstructor( json = {}, options = {} ) {\n\n\t\tthis.json = json;\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options;\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Node cache\n\t\tthis.nodeCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\tthis.sourceCache = {};\n\t\tthis.textureCache = {};\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\n\t\tlet isSafari = false;\n\t\tlet isFirefox = false;\n\t\tlet firefoxVersion = - 1;\n\n\t\tif ( typeof navigator !== 'undefined' ) {\n\n\t\t\tisSafari = /^((?!chrome|android).)*safari/i.test( navigator.userAgent ) === true;\n\t\t\tisFirefox = navigator.userAgent.indexOf( 'Firefox' ) > - 1;\n\t\t\tfirefoxVersion = isFirefox ? navigator.userAgent.match( /Firefox\\/([0-9]+)\\./ )[ 1 ] : - 1;\n\n\t\t}\n\n\t\tif ( typeof createImageBitmap === 'undefined' || isSafari || ( isFirefox && firefoxVersion < 98 ) ) {\n\n\t\t\tthis.textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.ImageBitmapLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\t\tthis.textureLoader.setRequestHeader( this.options.requestHeader );\n\n\t\tthis.fileLoader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tsetExtensions( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t}\n\n\tsetPlugins( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t}\n\n\tparse( onLoad, onError ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\t\tthis.nodeCache = {};\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( this._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.beforeRoot && ext.beforeRoot();\n\n\t\t} ) ).then( function () {\n\n\t\t\treturn Promise.all( [\n\n\t\t\t\tparser.getDependencies( 'scene' ),\n\t\t\t\tparser.getDependencies( 'animation' ),\n\t\t\t\tparser.getDependencies( 'camera' ),\n\n\t\t\t] );\n\n\t\t} ).then( function ( dependencies ) {\n\n\t\t\tconst result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\treturn Promise.all( parser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.afterRoot && ext.afterRoot( result );\n\n\t\t\t} ) ).then( function () {\n\n\t\t\t\tonLoad( result );\n\n\t\t\t} );\n\n\t\t} ).catch( onError );\n\n\t}\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\t_markDefs() {\n\n\t\tconst nodeDefs = this.json.nodes || [];\n\t\tconst skinDefs = this.json.skins || [];\n\t\tconst meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tconst joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( let i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\t_addNodeRef( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t}\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\t_getNodeRef( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tconst ref = object.clone();\n\n\t\t// Propagates mappings to the cloned object, prevents mappings on the\n\t\t// original object from being lost.\n\t\tconst updateMappings = ( original, clone ) => {\n\n\t\t\tconst mappings = this.associations.get( original );\n\t\t\tif ( mappings != null ) {\n\n\t\t\t\tthis.associations.set( clone, mappings );\n\n\t\t\t}\n\n\t\t\tfor ( const [ i, child ] of original.children.entries() ) {\n\n\t\t\t\tupdateMappings( child, clone.children[ i ] );\n\n\t\t\t}\n\n\t\t};\n\n\t\tupdateMappings( object, ref );\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t}\n\n\t_invokeOne( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t_invokeAll( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t}\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise}\n\t */\n\tgetDependency( type, index ) {\n\n\t\tconst cacheKey = type + ':' + index;\n\t\tlet dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadNode && ext.loadNode( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadAnimation && ext.loadAnimation( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext != this && ext.getDependency && ext.getDependency( type, index );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\tif ( ! dependency ) {\n\n\t\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t}\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise>}\n\t */\n\tgetDependencies( type ) {\n\n\t\tlet dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tconst parser = this;\n\t\t\tconst defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise}\n\t */\n\tloadBuffer( bufferIndex ) {\n\n\t\tconst bufferDef = this.json.buffers[ bufferIndex ];\n\t\tconst loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tconst options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise}\n\t */\n\tloadBufferView( bufferViewIndex ) {\n\n\t\tconst bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tconst byteLength = bufferViewDef.byteLength || 0;\n\t\t\tconst byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise}\n\t */\n\tloadAccessor( accessorIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\t\t\tconst normalized = accessorDef.normalized === true;\n\n\t\t\tconst array = new TypedArray( accessorDef.count * itemSize );\n\t\t\treturn Promise.resolve( new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized ) );\n\n\t\t}\n\n\t\tconst pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tconst bufferView = bufferViews[ 0 ];\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tconst elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tconst itemBytes = elementBytes * itemSize;\n\t\t\tconst byteOffset = accessorDef.byteOffset || 0;\n\t\t\tconst byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tconst normalized = accessorDef.normalized === true;\n\t\t\tlet array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tconst ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tconst ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tlet ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tconst itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tconst TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tconst byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tconst byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tconst sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tconst sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise}\n\t */\n\tloadTexture( textureIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst sourceIndex = textureDef.source;\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tlet loader = this.textureLoader;\n\n\t\tif ( sourceDef.uri ) {\n\n\t\t\tconst handler = options.manager.getHandler( sourceDef.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, sourceIndex, loader );\n\n\t}\n\n\tloadTextureImage( textureIndex, sourceIndex, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tconst cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler;\n\n\t\tif ( this.textureCache[ cacheKey ] ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21559.\n\t\t\treturn this.textureCache[ cacheKey ];\n\n\t\t}\n\n\t\tconst promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) {\n\n\t\t\ttexture.flipY = false;\n\n\t\t\ttexture.name = textureDef.name || sourceDef.name || '';\n\n\t\t\tif ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) {\n\n\t\t\t\ttexture.name = sourceDef.uri;\n\n\t\t\t}\n\n\t\t\tconst samplers = json.samplers || {};\n\t\t\tconst sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || three__WEBPACK_IMPORTED_MODULE_0__.LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, { textures: textureIndex } );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function () {\n\n\t\t\treturn null;\n\n\t\t} );\n\n\t\tthis.textureCache[ cacheKey ] = promise;\n\n\t\treturn promise;\n\n\t}\n\n\tloadImageSource( sourceIndex, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\n\t\tif ( this.sourceCache[ sourceIndex ] !== undefined ) {\n\n\t\t\treturn this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() );\n\n\t\t}\n\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tconst URL = self.URL || self.webkitURL;\n\n\t\tlet sourceURI = sourceDef.uri || '';\n\t\tlet isObjectURL = false;\n\n\t\tif ( sourceDef.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tconst blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t} else if ( sourceDef.uri === undefined ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' );\n\n\t\t}\n\n\t\tconst promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tlet onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tconst texture = new three__WEBPACK_IMPORTED_MODULE_0__.Texture( imageBitmap );\n\t\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\t\tresolve( texture );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function ( error ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader: Couldn\\'t load texture', sourceURI );\n\t\t\tthrow error;\n\n\t\t} );\n\n\t\tthis.sourceCache[ sourceIndex ] = promise;\n\t\treturn promise;\n\n\t}\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tassignTexture( materialParams, mapName, mapDef, colorSpace ) {\n\n\t\tconst parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\tif ( ! texture ) return null;\n\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) {\n\n\t\t\t\ttexture = texture.clone();\n\t\t\t\ttexture.channel = mapDef.texCoord;\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tconst transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tconst gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = colorSpace;\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accommodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tassignFinalMaterial( mesh ) {\n\n\t\tconst geometry = mesh.geometry;\n\t\tlet material = mesh.material;\n\n\t\tconst useDerivativeTangents = geometry.attributes.tangent === undefined;\n\t\tconst useVertexColors = geometry.attributes.color !== undefined;\n\t\tconst useFlatShading = geometry.attributes.normal === undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tconst cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tlet pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial();\n\t\t\t\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tconst cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tlet lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial();\n\t\t\t\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\t\t\t\tlineMaterial.map = material.map;\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useDerivativeTangents || useVertexColors || useFlatShading ) {\n\n\t\t\tlet cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( useDerivativeTangents ) cacheKey += 'derivative-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\n\t\t\tlet cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\n\t\t\t\tif ( useDerivativeTangents ) {\n\n\t\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\t\tif ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;\n\t\t\t\t\tif ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;\n\n\t\t\t\t}\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t}\n\n\tgetMaterialType( /* materialIndex */ ) {\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise}\n\t */\n\tloadMaterial( materialIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst materialDef = json.materials[ materialIndex ];\n\n\t\tlet materialType;\n\t\tconst materialParams = {};\n\t\tconst materialExtensions = materialDef.extensions || {};\n\n\t\tconst pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tconst kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide;\n\n\t\t}\n\n\t\tconst alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\tmaterialParams.normalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( 1, 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = materialDef.normalTexture.scale;\n\n\t\t\t\tmaterialParams.normalScale.set( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tconst emissiveFactor = materialDef.emissiveFactor;\n\t\t\tmaterialParams.emissive = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tconst material = new materialType( materialParams );\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { materials: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t}\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tcreateUniqueName( originalName ) {\n\n\t\tconst sanitizedName = three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tif ( sanitizedName in this.nodeNamesUsed ) {\n\n\t\t\treturn sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] );\n\n\t\t} else {\n\n\t\t\tthis.nodeNamesUsed[ sanitizedName ] = 0;\n\n\t\t\treturn sanitizedName;\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array} primitives\n\t * @return {Promise>}\n\t */\n\tloadGeometries( primitives ) {\n\n\t\tconst parser = this;\n\t\tconst extensions = this.extensions;\n\t\tconst cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst primitive = primitives[ i ];\n\t\t\tconst cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tconst cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tlet geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise}\n\t */\n\tloadMesh( meshIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\tconst meshDef = json.meshes[ meshIndex ];\n\t\tconst primitives = meshDef.primitives;\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst materials = results.slice( 0, results.length - 1 );\n\t\t\tconst geometries = results[ results.length - 1 ];\n\n\t\t\tconst meshes = [];\n\n\t\t\tfor ( let i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tconst geometry = geometries[ i ];\n\t\t\t\tconst primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tlet mesh;\n\n\t\t\t\tconst material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new three__WEBPACK_IMPORTED_MODULE_0__.SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true ) {\n\n\t\t\t\t\t\t// normalize skin weights to fix malformed assets (see #15319)\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = (0,_utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__.toTrianglesDrawMode)( mesh.geometry, three__WEBPACK_IMPORTED_MODULE_0__.TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = (0,_utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__.toTrianglesDrawMode)( mesh.geometry, three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tparser.associations.set( meshes[ i ], {\n\t\t\t\t\tmeshes: meshIndex,\n\t\t\t\t\tprimitives: i\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\tif ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef );\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tconst group = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n\n\t\t\tif ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef );\n\n\t\t\tparser.associations.set( group, { meshes: meshIndex } );\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise}\n\t */\n\tloadCamera( cameraIndex ) {\n\n\t\tlet camera;\n\t\tconst cameraDef = this.json.cameras[ cameraIndex ];\n\t\tconst params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise}\n\t */\n\tloadSkin( skinIndex ) {\n\n\t\tconst skinDef = this.json.skins[ skinIndex ];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) {\n\n\t\t\tpending.push( this._loadNodeShallow( skinDef.joints[ i ] ) );\n\n\t\t}\n\n\t\tif ( skinDef.inverseBindMatrices !== undefined ) {\n\n\t\t\tpending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) );\n\n\t\t} else {\n\n\t\t\tpending.push( null );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst inverseBindMatrices = results.pop();\n\t\t\tconst jointNodes = results;\n\n\t\t\t// Note that bones (joint nodes) may or may not be in the\n\t\t\t// scene graph at this time.\n\n\t\t\tconst bones = [];\n\t\t\tconst boneInverses = [];\n\n\t\t\tfor ( let i = 0, il = jointNodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst jointNode = jointNodes[ i ];\n\n\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\tconst mat = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\n\t\t\t\t\tif ( inverseBindMatrices !== null ) {\n\n\t\t\t\t\t\tmat.fromArray( inverseBindMatrices.array, i * 16 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinDef.joints[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton( bones, boneInverses );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise}\n\t */\n\tloadAnimation( animationIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\n\t\tconst animationDef = json.animations[ animationIndex ];\n\t\tconst animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\tconst pendingNodes = [];\n\t\tconst pendingInputAccessors = [];\n\t\tconst pendingOutputAccessors = [];\n\t\tconst pendingSamplers = [];\n\t\tconst pendingTargets = [];\n\n\t\tfor ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tconst channel = animationDef.channels[ i ];\n\t\t\tconst sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tconst target = channel.target;\n\t\t\tconst name = target.node;\n\t\t\tconst input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tconst output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tif ( target.node === undefined ) continue;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tconst nodes = dependencies[ 0 ];\n\t\t\tconst inputAccessors = dependencies[ 1 ];\n\t\t\tconst outputAccessors = dependencies[ 2 ];\n\t\t\tconst samplers = dependencies[ 3 ];\n\t\t\tconst targets = dependencies[ 4 ];\n\n\t\t\tconst tracks = [];\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst node = nodes[ i ];\n\t\t\t\tconst inputAccessor = inputAccessors[ i ];\n\t\t\t\tconst outputAccessor = outputAccessors[ i ];\n\t\t\t\tconst sampler = samplers[ i ];\n\t\t\t\tconst target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tif ( node.updateMatrix ) {\n\n\t\t\t\t\tnode.updateMatrix();\n\n\t\t\t\t}\n\n\t\t\t\tconst createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target );\n\n\t\t\t\tif ( createdTracks ) {\n\n\t\t\t\t\tfor ( let k = 0; k < createdTracks.length; k ++ ) {\n\n\t\t\t\t\t\ttracks.push( createdTracks[ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip( animationName, undefined, tracks );\n\n\t\t} );\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( nodeDef.mesh === undefined ) return null;\n\n\t\treturn parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\tconst node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\tfor ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise}\n\t */\n\tloadNode( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tconst nodePending = parser._loadNodeShallow( nodeIndex );\n\n\t\tconst childPending = [];\n\t\tconst childrenDef = nodeDef.children || [];\n\n\t\tfor ( let i = 0, il = childrenDef.length; i < il; i ++ ) {\n\n\t\t\tchildPending.push( parser.getDependency( 'node', childrenDef[ i ] ) );\n\n\t\t}\n\n\t\tconst skeletonPending = nodeDef.skin === undefined\n\t\t\t? Promise.resolve( null )\n\t\t\t: parser.getDependency( 'skin', nodeDef.skin );\n\n\t\treturn Promise.all( [\n\t\t\tnodePending,\n\t\t\tPromise.all( childPending ),\n\t\t\tskeletonPending\n\t\t] ).then( function ( results ) {\n\n\t\t\tconst node = results[ 0 ];\n\t\t\tconst children = results[ 1 ];\n\t\t\tconst skeleton = results[ 2 ];\n\n\t\t\tif ( skeleton !== null ) {\n\n\t\t\t\t// This full traverse should be fine because\n\t\t\t\t// child glTF nodes have not been added to this node yet.\n\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\tif ( ! mesh.isSkinnedMesh ) return;\n\n\t\t\t\t\tmesh.bind( skeleton, _identityMatrix );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\tnode.add( children[ i ] );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t// ._loadNodeShallow() parses a single node.\n\t// skin and child nodes are created and added in .loadNode() (no '_' prefix).\n\t_loadNodeShallow( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst parser = this;\n\n\t\t// This method is called from .loadNode() and .loadSkin().\n\t\t// Cache a node to avoid duplication.\n\n\t\tif ( this.nodeCache[ nodeIndex ] !== undefined ) {\n\n\t\t\treturn this.nodeCache[ nodeIndex ];\n\n\t\t}\n\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tconst nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\tconst pending = [];\n\n\t\tconst meshPromise = parser._invokeOne( function ( ext ) {\n\n\t\t\treturn ext.createNodeMesh && ext.createNodeMesh( nodeIndex );\n\n\t\t} );\n\n\t\tif ( meshPromise ) {\n\n\t\t\tpending.push( meshPromise );\n\n\t\t}\n\n\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t} ) );\n\n\t\t}\n\n\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t} ).forEach( function ( promise ) {\n\n\t\t\tpending.push( promise );\n\n\t\t} );\n\n\t\tthis.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) {\n\n\t\t\tlet node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( let i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tconst matrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ! parser.associations.has( node ) ) {\n\n\t\t\t\tparser.associations.set( node, {} );\n\n\t\t\t}\n\n\t\t\tparser.associations.get( node ).nodes = nodeIndex;\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t\treturn this.nodeCache[ nodeIndex ];\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise}\n\t */\n\tloadScene( sceneIndex ) {\n\n\t\tconst extensions = this.extensions;\n\t\tconst sceneDef = this.json.scenes[ sceneIndex ];\n\t\tconst parser = this;\n\n\t\t// Loader returns Group, not Scene.\n\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\tconst scene = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\tconst nodeIds = sceneDef.nodes || [];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\tpending.push( parser.getDependency( 'node', nodeIds[ i ] ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function ( nodes ) {\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tscene.add( nodes[ i ] );\n\n\t\t\t}\n\n\t\t\t// Removes dangling associations, associations that reference a node that\n\t\t\t// didn't make it into the scene.\n\t\t\tconst reduceAssociations = ( node ) => {\n\n\t\t\t\tconst reducedAssociations = new Map();\n\n\t\t\t\tfor ( const [ key, value ] of parser.associations ) {\n\n\t\t\t\t\tif ( key instanceof three__WEBPACK_IMPORTED_MODULE_0__.Material || key instanceof three__WEBPACK_IMPORTED_MODULE_0__.Texture ) {\n\n\t\t\t\t\t\treducedAssociations.set( key, value );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tnode.traverse( ( node ) => {\n\n\t\t\t\t\tconst mappings = parser.associations.get( node );\n\n\t\t\t\t\tif ( mappings != null ) {\n\n\t\t\t\t\t\treducedAssociations.set( node, mappings );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\treturn reducedAssociations;\n\n\t\t\t};\n\n\t\t\tparser.associations = reduceAssociations( scene );\n\n\t\t\treturn scene;\n\n\t\t} );\n\n\t}\n\n\t_createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) {\n\n\t\tconst tracks = [];\n\n\t\tconst targetName = node.name ? node.name : node.uuid;\n\t\tconst targetNames = [];\n\n\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\tif ( object.morphTargetInfluences ) {\n\n\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\ttargetNames.push( targetName );\n\n\t\t}\n\n\t\tlet TypedKeyframeTrack;\n\n\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack;\n\t\t\t\tbreak;\n\n\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack;\n\t\t\t\tbreak;\n\n\t\t\tcase PATH_PROPERTIES.position:\n\t\t\tcase PATH_PROPERTIES.scale:\n\n\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tswitch ( outputAccessor.itemSize ) {\n\n\t\t\t\t\tcase 1:\n\t\t\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 2:\n\t\t\t\t\tcase 3:\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tconst interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : three__WEBPACK_IMPORTED_MODULE_0__.InterpolateLinear;\n\n\n\t\tconst outputArray = this._getArrayFromAccessor( outputAccessor );\n\n\t\tfor ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\tconst track = new TypedKeyframeTrack(\n\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\tinputAccessor.array,\n\t\t\t\toutputArray,\n\t\t\t\tinterpolation\n\t\t\t);\n\n\t\t\t// Override interpolation with custom factory method.\n\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\tthis._createCubicSplineTrackInterpolant( track );\n\n\t\t\t}\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\treturn tracks;\n\n\t}\n\n\t_getArrayFromAccessor( accessor ) {\n\n\t\tlet outputArray = accessor.array;\n\n\t\tif ( accessor.normalized ) {\n\n\t\t\tconst scale = getNormalizedComponentScale( outputArray.constructor );\n\t\t\tconst scaled = new Float32Array( outputArray.length );\n\n\t\t\tfor ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t}\n\n\t\t\toutputArray = scaled;\n\n\t\t}\n\n\t\treturn outputArray;\n\n\t}\n\n\t_createCubicSplineTrackInterpolant( track ) {\n\n\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\tconst interpolantType = ( this instanceof three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;\n\n\t\t\treturn new interpolantType( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t};\n\n\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t}\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n */\nfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst box = new three__WEBPACK_IMPORTED_MODULE_0__.Box3();\n\n\tif ( attributes.POSITION !== undefined ) {\n\n\t\tconst accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\tconst min = accessor.min;\n\t\tconst max = accessor.max;\n\n\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\tbox.set(\n\t\t\t\tnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\tnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3( max[ 0 ], max[ 1 ], max[ 2 ] )\n\t\t\t);\n\n\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\tbox.min.multiplyScalar( boxScale );\n\t\t\t\tbox.max.multiplyScalar( boxScale );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\treturn;\n\n\t\t}\n\n\t} else {\n\n\t\treturn;\n\n\t}\n\n\tconst targets = primitiveDef.targets;\n\n\tif ( targets !== undefined ) {\n\n\t\tconst maxDisplacement = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\t\tconst vector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\t\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tconst target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\tconst accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\tconst min = accessor.min;\n\t\t\t\tconst max = accessor.max;\n\n\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\n\t\t\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\t\t\tvector.multiplyScalar( boxScale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\tbox.expandByVector( maxDisplacement );\n\n\t}\n\n\tgeometry.boundingBox = box;\n\n\tconst sphere = new three__WEBPACK_IMPORTED_MODULE_0__.Sphere();\n\n\tbox.getCenter( sphere.center );\n\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\tgeometry.boundingSphere = sphere;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n * @return {Promise}\n */\nfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst pending = [];\n\n\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t.then( function ( accessor ) {\n\n\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t} );\n\n\t}\n\n\tfor ( const gltfAttributeName in attributes ) {\n\n\t\tconst threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t}\n\n\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\tconst accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\tgeometry.setIndex( accessor );\n\n\t\t} );\n\n\t\tpending.push( accessor );\n\n\t}\n\n\tif ( three__WEBPACK_IMPORTED_MODULE_0__.ColorManagement.workingColorSpace !== three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace && 'COLOR_0' in attributes ) {\n\n\t\tconsole.warn( `THREE.GLTFLoader: Converting vertex colors from \"srgb-linear\" to \"${three__WEBPACK_IMPORTED_MODULE_0__.ColorManagement.workingColorSpace}\" not supported.` );\n\n\t}\n\n\tassignExtrasToUserData( geometry, primitiveDef );\n\n\tcomputeBounds( geometry, primitiveDef, parser );\n\n\treturn Promise.all( pending ).then( function () {\n\n\t\treturn primitiveDef.targets !== undefined\n\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t: geometry;\n\n\t} );\n\n}\n\n\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/examples/jsm/loaders/GLTFLoader.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ GLTFLoader: () => (/* binding */ GLTFLoader)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../utils/BufferGeometryUtils.js */ \"./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js\");\n\n\n\nclass GLTFLoader extends three__WEBPACK_IMPORTED_MODULE_0__.Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsDispersionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureAVIFExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSheenExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsVolumeExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIorExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsEmissiveStrengthExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSpecularExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIridescenceExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsAnisotropyExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsBumpExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshGpuInstancing( parser );\n\n\t\t} );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet resourcePath;\n\n\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\tresourcePath = this.resourcePath;\n\n\t\t} else if ( this.path !== '' ) {\n\n\t\t\t// If a base path is set, resources will be relative paths from that plus the relative path of the gltf file\n\t\t\t// Example path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf'\n\t\t\t// resourcePath = 'https://my-cnd-server.com/assets/models/'\n\t\t\t// referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin'\n\t\t\t// referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png'\n\t\t\tconst relativeUrl = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url );\n\t\t\tresourcePath = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( relativeUrl, this.path );\n\n\t\t} else {\n\n\t\t\tresourcePath = three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.extractUrlBase( url );\n\n\t\t}\n\n\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\tthis.manager.itemStart( url );\n\n\t\tconst _onError = function ( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t};\n\n\t\tconst loader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, function ( data ) {\n\n\t\t\ttry {\n\n\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, _onError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\t_onError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, _onError );\n\n\t}\n\n\tsetDRACOLoader( dracoLoader ) {\n\n\t\tthis.dracoLoader = dracoLoader;\n\t\treturn this;\n\n\t}\n\n\tsetDDSLoader() {\n\n\t\tthrow new Error(\n\n\t\t\t'THREE.GLTFLoader: \"MSFT_texture_dds\" no longer supported. Please update to \"KHR_texture_basisu\".'\n\n\t\t);\n\n\t}\n\n\tsetKTX2Loader( ktx2Loader ) {\n\n\t\tthis.ktx2Loader = ktx2Loader;\n\t\treturn this;\n\n\t}\n\n\tsetMeshoptDecoder( meshoptDecoder ) {\n\n\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\treturn this;\n\n\t}\n\n\tregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tparse( data, path, onLoad, onError ) {\n\n\t\tlet json;\n\t\tconst extensions = {};\n\t\tconst plugins = {};\n\t\tconst textDecoder = new TextDecoder();\n\n\t\tif ( typeof data === 'string' ) {\n\n\t\t\tjson = JSON.parse( data );\n\n\t\t} else if ( data instanceof ArrayBuffer ) {\n\n\t\t\tconst magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) );\n\n\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tjson = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content );\n\n\t\t\t} else {\n\n\t\t\t\tjson = JSON.parse( textDecoder.decode( data ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tjson = data;\n\n\t\t}\n\n\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst parser = new GLTFParser( json, {\n\n\t\t\tpath: path || this.resourcePath || '',\n\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\trequestHeader: this.requestHeader,\n\t\t\tmanager: this.manager,\n\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t} );\n\n\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\tfor ( let i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\tconst plugin = this.pluginCallbacks[ i ]( parser );\n\n\t\t\tif ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' );\n\n\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t// Remove this workaround if we move all the existing\n\t\t\t// extension handlers to plugin system\n\t\t\textensions[ plugin.name ] = true;\n\n\t\t}\n\n\t\tif ( json.extensionsUsed ) {\n\n\t\t\tfor ( let i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\tconst extensionName = json.extensionsUsed[ i ];\n\t\t\t\tconst extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tparser.setExtensions( extensions );\n\t\tparser.setPlugins( plugins );\n\t\tparser.parse( onLoad, onError );\n\n\t}\n\n\tparseAsync( data, path ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.parse( data, path, resolve, reject );\n\n\t\t} );\n\n\t}\n\n}\n\n/* GLTFREGISTRY */\n\nfunction GLTFRegistry() {\n\n\tlet objects = {};\n\n\treturn\t{\n\n\t\tget: function ( key ) {\n\n\t\t\treturn objects[ key ];\n\n\t\t},\n\n\t\tadd: function ( key, object ) {\n\n\t\t\tobjects[ key ] = object;\n\n\t\t},\n\n\t\tremove: function ( key ) {\n\n\t\t\tdelete objects[ key ];\n\n\t\t},\n\n\t\tremoveAll: function () {\n\n\t\t\tobjects = {};\n\n\t\t}\n\n\t};\n\n}\n\n/*********************************/\n/********** EXTENSIONS ***********/\n/*********************************/\n\nconst EXTENSIONS = {\n\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\tKHR_MATERIALS_DISPERSION: 'KHR_materials_dispersion',\n\tKHR_MATERIALS_IOR: 'KHR_materials_ior',\n\tKHR_MATERIALS_SHEEN: 'KHR_materials_sheen',\n\tKHR_MATERIALS_SPECULAR: 'KHR_materials_specular',\n\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\tKHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence',\n\tKHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy',\n\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\tKHR_MATERIALS_VOLUME: 'KHR_materials_volume',\n\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\tKHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength',\n\tEXT_MATERIALS_BUMP: 'EXT_materials_bump',\n\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\tEXT_TEXTURE_AVIF: 'EXT_texture_avif',\n\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression',\n\tEXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing'\n};\n\n/**\n * Punctual Lights Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n */\nclass GLTFLightsExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\t_markDefs() {\n\n\t\tconst parser = this.parser;\n\t\tconst nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_loadLight( lightIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst cacheKey = 'light:' + lightIndex;\n\t\tlet dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tconst json = parser.json;\n\t\tconst extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tconst lightDefs = extensions.lights || [];\n\t\tconst lightDef = lightDefs[ lightIndex ];\n\t\tlet lightNode;\n\n\t\tconst color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\tconst range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new three__WEBPACK_IMPORTED_MODULE_0__.SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tassignExtrasToUserData( lightNode, lightDef );\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t}\n\n\tgetDependency( type, index ) {\n\n\t\tif ( type !== 'light' ) return;\n\n\t\treturn this._loadLight( index );\n\n\t}\n\n\tcreateNodeAttachment( nodeIndex ) {\n\n\t\tconst self = this;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\t\tconst lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tconst lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Unlit Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n */\nclass GLTFMaterialsUnlitExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tgetMaterialType() {\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial;\n\n\t}\n\n\textendParams( materialParams, materialDef, parser ) {\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Emissive Strength Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md\n */\nclass GLTFMaterialsEmissiveStrengthExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst emissiveStrength = materialDef.extensions[ this.name ].emissiveStrength;\n\n\t\tif ( emissiveStrength !== undefined ) {\n\n\t\t\tmaterialParams.emissiveIntensity = emissiveStrength;\n\n\t\t}\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Clearcoat Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n */\nclass GLTFMaterialsClearcoatExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\tmaterialParams.clearcoatNormalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials dispersion Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_dispersion\n */\nclass GLTFMaterialsDispersionExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_DISPERSION;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.dispersion = extension.dispersion !== undefined ? extension.dispersion : 0;\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Iridescence Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence\n */\nclass GLTFMaterialsIridescenceExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.iridescenceFactor !== undefined ) {\n\n\t\t\tmaterialParams.iridescence = extension.iridescenceFactor;\n\n\t\t}\n\n\t\tif ( extension.iridescenceTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) );\n\n\t\t}\n\n\t\tif ( extension.iridescenceIor !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceIOR = extension.iridescenceIor;\n\n\t\t}\n\n\t\tif ( materialParams.iridescenceThicknessRange === undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange = [ 100, 400 ];\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessMinimum !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum;\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessMaximum !== undefined ) {\n\n\t\t\tmaterialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum;\n\n\t\t}\n\n\t\tif ( extension.iridescenceThicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Sheen Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen\n */\nclass GLTFMaterialsSheenExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SHEEN;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.sheenColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 0, 0, 0 );\n\t\tmaterialParams.sheenRoughness = 0;\n\t\tmaterialParams.sheen = 1;\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.sheenColorFactor !== undefined ) {\n\n\t\t\tconst colorFactor = extension.sheenColorFactor;\n\t\t\tmaterialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\t}\n\n\t\tif ( extension.sheenRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.sheenRoughness = extension.sheenRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.sheenColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t}\n\n\t\tif ( extension.sheenRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Transmission Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n */\nclass GLTFMaterialsTransmissionExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Volume Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume\n */\nclass GLTFMaterialsVolumeExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_VOLUME;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;\n\n\t\tif ( extension.thicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );\n\n\t\t}\n\n\t\tmaterialParams.attenuationDistance = extension.attenuationDistance || Infinity;\n\n\t\tconst colorArray = extension.attenuationColor || [ 1, 1, 1 ];\n\t\tmaterialParams.attenuationColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials ior Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior\n */\nclass GLTFMaterialsIorExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IOR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Materials specular Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular\n */\nclass GLTFMaterialsSpecularExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;\n\n\t\tif ( extension.specularTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );\n\n\t\t}\n\n\t\tconst colorArray = extension.specularColorFactor || [ 1, 1, 1 ];\n\t\tmaterialParams.specularColor = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\tif ( extension.specularColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n\n/**\n * Materials bump Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump\n */\nclass GLTFMaterialsBumpExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_MATERIALS_BUMP;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0;\n\n\t\tif ( extension.bumpTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials anisotropy Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy\n */\nclass GLTFMaterialsAnisotropyExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.anisotropyStrength !== undefined ) {\n\n\t\t\tmaterialParams.anisotropy = extension.anisotropyStrength;\n\n\t\t}\n\n\t\tif ( extension.anisotropyRotation !== undefined ) {\n\n\t\t\tmaterialParams.anisotropyRotation = extension.anisotropyRotation;\n\n\t\t}\n\n\t\tif ( extension.anisotropyTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * BasisU Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n */\nclass GLTFTextureBasisUExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ this.name ];\n\t\tconst loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t}\n\n}\n\n/**\n * WebP Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n */\nclass GLTFTextureWebPExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst name = this.name;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ name ];\n\t\tconst source = json.images[ extension.source ];\n\n\t\tlet loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t}\n\n\tdetectSupport() {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tconst image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t}\n\n}\n\n/**\n * AVIF Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif\n */\nclass GLTFTextureAVIFExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_AVIF;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst name = this.name;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ name ];\n\t\tconst source = json.images[ extension.source ];\n\n\t\tlet loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: AVIF required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t}\n\n\tdetectSupport() {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tconst image = new Image();\n\n\t\t\t\t// Lossy test image.\n\t\t\t\timage.src = 'data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAABcAAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAEAAAABAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQAMAAAAABNjb2xybmNseAACAAIABoAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAAB9tZGF0EgAKCBgABogQEDQgMgkQAAAAB8dSLfI=';\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t}\n\n}\n\n/**\n * meshopt BufferView Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n */\nclass GLTFMeshoptCompression {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tloadBufferView( index ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tconst extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tconst buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tconst decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn buffer.then( function ( res ) {\n\n\t\t\t\tconst byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tconst byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tconst count = extensionDef.count;\n\t\t\t\tconst stride = extensionDef.byteStride;\n\n\t\t\t\tconst source = new Uint8Array( res, byteOffset, byteLength );\n\n\t\t\t\tif ( decoder.decodeGltfBufferAsync ) {\n\n\t\t\t\t\treturn decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) {\n\n\t\t\t\t\t\treturn res.buffer;\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync\n\t\t\t\t\treturn decoder.ready.then( function () {\n\n\t\t\t\t\t\tconst result = new ArrayBuffer( count * stride );\n\t\t\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\t\t\treturn result;\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * GPU Instancing Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing\n *\n */\nclass GLTFMeshGpuInstancing {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING;\n\t\tthis.parser = parser;\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] ||\n\t\t\tnodeDef.mesh === undefined ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst meshDef = json.meshes[ nodeDef.mesh ];\n\n\t\t// No Points or Lines + Instancing support yet\n\n\t\tfor ( const primitive of meshDef.primitives ) {\n\n\t\t\tif ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES &&\n\t\t\t\t primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP &&\n\t\t\t\t primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN &&\n\t\t\t\t primitive.mode !== undefined ) {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extensionDef = nodeDef.extensions[ this.name ];\n\t\tconst attributesDef = extensionDef.attributes;\n\n\t\t// @TODO: Can we support InstancedMesh + SkinnedMesh?\n\n\t\tconst pending = [];\n\t\tconst attributes = {};\n\n\t\tfor ( const key in attributesDef ) {\n\n\t\t\tpending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => {\n\n\t\t\t\tattributes[ key ] = accessor;\n\t\t\t\treturn attributes[ key ];\n\n\t\t\t} ) );\n\n\t\t}\n\n\t\tif ( pending.length < 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tpending.push( this.parser.createNodeMesh( nodeIndex ) );\n\n\t\treturn Promise.all( pending ).then( results => {\n\n\t\t\tconst nodeObject = results.pop();\n\t\t\tconst meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ];\n\t\t\tconst count = results[ 0 ].count; // All attribute counts should be same\n\t\t\tconst instancedMeshes = [];\n\n\t\t\tfor ( const mesh of meshes ) {\n\n\t\t\t\t// Temporal variables\n\t\t\t\tconst m = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\t\t\t\tconst p = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\t\t\t\tconst q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n\t\t\t\tconst s = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3( 1, 1, 1 );\n\n\t\t\t\tconst instancedMesh = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedMesh( mesh.geometry, mesh.material, count );\n\n\t\t\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\t\t\tif ( attributes.TRANSLATION ) {\n\n\t\t\t\t\t\tp.fromBufferAttribute( attributes.TRANSLATION, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attributes.ROTATION ) {\n\n\t\t\t\t\t\tq.fromBufferAttribute( attributes.ROTATION, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attributes.SCALE ) {\n\n\t\t\t\t\t\ts.fromBufferAttribute( attributes.SCALE, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tinstancedMesh.setMatrixAt( i, m.compose( p, q, s ) );\n\n\t\t\t\t}\n\n\t\t\t\t// Add instance attributes to the geometry, excluding TRS.\n\t\t\t\tfor ( const attributeName in attributes ) {\n\n\t\t\t\t\tif ( attributeName === '_COLOR_0' ) {\n\n\t\t\t\t\t\tconst attr = attributes[ attributeName ];\n\t\t\t\t\t\tinstancedMesh.instanceColor = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized );\n\n\t\t\t\t\t} else if ( attributeName !== 'TRANSLATION' &&\n\t\t\t\t\t\t attributeName !== 'ROTATION' &&\n\t\t\t\t\t\t attributeName !== 'SCALE' ) {\n\n\t\t\t\t\t\tmesh.geometry.setAttribute( attributeName, attributes[ attributeName ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// Just in case\n\t\t\t\tthree__WEBPACK_IMPORTED_MODULE_0__.Object3D.prototype.copy.call( instancedMesh, mesh );\n\n\t\t\t\tthis.parser.assignFinalMaterial( instancedMesh );\n\n\t\t\t\tinstancedMeshes.push( instancedMesh );\n\n\t\t\t}\n\n\t\t\tif ( nodeObject.isGroup ) {\n\n\t\t\t\tnodeObject.clear();\n\n\t\t\t\tnodeObject.add( ... instancedMeshes );\n\n\t\t\t\treturn nodeObject;\n\n\t\t\t}\n\n\t\t\treturn instancedMeshes[ 0 ];\n\n\t\t} );\n\n\t}\n\n}\n\n/* BINARY EXTENSION */\nconst BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\nconst BINARY_EXTENSION_HEADER_LENGTH = 12;\nconst BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\nclass GLTFBinaryExtension {\n\n\tconstructor( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tconst headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tconst textDecoder = new TextDecoder();\n\n\t\tthis.header = {\n\t\t\tmagic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tconst chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;\n\t\tconst chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tlet chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkContentsLength ) {\n\n\t\t\tconst chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tconst chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tconst contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = textDecoder.decode( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tconst byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * DRACO Mesh Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n */\nclass GLTFDracoMeshCompressionExtension {\n\n\tconstructor( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tdecodePrimitive( primitive, parser ) {\n\n\t\tconst json = this.json;\n\t\tconst dracoLoader = this.dracoLoader;\n\t\tconst bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tconst gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tconst threeAttributeMap = {};\n\t\tconst attributeNormalizedMap = {};\n\t\tconst attributeTypeMap = {};\n\n\t\tfor ( const attributeName in gltfAttributeMap ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( const attributeName in primitive.attributes ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tconst accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tconst componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType.name;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( const attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tconst attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tconst normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap, three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace, reject );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Texture Transform Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n */\nclass GLTFTextureTransformExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\textendTexture( texture, transform ) {\n\n\t\tif ( ( transform.texCoord === undefined || transform.texCoord === texture.channel )\n\t\t\t&& transform.offset === undefined\n\t\t\t&& transform.rotation === undefined\n\t\t\t&& transform.scale === undefined ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21819.\n\t\t\treturn texture;\n\n\t\t}\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\ttexture.channel = transform.texCoord;\n\n\t\t}\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Mesh Quantization Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n */\nclass GLTFMeshQuantizationExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n}\n\n/*********************************/\n/********** INTERPOLATION ********/\n/*********************************/\n\n// Spline Interpolation\n// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\nclass GLTFCubicSplineInterpolant extends three__WEBPACK_IMPORTED_MODULE_0__.Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( let i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer;\n\t\tconst values = this.sampleValues;\n\t\tconst stride = this.valueSize;\n\n\t\tconst stride2 = stride * 2;\n\t\tconst stride3 = stride * 3;\n\n\t\tconst td = t1 - t0;\n\n\t\tconst p = ( t - t0 ) / td;\n\t\tconst pp = p * p;\n\t\tconst ppp = pp * p;\n\n\t\tconst offset1 = i1 * stride3;\n\t\tconst offset0 = offset1 - stride3;\n\n\t\tconst s2 = - 2 * ppp + 3 * pp;\n\t\tconst s3 = ppp - pp;\n\t\tconst s0 = 1 - s2;\n\t\tconst s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( let i = 0; i !== stride; i ++ ) {\n\n\t\t\tconst p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tconst m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tconst p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tconst m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nconst _q = new three__WEBPACK_IMPORTED_MODULE_0__.Quaternion();\n\nclass GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = super.interpolate_( i1, t0, t, t1 );\n\n\t\t_q.fromArray( result ).normalize().toArray( result );\n\n\t\treturn result;\n\n\t}\n\n}\n\n\n/*********************************/\n/********** INTERNALS ************/\n/*********************************/\n\n/* CONSTANTS */\n\nconst WEBGL_CONSTANTS = {\n\tFLOAT: 5126,\n\t//FLOAT_MAT2: 35674,\n\tFLOAT_MAT3: 35675,\n\tFLOAT_MAT4: 35676,\n\tFLOAT_VEC2: 35664,\n\tFLOAT_VEC3: 35665,\n\tFLOAT_VEC4: 35666,\n\tLINEAR: 9729,\n\tREPEAT: 10497,\n\tSAMPLER_2D: 35678,\n\tPOINTS: 0,\n\tLINES: 1,\n\tLINE_LOOP: 2,\n\tLINE_STRIP: 3,\n\tTRIANGLES: 4,\n\tTRIANGLE_STRIP: 5,\n\tTRIANGLE_FAN: 6,\n\tUNSIGNED_BYTE: 5121,\n\tUNSIGNED_SHORT: 5123\n};\n\nconst WEBGL_COMPONENT_TYPES = {\n\t5120: Int8Array,\n\t5121: Uint8Array,\n\t5122: Int16Array,\n\t5123: Uint16Array,\n\t5125: Uint32Array,\n\t5126: Float32Array\n};\n\nconst WEBGL_FILTERS = {\n\t9728: three__WEBPACK_IMPORTED_MODULE_0__.NearestFilter,\n\t9729: three__WEBPACK_IMPORTED_MODULE_0__.LinearFilter,\n\t9984: three__WEBPACK_IMPORTED_MODULE_0__.NearestMipmapNearestFilter,\n\t9985: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapNearestFilter,\n\t9986: three__WEBPACK_IMPORTED_MODULE_0__.NearestMipmapLinearFilter,\n\t9987: three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter\n};\n\nconst WEBGL_WRAPPINGS = {\n\t33071: three__WEBPACK_IMPORTED_MODULE_0__.ClampToEdgeWrapping,\n\t33648: three__WEBPACK_IMPORTED_MODULE_0__.MirroredRepeatWrapping,\n\t10497: three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping\n};\n\nconst WEBGL_TYPE_SIZES = {\n\t'SCALAR': 1,\n\t'VEC2': 2,\n\t'VEC3': 3,\n\t'VEC4': 4,\n\t'MAT2': 4,\n\t'MAT3': 9,\n\t'MAT4': 16\n};\n\nconst ATTRIBUTES = {\n\tPOSITION: 'position',\n\tNORMAL: 'normal',\n\tTANGENT: 'tangent',\n\tTEXCOORD_0: 'uv',\n\tTEXCOORD_1: 'uv1',\n\tTEXCOORD_2: 'uv2',\n\tTEXCOORD_3: 'uv3',\n\tCOLOR_0: 'color',\n\tWEIGHTS_0: 'skinWeight',\n\tJOINTS_0: 'skinIndex',\n};\n\nconst PATH_PROPERTIES = {\n\tscale: 'scale',\n\ttranslation: 'position',\n\trotation: 'quaternion',\n\tweights: 'morphTargetInfluences'\n};\n\nconst INTERPOLATION = {\n\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\tLINEAR: three__WEBPACK_IMPORTED_MODULE_0__.InterpolateLinear,\n\tSTEP: three__WEBPACK_IMPORTED_MODULE_0__.InterpolateDiscrete\n};\n\nconst ALPHA_MODES = {\n\tOPAQUE: 'OPAQUE',\n\tMASK: 'MASK',\n\tBLEND: 'BLEND'\n};\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n */\nfunction createDefaultMaterial( cache ) {\n\n\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\tcache[ 'DefaultMaterial' ] = new three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial( {\n\t\t\tcolor: 0xFFFFFF,\n\t\t\temissive: 0x000000,\n\t\t\tmetalness: 1,\n\t\t\troughness: 1,\n\t\t\ttransparent: false,\n\t\t\tdepthTest: true,\n\t\t\tside: three__WEBPACK_IMPORTED_MODULE_0__.FrontSide\n\t\t} );\n\n\t}\n\n\treturn cache[ 'DefaultMaterial' ];\n\n}\n\nfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t// Add unknown glTF extensions to an object's userData.\n\n\tfor ( const name in objectDef.extensions ) {\n\n\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {Object3D|Material|BufferGeometry} object\n * @param {GLTF.definition} gltfDef\n */\nfunction assignExtrasToUserData( object, gltfDef ) {\n\n\tif ( gltfDef.extras !== undefined ) {\n\n\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n *\n * @param {BufferGeometry} geometry\n * @param {Array} targets\n * @param {GLTFParser} parser\n * @return {Promise}\n */\nfunction addMorphTargets( geometry, targets, parser ) {\n\n\tlet hasMorphPosition = false;\n\tlet hasMorphNormal = false;\n\tlet hasMorphColor = false;\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\t\tif ( target.COLOR_0 !== undefined ) hasMorphColor = true;\n\n\t\tif ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break;\n\n\t}\n\n\tif ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry );\n\n\tconst pendingPositionAccessors = [];\n\tconst pendingNormalAccessors = [];\n\tconst pendingColorAccessors = [];\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( hasMorphPosition ) {\n\n\t\t\tconst pendingAccessor = target.POSITION !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t: geometry.attributes.position;\n\n\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphNormal ) {\n\n\t\t\tconst pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t: geometry.attributes.normal;\n\n\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphColor ) {\n\n\t\t\tconst pendingAccessor = target.COLOR_0 !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.COLOR_0 )\n\t\t\t\t: geometry.attributes.color;\n\n\t\t\tpendingColorAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t}\n\n\treturn Promise.all( [\n\t\tPromise.all( pendingPositionAccessors ),\n\t\tPromise.all( pendingNormalAccessors ),\n\t\tPromise.all( pendingColorAccessors )\n\t] ).then( function ( accessors ) {\n\n\t\tconst morphPositions = accessors[ 0 ];\n\t\tconst morphNormals = accessors[ 1 ];\n\t\tconst morphColors = accessors[ 2 ];\n\n\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\tif ( hasMorphColor ) geometry.morphAttributes.color = morphColors;\n\t\tgeometry.morphTargetsRelative = true;\n\n\t\treturn geometry;\n\n\t} );\n\n}\n\n/**\n * @param {Mesh} mesh\n * @param {GLTF.Mesh} meshDef\n */\nfunction updateMorphTargets( mesh, meshDef ) {\n\n\tmesh.updateMorphTargets();\n\n\tif ( meshDef.weights !== undefined ) {\n\n\t\tfor ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t}\n\n\t}\n\n\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\tconst targetNames = meshDef.extras.targetNames;\n\n\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\tfor ( let i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t}\n\n\t}\n\n}\n\nfunction createPrimitiveKey( primitiveDef ) {\n\n\tlet geometryKey;\n\n\tconst dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\n\tif ( dracoExtension ) {\n\n\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t} else {\n\n\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t}\n\n\tif ( primitiveDef.targets !== undefined ) {\n\n\t\tfor ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) {\n\n\t\t\tgeometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] );\n\n\t\t}\n\n\t}\n\n\treturn geometryKey;\n\n}\n\nfunction createAttributesKey( attributes ) {\n\n\tlet attributesKey = '';\n\n\tconst keys = Object.keys( attributes ).sort();\n\n\tfor ( let i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t}\n\n\treturn attributesKey;\n\n}\n\nfunction getNormalizedComponentScale( constructor ) {\n\n\t// Reference:\n\t// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data\n\n\tswitch ( constructor ) {\n\n\t\tcase Int8Array:\n\t\t\treturn 1 / 127;\n\n\t\tcase Uint8Array:\n\t\t\treturn 1 / 255;\n\n\t\tcase Int16Array:\n\t\t\treturn 1 / 32767;\n\n\t\tcase Uint16Array:\n\t\t\treturn 1 / 65535;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );\n\n\t}\n\n}\n\nfunction getImageURIMimeType( uri ) {\n\n\tif ( uri.search( /\\.jpe?g($|\\?)/i ) > 0 || uri.search( /^data\\:image\\/jpeg/ ) === 0 ) return 'image/jpeg';\n\tif ( uri.search( /\\.webp($|\\?)/i ) > 0 || uri.search( /^data\\:image\\/webp/ ) === 0 ) return 'image/webp';\n\n\treturn 'image/png';\n\n}\n\nconst _identityMatrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\n/* GLTF PARSER */\n\nclass GLTFParser {\n\n\tconstructor( json = {}, options = {} ) {\n\n\t\tthis.json = json;\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options;\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Node cache\n\t\tthis.nodeCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\tthis.sourceCache = {};\n\t\tthis.textureCache = {};\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\n\t\tlet isSafari = false;\n\t\tlet safariVersion = - 1;\n\t\tlet isFirefox = false;\n\t\tlet firefoxVersion = - 1;\n\n\t\tif ( typeof navigator !== 'undefined' ) {\n\n\t\t\tconst userAgent = navigator.userAgent;\n\n\t\t\tisSafari = /^((?!chrome|android).)*safari/i.test( userAgent ) === true;\n\t\t\tconst safariMatch = userAgent.match( /Version\\/(\\d+)/ );\n\t\t\tsafariVersion = isSafari && safariMatch ? parseInt( safariMatch[ 1 ], 10 ) : - 1;\n\n\t\t\tisFirefox = userAgent.indexOf( 'Firefox' ) > - 1;\n\t\t\tfirefoxVersion = isFirefox ? userAgent.match( /Firefox\\/([0-9]+)\\./ )[ 1 ] : - 1;\n\n\t\t}\n\n\t\tif ( typeof createImageBitmap === 'undefined' || ( isSafari && safariVersion < 17 ) || ( isFirefox && firefoxVersion < 98 ) ) {\n\n\t\t\tthis.textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new three__WEBPACK_IMPORTED_MODULE_0__.ImageBitmapLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\t\tthis.textureLoader.setRequestHeader( this.options.requestHeader );\n\n\t\tthis.fileLoader = new three__WEBPACK_IMPORTED_MODULE_0__.FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tsetExtensions( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t}\n\n\tsetPlugins( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t}\n\n\tparse( onLoad, onError ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\t\tthis.nodeCache = {};\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( this._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.beforeRoot && ext.beforeRoot();\n\n\t\t} ) ).then( function () {\n\n\t\t\treturn Promise.all( [\n\n\t\t\t\tparser.getDependencies( 'scene' ),\n\t\t\t\tparser.getDependencies( 'animation' ),\n\t\t\t\tparser.getDependencies( 'camera' ),\n\n\t\t\t] );\n\n\t\t} ).then( function ( dependencies ) {\n\n\t\t\tconst result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\treturn Promise.all( parser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.afterRoot && ext.afterRoot( result );\n\n\t\t\t} ) ).then( function () {\n\n\t\t\t\tfor ( const scene of result.scenes ) {\n\n\t\t\t\t\tscene.updateMatrixWorld();\n\n\t\t\t\t}\n\n\t\t\t\tonLoad( result );\n\n\t\t\t} );\n\n\t\t} ).catch( onError );\n\n\t}\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\t_markDefs() {\n\n\t\tconst nodeDefs = this.json.nodes || [];\n\t\tconst skinDefs = this.json.skins || [];\n\t\tconst meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tconst joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( let i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\t_addNodeRef( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t}\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\t_getNodeRef( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tconst ref = object.clone();\n\n\t\t// Propagates mappings to the cloned object, prevents mappings on the\n\t\t// original object from being lost.\n\t\tconst updateMappings = ( original, clone ) => {\n\n\t\t\tconst mappings = this.associations.get( original );\n\t\t\tif ( mappings != null ) {\n\n\t\t\t\tthis.associations.set( clone, mappings );\n\n\t\t\t}\n\n\t\t\tfor ( const [ i, child ] of original.children.entries() ) {\n\n\t\t\t\tupdateMappings( child, clone.children[ i ] );\n\n\t\t\t}\n\n\t\t};\n\n\t\tupdateMappings( object, ref );\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t}\n\n\t_invokeOne( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t_invokeAll( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t}\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise}\n\t */\n\tgetDependency( type, index ) {\n\n\t\tconst cacheKey = type + ':' + index;\n\t\tlet dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadNode && ext.loadNode( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadAnimation && ext.loadAnimation( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext != this && ext.getDependency && ext.getDependency( type, index );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\tif ( ! dependency ) {\n\n\t\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t}\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise>}\n\t */\n\tgetDependencies( type ) {\n\n\t\tlet dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tconst parser = this;\n\t\t\tconst defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise}\n\t */\n\tloadBuffer( bufferIndex ) {\n\n\t\tconst bufferDef = this.json.buffers[ bufferIndex ];\n\t\tconst loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tconst options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise}\n\t */\n\tloadBufferView( bufferViewIndex ) {\n\n\t\tconst bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tconst byteLength = bufferViewDef.byteLength || 0;\n\t\t\tconst byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise}\n\t */\n\tloadAccessor( accessorIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\t\t\tconst normalized = accessorDef.normalized === true;\n\n\t\t\tconst array = new TypedArray( accessorDef.count * itemSize );\n\t\t\treturn Promise.resolve( new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized ) );\n\n\t\t}\n\n\t\tconst pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tconst bufferView = bufferViews[ 0 ];\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tconst elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tconst itemBytes = elementBytes * itemSize;\n\t\t\tconst byteOffset = accessorDef.byteOffset || 0;\n\t\t\tconst byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tconst normalized = accessorDef.normalized === true;\n\t\t\tlet array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tconst ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tconst ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tlet ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tconst itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tconst TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tconst byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tconst byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tconst sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tconst sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise}\n\t */\n\tloadTexture( textureIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst sourceIndex = textureDef.source;\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tlet loader = this.textureLoader;\n\n\t\tif ( sourceDef.uri ) {\n\n\t\t\tconst handler = options.manager.getHandler( sourceDef.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, sourceIndex, loader );\n\n\t}\n\n\tloadTextureImage( textureIndex, sourceIndex, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tconst cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler;\n\n\t\tif ( this.textureCache[ cacheKey ] ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21559.\n\t\t\treturn this.textureCache[ cacheKey ];\n\n\t\t}\n\n\t\tconst promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) {\n\n\t\t\ttexture.flipY = false;\n\n\t\t\ttexture.name = textureDef.name || sourceDef.name || '';\n\n\t\t\tif ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) {\n\n\t\t\t\ttexture.name = sourceDef.uri;\n\n\t\t\t}\n\n\t\t\tconst samplers = json.samplers || {};\n\t\t\tconst sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || three__WEBPACK_IMPORTED_MODULE_0__.LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || three__WEBPACK_IMPORTED_MODULE_0__.LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || three__WEBPACK_IMPORTED_MODULE_0__.RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, { textures: textureIndex } );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function () {\n\n\t\t\treturn null;\n\n\t\t} );\n\n\t\tthis.textureCache[ cacheKey ] = promise;\n\n\t\treturn promise;\n\n\t}\n\n\tloadImageSource( sourceIndex, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\n\t\tif ( this.sourceCache[ sourceIndex ] !== undefined ) {\n\n\t\t\treturn this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() );\n\n\t\t}\n\n\t\tconst sourceDef = json.images[ sourceIndex ];\n\n\t\tconst URL = self.URL || self.webkitURL;\n\n\t\tlet sourceURI = sourceDef.uri || '';\n\t\tlet isObjectURL = false;\n\n\t\tif ( sourceDef.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tconst blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t} else if ( sourceDef.uri === undefined ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' );\n\n\t\t}\n\n\t\tconst promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tlet onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tconst texture = new three__WEBPACK_IMPORTED_MODULE_0__.Texture( imageBitmap );\n\t\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\t\tresolve( texture );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( three__WEBPACK_IMPORTED_MODULE_0__.LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( texture, sourceDef );\n\n\t\t\ttexture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function ( error ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader: Couldn\\'t load texture', sourceURI );\n\t\t\tthrow error;\n\n\t\t} );\n\n\t\tthis.sourceCache[ sourceIndex ] = promise;\n\t\treturn promise;\n\n\t}\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tassignTexture( materialParams, mapName, mapDef, colorSpace ) {\n\n\t\tconst parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\tif ( ! texture ) return null;\n\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) {\n\n\t\t\t\ttexture = texture.clone();\n\t\t\t\ttexture.channel = mapDef.texCoord;\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tconst transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tconst gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = colorSpace;\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accommodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tassignFinalMaterial( mesh ) {\n\n\t\tconst geometry = mesh.geometry;\n\t\tlet material = mesh.material;\n\n\t\tconst useDerivativeTangents = geometry.attributes.tangent === undefined;\n\t\tconst useVertexColors = geometry.attributes.color !== undefined;\n\t\tconst useFlatShading = geometry.attributes.normal === undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tconst cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tlet pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.PointsMaterial();\n\t\t\t\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tconst cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tlet lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial();\n\t\t\t\tthree__WEBPACK_IMPORTED_MODULE_0__.Material.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\t\t\t\tlineMaterial.map = material.map;\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useDerivativeTangents || useVertexColors || useFlatShading ) {\n\n\t\t\tlet cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( useDerivativeTangents ) cacheKey += 'derivative-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\n\t\t\tlet cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\n\t\t\t\tif ( useDerivativeTangents ) {\n\n\t\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\t\tif ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;\n\t\t\t\t\tif ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;\n\n\t\t\t\t}\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t}\n\n\tgetMaterialType( /* materialIndex */ ) {\n\n\t\treturn three__WEBPACK_IMPORTED_MODULE_0__.MeshStandardMaterial;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise}\n\t */\n\tloadMaterial( materialIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst materialDef = json.materials[ materialIndex ];\n\n\t\tlet materialType;\n\t\tconst materialParams = {};\n\t\tconst materialExtensions = materialDef.extensions || {};\n\n\t\tconst pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tconst kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new three__WEBPACK_IMPORTED_MODULE_0__.Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide;\n\n\t\t}\n\n\t\tconst alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\tmaterialParams.normalScale = new three__WEBPACK_IMPORTED_MODULE_0__.Vector2( 1, 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = materialDef.normalTexture.scale;\n\n\t\t\t\tmaterialParams.normalScale.set( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tconst emissiveFactor = materialDef.emissiveFactor;\n\t\t\tmaterialParams.emissive = new three__WEBPACK_IMPORTED_MODULE_0__.Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, three__WEBPACK_IMPORTED_MODULE_0__.SRGBColorSpace ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tconst material = new materialType( materialParams );\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { materials: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t}\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tcreateUniqueName( originalName ) {\n\n\t\tconst sanitizedName = three__WEBPACK_IMPORTED_MODULE_0__.PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tif ( sanitizedName in this.nodeNamesUsed ) {\n\n\t\t\treturn sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] );\n\n\t\t} else {\n\n\t\t\tthis.nodeNamesUsed[ sanitizedName ] = 0;\n\n\t\t\treturn sanitizedName;\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array} primitives\n\t * @return {Promise>}\n\t */\n\tloadGeometries( primitives ) {\n\n\t\tconst parser = this;\n\t\tconst extensions = this.extensions;\n\t\tconst cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst primitive = primitives[ i ];\n\t\t\tconst cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tconst cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tlet geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise}\n\t */\n\tloadMesh( meshIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\tconst meshDef = json.meshes[ meshIndex ];\n\t\tconst primitives = meshDef.primitives;\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst materials = results.slice( 0, results.length - 1 );\n\t\t\tconst geometries = results[ results.length - 1 ];\n\n\t\t\tconst meshes = [];\n\n\t\t\tfor ( let i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tconst geometry = geometries[ i ];\n\t\t\t\tconst primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tlet mesh;\n\n\t\t\t\tconst material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new three__WEBPACK_IMPORTED_MODULE_0__.SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new three__WEBPACK_IMPORTED_MODULE_0__.Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true ) {\n\n\t\t\t\t\t\t// normalize skin weights to fix malformed assets (see #15319)\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = (0,_utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__.toTrianglesDrawMode)( mesh.geometry, three__WEBPACK_IMPORTED_MODULE_0__.TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = (0,_utils_BufferGeometryUtils_js__WEBPACK_IMPORTED_MODULE_1__.toTrianglesDrawMode)( mesh.geometry, three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new three__WEBPACK_IMPORTED_MODULE_0__.Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tparser.associations.set( meshes[ i ], {\n\t\t\t\t\tmeshes: meshIndex,\n\t\t\t\t\tprimitives: i\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\tif ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef );\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tconst group = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n\n\t\t\tif ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef );\n\n\t\t\tparser.associations.set( group, { meshes: meshIndex } );\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise}\n\t */\n\tloadCamera( cameraIndex ) {\n\n\t\tlet camera;\n\t\tconst cameraDef = this.json.cameras[ cameraIndex ];\n\t\tconst params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.PerspectiveCamera( three__WEBPACK_IMPORTED_MODULE_0__.MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new three__WEBPACK_IMPORTED_MODULE_0__.OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise}\n\t */\n\tloadSkin( skinIndex ) {\n\n\t\tconst skinDef = this.json.skins[ skinIndex ];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) {\n\n\t\t\tpending.push( this._loadNodeShallow( skinDef.joints[ i ] ) );\n\n\t\t}\n\n\t\tif ( skinDef.inverseBindMatrices !== undefined ) {\n\n\t\t\tpending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) );\n\n\t\t} else {\n\n\t\t\tpending.push( null );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst inverseBindMatrices = results.pop();\n\t\t\tconst jointNodes = results;\n\n\t\t\t// Note that bones (joint nodes) may or may not be in the\n\t\t\t// scene graph at this time.\n\n\t\t\tconst bones = [];\n\t\t\tconst boneInverses = [];\n\n\t\t\tfor ( let i = 0, il = jointNodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst jointNode = jointNodes[ i ];\n\n\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\tconst mat = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\n\t\t\t\t\tif ( inverseBindMatrices !== null ) {\n\n\t\t\t\t\t\tmat.fromArray( inverseBindMatrices.array, i * 16 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinDef.joints[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new three__WEBPACK_IMPORTED_MODULE_0__.Skeleton( bones, boneInverses );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise}\n\t */\n\tloadAnimation( animationIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\n\t\tconst animationDef = json.animations[ animationIndex ];\n\t\tconst animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\tconst pendingNodes = [];\n\t\tconst pendingInputAccessors = [];\n\t\tconst pendingOutputAccessors = [];\n\t\tconst pendingSamplers = [];\n\t\tconst pendingTargets = [];\n\n\t\tfor ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tconst channel = animationDef.channels[ i ];\n\t\t\tconst sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tconst target = channel.target;\n\t\t\tconst name = target.node;\n\t\t\tconst input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tconst output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tif ( target.node === undefined ) continue;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tconst nodes = dependencies[ 0 ];\n\t\t\tconst inputAccessors = dependencies[ 1 ];\n\t\t\tconst outputAccessors = dependencies[ 2 ];\n\t\t\tconst samplers = dependencies[ 3 ];\n\t\t\tconst targets = dependencies[ 4 ];\n\n\t\t\tconst tracks = [];\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst node = nodes[ i ];\n\t\t\t\tconst inputAccessor = inputAccessors[ i ];\n\t\t\t\tconst outputAccessor = outputAccessors[ i ];\n\t\t\t\tconst sampler = samplers[ i ];\n\t\t\t\tconst target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tif ( node.updateMatrix ) {\n\n\t\t\t\t\tnode.updateMatrix();\n\n\t\t\t\t}\n\n\t\t\t\tconst createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target );\n\n\t\t\t\tif ( createdTracks ) {\n\n\t\t\t\t\tfor ( let k = 0; k < createdTracks.length; k ++ ) {\n\n\t\t\t\t\t\ttracks.push( createdTracks[ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new three__WEBPACK_IMPORTED_MODULE_0__.AnimationClip( animationName, undefined, tracks );\n\n\t\t} );\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( nodeDef.mesh === undefined ) return null;\n\n\t\treturn parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\tconst node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\tfor ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise}\n\t */\n\tloadNode( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tconst nodePending = parser._loadNodeShallow( nodeIndex );\n\n\t\tconst childPending = [];\n\t\tconst childrenDef = nodeDef.children || [];\n\n\t\tfor ( let i = 0, il = childrenDef.length; i < il; i ++ ) {\n\n\t\t\tchildPending.push( parser.getDependency( 'node', childrenDef[ i ] ) );\n\n\t\t}\n\n\t\tconst skeletonPending = nodeDef.skin === undefined\n\t\t\t? Promise.resolve( null )\n\t\t\t: parser.getDependency( 'skin', nodeDef.skin );\n\n\t\treturn Promise.all( [\n\t\t\tnodePending,\n\t\t\tPromise.all( childPending ),\n\t\t\tskeletonPending\n\t\t] ).then( function ( results ) {\n\n\t\t\tconst node = results[ 0 ];\n\t\t\tconst children = results[ 1 ];\n\t\t\tconst skeleton = results[ 2 ];\n\n\t\t\tif ( skeleton !== null ) {\n\n\t\t\t\t// This full traverse should be fine because\n\t\t\t\t// child glTF nodes have not been added to this node yet.\n\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\tif ( ! mesh.isSkinnedMesh ) return;\n\n\t\t\t\t\tmesh.bind( skeleton, _identityMatrix );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\tnode.add( children[ i ] );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t// ._loadNodeShallow() parses a single node.\n\t// skin and child nodes are created and added in .loadNode() (no '_' prefix).\n\t_loadNodeShallow( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst parser = this;\n\n\t\t// This method is called from .loadNode() and .loadSkin().\n\t\t// Cache a node to avoid duplication.\n\n\t\tif ( this.nodeCache[ nodeIndex ] !== undefined ) {\n\n\t\t\treturn this.nodeCache[ nodeIndex ];\n\n\t\t}\n\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tconst nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\tconst pending = [];\n\n\t\tconst meshPromise = parser._invokeOne( function ( ext ) {\n\n\t\t\treturn ext.createNodeMesh && ext.createNodeMesh( nodeIndex );\n\n\t\t} );\n\n\t\tif ( meshPromise ) {\n\n\t\t\tpending.push( meshPromise );\n\n\t\t}\n\n\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t} ) );\n\n\t\t}\n\n\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t} ).forEach( function ( promise ) {\n\n\t\t\tpending.push( promise );\n\n\t\t} );\n\n\t\tthis.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) {\n\n\t\t\tlet node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new three__WEBPACK_IMPORTED_MODULE_0__.Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( let i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tconst matrix = new three__WEBPACK_IMPORTED_MODULE_0__.Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ! parser.associations.has( node ) ) {\n\n\t\t\t\tparser.associations.set( node, {} );\n\n\t\t\t}\n\n\t\t\tparser.associations.get( node ).nodes = nodeIndex;\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t\treturn this.nodeCache[ nodeIndex ];\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise}\n\t */\n\tloadScene( sceneIndex ) {\n\n\t\tconst extensions = this.extensions;\n\t\tconst sceneDef = this.json.scenes[ sceneIndex ];\n\t\tconst parser = this;\n\n\t\t// Loader returns Group, not Scene.\n\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\tconst scene = new three__WEBPACK_IMPORTED_MODULE_0__.Group();\n\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\tconst nodeIds = sceneDef.nodes || [];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\tpending.push( parser.getDependency( 'node', nodeIds[ i ] ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function ( nodes ) {\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tscene.add( nodes[ i ] );\n\n\t\t\t}\n\n\t\t\t// Removes dangling associations, associations that reference a node that\n\t\t\t// didn't make it into the scene.\n\t\t\tconst reduceAssociations = ( node ) => {\n\n\t\t\t\tconst reducedAssociations = new Map();\n\n\t\t\t\tfor ( const [ key, value ] of parser.associations ) {\n\n\t\t\t\t\tif ( key instanceof three__WEBPACK_IMPORTED_MODULE_0__.Material || key instanceof three__WEBPACK_IMPORTED_MODULE_0__.Texture ) {\n\n\t\t\t\t\t\treducedAssociations.set( key, value );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tnode.traverse( ( node ) => {\n\n\t\t\t\t\tconst mappings = parser.associations.get( node );\n\n\t\t\t\t\tif ( mappings != null ) {\n\n\t\t\t\t\t\treducedAssociations.set( node, mappings );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\treturn reducedAssociations;\n\n\t\t\t};\n\n\t\t\tparser.associations = reduceAssociations( scene );\n\n\t\t\treturn scene;\n\n\t\t} );\n\n\t}\n\n\t_createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) {\n\n\t\tconst tracks = [];\n\n\t\tconst targetName = node.name ? node.name : node.uuid;\n\t\tconst targetNames = [];\n\n\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\tif ( object.morphTargetInfluences ) {\n\n\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\ttargetNames.push( targetName );\n\n\t\t}\n\n\t\tlet TypedKeyframeTrack;\n\n\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack;\n\t\t\t\tbreak;\n\n\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack;\n\t\t\t\tbreak;\n\n\t\t\tcase PATH_PROPERTIES.position:\n\t\t\tcase PATH_PROPERTIES.scale:\n\n\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tswitch ( outputAccessor.itemSize ) {\n\n\t\t\t\t\tcase 1:\n\t\t\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 2:\n\t\t\t\t\tcase 3:\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tTypedKeyframeTrack = three__WEBPACK_IMPORTED_MODULE_0__.VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tconst interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : three__WEBPACK_IMPORTED_MODULE_0__.InterpolateLinear;\n\n\n\t\tconst outputArray = this._getArrayFromAccessor( outputAccessor );\n\n\t\tfor ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\tconst track = new TypedKeyframeTrack(\n\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\tinputAccessor.array,\n\t\t\t\toutputArray,\n\t\t\t\tinterpolation\n\t\t\t);\n\n\t\t\t// Override interpolation with custom factory method.\n\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\tthis._createCubicSplineTrackInterpolant( track );\n\n\t\t\t}\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\treturn tracks;\n\n\t}\n\n\t_getArrayFromAccessor( accessor ) {\n\n\t\tlet outputArray = accessor.array;\n\n\t\tif ( accessor.normalized ) {\n\n\t\t\tconst scale = getNormalizedComponentScale( outputArray.constructor );\n\t\t\tconst scaled = new Float32Array( outputArray.length );\n\n\t\t\tfor ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t}\n\n\t\t\toutputArray = scaled;\n\n\t\t}\n\n\t\treturn outputArray;\n\n\t}\n\n\t_createCubicSplineTrackInterpolant( track ) {\n\n\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\tconst interpolantType = ( this instanceof three__WEBPACK_IMPORTED_MODULE_0__.QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;\n\n\t\t\treturn new interpolantType( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t};\n\n\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t}\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n */\nfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst box = new three__WEBPACK_IMPORTED_MODULE_0__.Box3();\n\n\tif ( attributes.POSITION !== undefined ) {\n\n\t\tconst accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\tconst min = accessor.min;\n\t\tconst max = accessor.max;\n\n\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\tbox.set(\n\t\t\t\tnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\tnew three__WEBPACK_IMPORTED_MODULE_0__.Vector3( max[ 0 ], max[ 1 ], max[ 2 ] )\n\t\t\t);\n\n\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\tbox.min.multiplyScalar( boxScale );\n\t\t\t\tbox.max.multiplyScalar( boxScale );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\treturn;\n\n\t\t}\n\n\t} else {\n\n\t\treturn;\n\n\t}\n\n\tconst targets = primitiveDef.targets;\n\n\tif ( targets !== undefined ) {\n\n\t\tconst maxDisplacement = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\t\tconst vector = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\t\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tconst target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\tconst accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\tconst min = accessor.min;\n\t\t\t\tconst max = accessor.max;\n\n\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\n\t\t\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\t\t\tvector.multiplyScalar( boxScale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\tbox.expandByVector( maxDisplacement );\n\n\t}\n\n\tgeometry.boundingBox = box;\n\n\tconst sphere = new three__WEBPACK_IMPORTED_MODULE_0__.Sphere();\n\n\tbox.getCenter( sphere.center );\n\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\tgeometry.boundingSphere = sphere;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n * @return {Promise}\n */\nfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst pending = [];\n\n\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t.then( function ( accessor ) {\n\n\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t} );\n\n\t}\n\n\tfor ( const gltfAttributeName in attributes ) {\n\n\t\tconst threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t}\n\n\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\tconst accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\tgeometry.setIndex( accessor );\n\n\t\t} );\n\n\t\tpending.push( accessor );\n\n\t}\n\n\tif ( three__WEBPACK_IMPORTED_MODULE_0__.ColorManagement.workingColorSpace !== three__WEBPACK_IMPORTED_MODULE_0__.LinearSRGBColorSpace && 'COLOR_0' in attributes ) {\n\n\t\tconsole.warn( `THREE.GLTFLoader: Converting vertex colors from \"srgb-linear\" to \"${three__WEBPACK_IMPORTED_MODULE_0__.ColorManagement.workingColorSpace}\" not supported.` );\n\n\t}\n\n\tassignExtrasToUserData( geometry, primitiveDef );\n\n\tcomputeBounds( geometry, primitiveDef, parser );\n\n\treturn Promise.all( pending ).then( function () {\n\n\t\treturn primitiveDef.targets !== undefined\n\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t: geometry;\n\n\t} );\n\n}\n\n\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/examples/jsm/loaders/GLTFLoader.js?"); /***/ }), @@ -106,7 +106,7 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac \**********************************************************************/ /***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => { -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ computeMikkTSpaceTangents: () => (/* binding */ computeMikkTSpaceTangents),\n/* harmony export */ computeMorphedAttributes: () => (/* binding */ computeMorphedAttributes),\n/* harmony export */ deepCloneAttribute: () => (/* binding */ deepCloneAttribute),\n/* harmony export */ deinterleaveAttribute: () => (/* binding */ deinterleaveAttribute),\n/* harmony export */ deinterleaveGeometry: () => (/* binding */ deinterleaveGeometry),\n/* harmony export */ estimateBytesUsed: () => (/* binding */ estimateBytesUsed),\n/* harmony export */ interleaveAttributes: () => (/* binding */ interleaveAttributes),\n/* harmony export */ mergeAttributes: () => (/* binding */ mergeAttributes),\n/* harmony export */ mergeGeometries: () => (/* binding */ mergeGeometries),\n/* harmony export */ mergeGroups: () => (/* binding */ mergeGroups),\n/* harmony export */ mergeVertices: () => (/* binding */ mergeVertices),\n/* harmony export */ toCreasedNormals: () => (/* binding */ toCreasedNormals),\n/* harmony export */ toTrianglesDrawMode: () => (/* binding */ toTrianglesDrawMode)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\n\nfunction computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {\n\n\tif ( ! MikkTSpace || ! MikkTSpace.isReady ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Initialized MikkTSpace library required.' );\n\n\t}\n\n\tif ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Tangents require \"position\", \"normal\", and \"uv\" attributes.' );\n\n\t}\n\n\tfunction getAttributeArray( attribute ) {\n\n\t\tif ( attribute.normalized || attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst dstArray = new Float32Array( attribute.count * attribute.itemSize );\n\n\t\t\tfor ( let i = 0, j = 0; i < attribute.count; i ++ ) {\n\n\t\t\t\tdstArray[ j ++ ] = attribute.getX( i );\n\t\t\t\tdstArray[ j ++ ] = attribute.getY( i );\n\n\t\t\t\tif ( attribute.itemSize > 2 ) {\n\n\t\t\t\t\tdstArray[ j ++ ] = attribute.getZ( i );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn dstArray;\n\n\t\t}\n\n\t\tif ( attribute.array instanceof Float32Array ) {\n\n\t\t\treturn attribute.array;\n\n\t\t}\n\n\t\treturn new Float32Array( attribute.array );\n\n\t}\n\n\t// MikkTSpace algorithm requires non-indexed input.\n\n\tconst _geometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\n\t// Compute vertex tangents.\n\n\tconst tangents = MikkTSpace.generateTangents(\n\n\t\tgetAttributeArray( _geometry.attributes.position ),\n\t\tgetAttributeArray( _geometry.attributes.normal ),\n\t\tgetAttributeArray( _geometry.attributes.uv )\n\n\t);\n\n\t// Texture coordinate convention of glTF differs from the apparent\n\t// default of the MikkTSpace library; .w component must be flipped.\n\n\tif ( negateSign ) {\n\n\t\tfor ( let i = 3; i < tangents.length; i += 4 ) {\n\n\t\t\ttangents[ i ] *= - 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\t_geometry.setAttribute( 'tangent', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( tangents, 4 ) );\n\n\tif ( geometry !== _geometry ) {\n\n\t\tgeometry.copy( _geometry );\n\n\t}\n\n\treturn geometry;\n\n}\n\n/**\n * @param {Array} geometries\n * @param {Boolean} useGroups\n * @return {BufferGeometry}\n */\nfunction mergeGeometries( geometries, useGroups = false ) {\n\n\tconst isIndexed = geometries[ 0 ].index !== null;\n\n\tconst attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );\n\tconst morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );\n\n\tconst attributes = {};\n\tconst morphAttributes = {};\n\n\tconst morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;\n\n\tconst mergedGeometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\n\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\tconst geometry = geometries[ i ];\n\t\tlet attributesCount = 0;\n\n\t\t// ensure that all geometries are indexed, or none\n\n\t\tif ( isIndexed !== ( geometry.index !== null ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather attributes, exit early if they're different\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tif ( ! attributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure \"' + name + '\" attribute exists among all geometries, or in none of them.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( attributes[ name ] === undefined ) attributes[ name ] = [];\n\n\t\t\tattributes[ name ].push( geometry.attributes[ name ] );\n\n\t\t\tattributesCount ++;\n\n\t\t}\n\n\t\t// ensure geometries have the same number of attributes\n\n\t\tif ( attributesCount !== attributesUsed.size ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather morph attributes, exit early if they're different\n\n\t\tif ( morphTargetsRelative !== geometry.morphTargetsRelative ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tif ( ! morphAttributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];\n\n\t\t\tmorphAttributes[ name ].push( geometry.morphAttributes[ name ] );\n\n\t\t}\n\n\t\tif ( useGroups ) {\n\n\t\t\tlet count;\n\n\t\t\tif ( isIndexed ) {\n\n\t\t\t\tcount = geometry.index.count;\n\n\t\t\t} else if ( geometry.attributes.position !== undefined ) {\n\n\t\t\t\tcount = geometry.attributes.position.count;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.addGroup( offset, count, i );\n\n\t\t\toffset += count;\n\n\t\t}\n\n\t}\n\n\t// merge indices\n\n\tif ( isIndexed ) {\n\n\t\tlet indexOffset = 0;\n\t\tconst mergedIndex = [];\n\n\t\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\t\tconst index = geometries[ i ].index;\n\n\t\t\tfor ( let j = 0; j < index.count; ++ j ) {\n\n\t\t\t\tmergedIndex.push( index.getX( j ) + indexOffset );\n\n\t\t\t}\n\n\t\t\tindexOffset += geometries[ i ].attributes.position.count;\n\n\t\t}\n\n\t\tmergedGeometry.setIndex( mergedIndex );\n\n\t}\n\n\t// merge attributes\n\n\tfor ( const name in attributes ) {\n\n\t\tconst mergedAttribute = mergeAttributes( attributes[ name ] );\n\n\t\tif ( ! mergedAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tmergedGeometry.setAttribute( name, mergedAttribute );\n\n\t}\n\n\t// merge morph attributes\n\n\tfor ( const name in morphAttributes ) {\n\n\t\tconst numMorphTargets = morphAttributes[ name ][ 0 ].length;\n\n\t\tif ( numMorphTargets === 0 ) break;\n\n\t\tmergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\n\t\tmergedGeometry.morphAttributes[ name ] = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; ++ i ) {\n\n\t\t\tconst morphAttributesToMerge = [];\n\n\t\t\tfor ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {\n\n\t\t\t\tmorphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );\n\n\t\t\t}\n\n\t\t\tconst mergedMorphAttribute = mergeAttributes( morphAttributesToMerge );\n\n\t\t\tif ( ! mergedMorphAttribute ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );\n\n\t\t}\n\n\t}\n\n\treturn mergedGeometry;\n\n}\n\n/**\n * @param {Array} attributes\n * @return {BufferAttribute}\n */\nfunction mergeAttributes( attributes ) {\n\n\tlet TypedArray;\n\tlet itemSize;\n\tlet normalized;\n\tlet gpuType = - 1;\n\tlet arrayLength = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( itemSize === undefined ) itemSize = attribute.itemSize;\n\t\tif ( itemSize !== attribute.itemSize ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( normalized === undefined ) normalized = attribute.normalized;\n\t\tif ( normalized !== attribute.normalized ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( gpuType === - 1 ) gpuType = attribute.gpuType;\n\t\tif ( gpuType !== attribute.gpuType ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.count * itemSize;\n\n\t}\n\n\tconst array = new TypedArray( arrayLength );\n\tconst result = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst tupleOffset = offset / itemSize;\n\t\t\tfor ( let j = 0, l = attribute.count; j < l; j ++ ) {\n\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tconst value = attribute.getComponent( j, c );\n\t\t\t\t\tresult.setComponent( j + tupleOffset, c, value );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tarray.set( attribute.array, offset );\n\n\t\t}\n\n\t\toffset += attribute.count * itemSize;\n\n\t}\n\n\tif ( gpuType !== undefined ) {\n\n\t\tresult.gpuType = gpuType;\n\n\t}\n\n\treturn result;\n\n}\n\n/**\n * @param {BufferAttribute}\n * @return {BufferAttribute}\n */\nfunction deepCloneAttribute( attribute ) {\n\n\tif ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) {\n\n\t\treturn deinterleaveAttribute( attribute );\n\n\t}\n\n\tif ( attribute.isInstancedBufferAttribute ) {\n\n\t\treturn new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute().copy( attribute );\n\n\t}\n\n\treturn new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute().copy( attribute );\n\n}\n\n/**\n * @param {Array} attributes\n * @return {Array}\n */\nfunction interleaveAttributes( attributes ) {\n\n\t// Interleaves the provided attributes into an InterleavedBuffer and returns\n\t// a set of InterleavedBufferAttributes for each attribute\n\tlet TypedArray;\n\tlet arrayLength = 0;\n\tlet stride = 0;\n\n\t// calculate the length and type of the interleavedBuffer\n\tfor ( let i = 0, l = attributes.length; i < l; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'AttributeBuffers of different types cannot be interleaved' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.array.length;\n\t\tstride += attribute.itemSize;\n\n\t}\n\n\t// Create the set of buffer attributes\n\tconst interleavedBuffer = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBuffer( new TypedArray( arrayLength ), stride );\n\tlet offset = 0;\n\tconst res = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\tfor ( let j = 0, l = attributes.length; j < l; j ++ ) {\n\n\t\tconst attribute = attributes[ j ];\n\t\tconst itemSize = attribute.itemSize;\n\t\tconst count = attribute.count;\n\t\tconst iba = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );\n\t\tres.push( iba );\n\n\t\toffset += itemSize;\n\n\t\t// Move the data for each attribute into the new interleavedBuffer\n\t\t// at the appropriate offset\n\t\tfor ( let c = 0; c < count; c ++ ) {\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\tiba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn res;\n\n}\n\n// returns a new, non-interleaved version of the provided attribute\nfunction deinterleaveAttribute( attribute ) {\n\n\tconst cons = attribute.data.array.constructor;\n\tconst count = attribute.count;\n\tconst itemSize = attribute.itemSize;\n\tconst normalized = attribute.normalized;\n\n\tconst array = new cons( count * itemSize );\n\tlet newAttribute;\n\tif ( attribute.isInstancedInterleavedBufferAttribute ) {\n\n\t\tnewAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );\n\n\t} else {\n\n\t\tnewAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\n\n\t}\n\n\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\tnewAttribute.setX( i, attribute.getX( i ) );\n\n\t\tif ( itemSize >= 2 ) {\n\n\t\t\tnewAttribute.setY( i, attribute.getY( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 3 ) {\n\n\t\t\tnewAttribute.setZ( i, attribute.getZ( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 4 ) {\n\n\t\t\tnewAttribute.setW( i, attribute.getW( i ) );\n\n\t\t}\n\n\t}\n\n\treturn newAttribute;\n\n}\n\n// deinterleaves all attributes on the geometry\nfunction deinterleaveGeometry( geometry ) {\n\n\tconst attributes = geometry.attributes;\n\tconst morphTargets = geometry.morphTargets;\n\tconst attrMap = new Map();\n\n\tfor ( const key in attributes ) {\n\n\t\tconst attr = attributes[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tattributes[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n\tfor ( const key in morphTargets ) {\n\n\t\tconst attr = morphTargets[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tmorphTargets[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @return {number}\n */\nfunction estimateBytesUsed( geometry ) {\n\n\t// Return the estimated memory used by this geometry in bytes\n\t// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account\n\t// for InterleavedBufferAttributes.\n\tlet mem = 0;\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst attr = geometry.getAttribute( name );\n\t\tmem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;\n\n\t}\n\n\tconst indices = geometry.getIndex();\n\tmem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;\n\treturn mem;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} tolerance\n * @return {BufferGeometry}\n */\nfunction mergeVertices( geometry, tolerance = 1e-4 ) {\n\n\ttolerance = Math.max( tolerance, Number.EPSILON );\n\n\t// Generate an index buffer if the geometry doesn't have one, or optimize it\n\t// if it's already available.\n\tconst hashToIndex = {};\n\tconst indices = geometry.getIndex();\n\tconst positions = geometry.getAttribute( 'position' );\n\tconst vertexCount = indices ? indices.count : positions.count;\n\n\t// next value for triangle indices\n\tlet nextIndex = 0;\n\n\t// attributes and new attribute arrays\n\tconst attributeNames = Object.keys( geometry.attributes );\n\tconst tmpAttributes = {};\n\tconst tmpMorphAttributes = {};\n\tconst newIndices = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\t// Initialize the arrays, allocating space conservatively. Extra\n\t// space will be trimmed in the last step.\n\tfor ( let i = 0, l = attributeNames.length; i < l; i ++ ) {\n\n\t\tconst name = attributeNames[ i ];\n\t\tconst attr = geometry.attributes[ name ];\n\n\t\ttmpAttributes[ name ] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\n\t\t\tnew attr.array.constructor( attr.count * attr.itemSize ),\n\t\t\tattr.itemSize,\n\t\t\tattr.normalized\n\t\t);\n\n\t\tconst morphAttr = geometry.morphAttributes[ name ];\n\t\tif ( morphAttr ) {\n\n\t\t\ttmpMorphAttributes[ name ] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\n\t\t\t\tnew morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ),\n\t\t\t\tmorphAttr.itemSize,\n\t\t\t\tmorphAttr.normalized\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\t// convert the error tolerance to an amount of decimal places to truncate to\n\tconst halfTolerance = tolerance * 0.5;\n\tconst exponent = Math.log10( 1 / tolerance );\n\tconst hashMultiplier = Math.pow( 10, exponent );\n\tconst hashAdditive = halfTolerance * hashMultiplier;\n\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\tconst index = indices ? indices.getX( i ) : i;\n\n\t\t// Generate a hash for the vertex attributes at the current index 'i'\n\t\tlet hash = '';\n\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\tconst name = attributeNames[ j ];\n\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t// double tilde truncates the decimal value\n\t\t\t\thash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Add another reference to the vertex if it's already\n\t\t// used by another index\n\t\tif ( hash in hashToIndex ) {\n\n\t\t\tnewIndices.push( hashToIndex[ hash ] );\n\n\t\t} else {\n\n\t\t\t// copy data to the new index in the temporary attributes\n\t\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\t\tconst name = attributeNames[ j ];\n\t\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\t\tconst morphAttr = geometry.morphAttributes[ name ];\n\t\t\t\tconst itemSize = attribute.itemSize;\n\t\t\t\tconst newarray = tmpAttributes[ name ];\n\t\t\t\tconst newMorphArrays = tmpMorphAttributes[ name ];\n\n\t\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t\tconst getterFunc = getters[ k ];\n\t\t\t\t\tconst setterFunc = setters[ k ];\n\t\t\t\t\tnewarray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) );\n\n\t\t\t\t\tif ( morphAttr ) {\n\n\t\t\t\t\t\tfor ( let m = 0, ml = morphAttr.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\t\tnewMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttr[ m ][ getterFunc ]( index ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\thashToIndex[ hash ] = nextIndex;\n\t\t\tnewIndices.push( nextIndex );\n\t\t\tnextIndex ++;\n\n\t\t}\n\n\t}\n\n\t// generate result BufferGeometry\n\tconst result = geometry.clone();\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst tmpAttribute = tmpAttributes[ name ];\n\n\t\tresult.setAttribute( name, new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\n\t\t\ttmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ),\n\t\t\ttmpAttribute.itemSize,\n\t\t\ttmpAttribute.normalized,\n\t\t) );\n\n\t\tif ( ! ( name in tmpMorphAttributes ) ) continue;\n\n\t\tfor ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) {\n\n\t\t\tconst tmpMorphAttribute = tmpMorphAttributes[ name ][ j ];\n\n\t\t\tresult.morphAttributes[ name ][ j ] = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute(\n\t\t\t\ttmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ),\n\t\t\t\ttmpMorphAttribute.itemSize,\n\t\t\t\ttmpMorphAttribute.normalized,\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tresult.setIndex( newIndices );\n\n\treturn result;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} drawMode\n * @return {BufferGeometry}\n */\nfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\tif ( drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TrianglesDrawMode ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );\n\t\treturn geometry;\n\n\t}\n\n\tif ( drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode || drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TriangleStripDrawMode ) {\n\n\t\tlet index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tconst indices = [];\n\n\t\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst numberOfTriangles = index.count - 2;\n\t\tconst newIndices = [];\n\n\t\tif ( drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( let i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( let i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tconst newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\t\tnewGeometry.clearGroups();\n\n\t\treturn newGeometry;\n\n\t} else {\n\n\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );\n\t\treturn geometry;\n\n\t}\n\n}\n\n/**\n * Calculates the morphed attributes of a morphed/skinned BufferGeometry.\n * Helpful for Raytracing or Decals.\n * @param {Mesh | Line | Points} object An instance of Mesh, Line or Points.\n * @return {Object} An Object with original position/normal attributes and morphed ones.\n */\nfunction computeMorphedAttributes( object ) {\n\n\tconst _vA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _vB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _vC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\tconst _tempA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _tempB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _tempC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\tconst _morphA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _morphB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _morphC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\tfunction _calculateMorphedAttributeData(\n\t\tobject,\n\t\tattribute,\n\t\tmorphAttribute,\n\t\tmorphTargetsRelative,\n\t\ta,\n\t\tb,\n\t\tc,\n\t\tmodifiedAttributeArray\n\t) {\n\n\t\t_vA.fromBufferAttribute( attribute, a );\n\t\t_vB.fromBufferAttribute( attribute, b );\n\t\t_vC.fromBufferAttribute( attribute, c );\n\n\t\tconst morphInfluences = object.morphTargetInfluences;\n\n\t\tif ( morphAttribute && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\t\t\t_morphB.set( 0, 0, 0 );\n\t\t\t_morphC.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morph = morphAttribute[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morph, a );\n\t\t\t\t_tempB.fromBufferAttribute( morph, b );\n\t\t\t\t_tempC.fromBufferAttribute( morph, c );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_vA.add( _morphA );\n\t\t\t_vB.add( _morphB );\n\t\t\t_vC.add( _morphC );\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tobject.applyBoneTransform( a, _vA );\n\t\t\tobject.applyBoneTransform( b, _vB );\n\t\t\tobject.applyBoneTransform( c, _vC );\n\n\t\t}\n\n\t\tmodifiedAttributeArray[ a * 3 + 0 ] = _vA.x;\n\t\tmodifiedAttributeArray[ a * 3 + 1 ] = _vA.y;\n\t\tmodifiedAttributeArray[ a * 3 + 2 ] = _vA.z;\n\t\tmodifiedAttributeArray[ b * 3 + 0 ] = _vB.x;\n\t\tmodifiedAttributeArray[ b * 3 + 1 ] = _vB.y;\n\t\tmodifiedAttributeArray[ b * 3 + 2 ] = _vB.z;\n\t\tmodifiedAttributeArray[ c * 3 + 0 ] = _vC.x;\n\t\tmodifiedAttributeArray[ c * 3 + 1 ] = _vC.y;\n\t\tmodifiedAttributeArray[ c * 3 + 2 ] = _vC.z;\n\n\t}\n\n\tconst geometry = object.geometry;\n\tconst material = object.material;\n\n\tlet a, b, c;\n\tconst index = geometry.index;\n\tconst positionAttribute = geometry.attributes.position;\n\tconst morphPosition = geometry.morphAttributes.position;\n\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\tconst normalAttribute = geometry.attributes.normal;\n\tconst morphNormal = geometry.morphAttributes.position;\n\n\tconst groups = geometry.groups;\n\tconst drawRange = geometry.drawRange;\n\tlet i, j, il, jl;\n\tlet group;\n\tlet start, end;\n\n\tconst modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );\n\tconst modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );\n\n\tif ( index !== null ) {\n\n\t\t// indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = index.getX( j );\n\t\t\t\t\tb = index.getX( j + 1 );\n\t\t\t\t\tc = index.getX( j + 2 );\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = index.getX( i );\n\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// non-indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = j;\n\t\t\t\t\tb = j + 1;\n\t\t\t\t\tc = j + 2;\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = i;\n\t\t\t\tb = i + 1;\n\t\t\t\tc = i + 2;\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tconst morphedPositionAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( modifiedPosition, 3 );\n\tconst morphedNormalAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( modifiedNormal, 3 );\n\n\treturn {\n\n\t\tpositionAttribute: positionAttribute,\n\t\tnormalAttribute: normalAttribute,\n\t\tmorphedPositionAttribute: morphedPositionAttribute,\n\t\tmorphedNormalAttribute: morphedNormalAttribute\n\n\t};\n\n}\n\nfunction mergeGroups( geometry ) {\n\n\tif ( geometry.groups.length === 0 ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' );\n\t\treturn geometry;\n\n\t}\n\n\tlet groups = geometry.groups;\n\n\t// sort groups by material index\n\n\tgroups = groups.sort( ( a, b ) => {\n\n\t\tif ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex;\n\n\t\treturn a.start - b.start;\n\n\t} );\n\n\t// create index for non-indexed geometries\n\n\tif ( geometry.getIndex() === null ) {\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\t\tconst indices = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i += 3 ) {\n\n\t\t\tindices.push( i, i + 1, i + 2 );\n\n\t\t}\n\n\t\tgeometry.setIndex( indices );\n\n\t}\n\n\t// sort index\n\n\tconst index = geometry.getIndex();\n\n\tconst newIndices = [];\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tconst groupStart = group.start;\n\t\tconst groupLength = groupStart + group.count;\n\n\t\tfor ( let j = groupStart; j < groupLength; j ++ ) {\n\n\t\t\tnewIndices.push( index.getX( j ) );\n\n\t\t}\n\n\t}\n\n\tgeometry.dispose(); // Required to force buffer recreation\n\tgeometry.setIndex( newIndices );\n\n\t// update groups indices\n\n\tlet start = 0;\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tgroup.start = start;\n\t\tstart += group.count;\n\n\t}\n\n\t// merge groups\n\n\tlet currentGroup = groups[ 0 ];\n\n\tgeometry.groups = [ currentGroup ];\n\n\tfor ( let i = 1; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tif ( currentGroup.materialIndex === group.materialIndex ) {\n\n\t\t\tcurrentGroup.count += group.count;\n\n\t\t} else {\n\n\t\t\tcurrentGroup = group;\n\t\t\tgeometry.groups.push( currentGroup );\n\n\t\t}\n\n\t}\n\n\treturn geometry;\n\n}\n\n\n/**\n * Modifies the supplied geometry if it is non-indexed, otherwise creates a new,\n * non-indexed geometry. Returns the geometry with smooth normals everywhere except\n * faces that meet at an angle greater than the crease angle.\n *\n * @param {BufferGeometry} geometry\n * @param {number} [creaseAngle]\n * @return {BufferGeometry}\n */\nfunction toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) {\n\n\tconst creaseDot = Math.cos( creaseAngle );\n\tconst hashMultiplier = ( 1 + 1e-10 ) * 1e2;\n\n\t// reusable vectors\n\tconst verts = [ new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(), new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(), new three__WEBPACK_IMPORTED_MODULE_0__.Vector3() ];\n\tconst tempVec1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst tempVec2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst tempNorm = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst tempNorm2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\t// hashes a vector\n\tfunction hashVertex( v ) {\n\n\t\tconst x = ~ ~ ( v.x * hashMultiplier );\n\t\tconst y = ~ ~ ( v.y * hashMultiplier );\n\t\tconst z = ~ ~ ( v.z * hashMultiplier );\n\t\treturn `${x},${y},${z}`;\n\n\t}\n\n\t// BufferGeometry.toNonIndexed() warns if the geometry is non-indexed\n\t// and returns the original geometry\n\tconst resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\tconst posAttr = resultGeometry.attributes.position;\n\tconst vertexMap = {};\n\n\t// find all the normals shared by commonly located vertices\n\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\n\n\t\tconst i3 = 3 * i;\n\t\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\n\t\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\n\t\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\n\n\t\ttempVec1.subVectors( c, b );\n\t\ttempVec2.subVectors( a, b );\n\n\t\t// add the normal to the map for all vertices\n\t\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().crossVectors( tempVec1, tempVec2 ).normalize();\n\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\tconst vert = verts[ n ];\n\t\t\tconst hash = hashVertex( vert );\n\t\t\tif ( ! ( hash in vertexMap ) ) {\n\n\t\t\t\tvertexMap[ hash ] = [];\n\n\t\t\t}\n\n\t\t\tvertexMap[ hash ].push( normal );\n\n\t\t}\n\n\t}\n\n\t// average normals from all vertices that share a common location if they are within the\n\t// provided crease threshold\n\tconst normalArray = new Float32Array( posAttr.count * 3 );\n\tconst normAttr = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( normalArray, 3, false );\n\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\n\n\t\t// get the face normal for this vertex\n\t\tconst i3 = 3 * i;\n\t\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\n\t\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\n\t\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\n\n\t\ttempVec1.subVectors( c, b );\n\t\ttempVec2.subVectors( a, b );\n\n\t\ttempNorm.crossVectors( tempVec1, tempVec2 ).normalize();\n\n\t\t// average all normals that meet the threshold and set the normal value\n\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\tconst vert = verts[ n ];\n\t\t\tconst hash = hashVertex( vert );\n\t\t\tconst otherNormals = vertexMap[ hash ];\n\t\t\ttempNorm2.set( 0, 0, 0 );\n\n\t\t\tfor ( let k = 0, lk = otherNormals.length; k < lk; k ++ ) {\n\n\t\t\t\tconst otherNorm = otherNormals[ k ];\n\t\t\t\tif ( tempNorm.dot( otherNorm ) > creaseDot ) {\n\n\t\t\t\t\ttempNorm2.add( otherNorm );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttempNorm2.normalize();\n\t\t\tnormAttr.setXYZ( i3 + n, tempNorm2.x, tempNorm2.y, tempNorm2.z );\n\n\t\t}\n\n\t}\n\n\tresultGeometry.setAttribute( 'normal', normAttr );\n\treturn resultGeometry;\n\n}\n\n\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ computeMikkTSpaceTangents: () => (/* binding */ computeMikkTSpaceTangents),\n/* harmony export */ computeMorphedAttributes: () => (/* binding */ computeMorphedAttributes),\n/* harmony export */ deepCloneAttribute: () => (/* binding */ deepCloneAttribute),\n/* harmony export */ deinterleaveAttribute: () => (/* binding */ deinterleaveAttribute),\n/* harmony export */ deinterleaveGeometry: () => (/* binding */ deinterleaveGeometry),\n/* harmony export */ estimateBytesUsed: () => (/* binding */ estimateBytesUsed),\n/* harmony export */ interleaveAttributes: () => (/* binding */ interleaveAttributes),\n/* harmony export */ mergeAttributes: () => (/* binding */ mergeAttributes),\n/* harmony export */ mergeGeometries: () => (/* binding */ mergeGeometries),\n/* harmony export */ mergeGroups: () => (/* binding */ mergeGroups),\n/* harmony export */ mergeVertices: () => (/* binding */ mergeVertices),\n/* harmony export */ toCreasedNormals: () => (/* binding */ toCreasedNormals),\n/* harmony export */ toTrianglesDrawMode: () => (/* binding */ toTrianglesDrawMode)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\n\nfunction computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {\n\n\tif ( ! MikkTSpace || ! MikkTSpace.isReady ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Initialized MikkTSpace library required.' );\n\n\t}\n\n\tif ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) {\n\n\t\tthrow new Error( 'BufferGeometryUtils: Tangents require \"position\", \"normal\", and \"uv\" attributes.' );\n\n\t}\n\n\tfunction getAttributeArray( attribute ) {\n\n\t\tif ( attribute.normalized || attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst dstArray = new Float32Array( attribute.count * attribute.itemSize );\n\n\t\t\tfor ( let i = 0, j = 0; i < attribute.count; i ++ ) {\n\n\t\t\t\tdstArray[ j ++ ] = attribute.getX( i );\n\t\t\t\tdstArray[ j ++ ] = attribute.getY( i );\n\n\t\t\t\tif ( attribute.itemSize > 2 ) {\n\n\t\t\t\t\tdstArray[ j ++ ] = attribute.getZ( i );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn dstArray;\n\n\t\t}\n\n\t\tif ( attribute.array instanceof Float32Array ) {\n\n\t\t\treturn attribute.array;\n\n\t\t}\n\n\t\treturn new Float32Array( attribute.array );\n\n\t}\n\n\t// MikkTSpace algorithm requires non-indexed input.\n\n\tconst _geometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\n\t// Compute vertex tangents.\n\n\tconst tangents = MikkTSpace.generateTangents(\n\n\t\tgetAttributeArray( _geometry.attributes.position ),\n\t\tgetAttributeArray( _geometry.attributes.normal ),\n\t\tgetAttributeArray( _geometry.attributes.uv )\n\n\t);\n\n\t// Texture coordinate convention of glTF differs from the apparent\n\t// default of the MikkTSpace library; .w component must be flipped.\n\n\tif ( negateSign ) {\n\n\t\tfor ( let i = 3; i < tangents.length; i += 4 ) {\n\n\t\t\ttangents[ i ] *= - 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\t_geometry.setAttribute( 'tangent', new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( tangents, 4 ) );\n\n\tif ( geometry !== _geometry ) {\n\n\t\tgeometry.copy( _geometry );\n\n\t}\n\n\treturn geometry;\n\n}\n\n/**\n * @param {Array} geometries\n * @param {Boolean} useGroups\n * @return {BufferGeometry}\n */\nfunction mergeGeometries( geometries, useGroups = false ) {\n\n\tconst isIndexed = geometries[ 0 ].index !== null;\n\n\tconst attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );\n\tconst morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );\n\n\tconst attributes = {};\n\tconst morphAttributes = {};\n\n\tconst morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;\n\n\tconst mergedGeometry = new three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry();\n\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\tconst geometry = geometries[ i ];\n\t\tlet attributesCount = 0;\n\n\t\t// ensure that all geometries are indexed, or none\n\n\t\tif ( isIndexed !== ( geometry.index !== null ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather attributes, exit early if they're different\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tif ( ! attributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure \"' + name + '\" attribute exists among all geometries, or in none of them.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( attributes[ name ] === undefined ) attributes[ name ] = [];\n\n\t\t\tattributes[ name ].push( geometry.attributes[ name ] );\n\n\t\t\tattributesCount ++;\n\n\t\t}\n\n\t\t// ensure geometries have the same number of attributes\n\n\t\tif ( attributesCount !== attributesUsed.size ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// gather morph attributes, exit early if they're different\n\n\t\tif ( morphTargetsRelative !== geometry.morphTargetsRelative ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tif ( ! morphAttributesUsed.has( name ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tif ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];\n\n\t\t\tmorphAttributes[ name ].push( geometry.morphAttributes[ name ] );\n\n\t\t}\n\n\t\tif ( useGroups ) {\n\n\t\t\tlet count;\n\n\t\t\tif ( isIndexed ) {\n\n\t\t\t\tcount = geometry.index.count;\n\n\t\t\t} else if ( geometry.attributes.position !== undefined ) {\n\n\t\t\t\tcount = geometry.attributes.position.count;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.addGroup( offset, count, i );\n\n\t\t\toffset += count;\n\n\t\t}\n\n\t}\n\n\t// merge indices\n\n\tif ( isIndexed ) {\n\n\t\tlet indexOffset = 0;\n\t\tconst mergedIndex = [];\n\n\t\tfor ( let i = 0; i < geometries.length; ++ i ) {\n\n\t\t\tconst index = geometries[ i ].index;\n\n\t\t\tfor ( let j = 0; j < index.count; ++ j ) {\n\n\t\t\t\tmergedIndex.push( index.getX( j ) + indexOffset );\n\n\t\t\t}\n\n\t\t\tindexOffset += geometries[ i ].attributes.position.count;\n\n\t\t}\n\n\t\tmergedGeometry.setIndex( mergedIndex );\n\n\t}\n\n\t// merge attributes\n\n\tfor ( const name in attributes ) {\n\n\t\tconst mergedAttribute = mergeAttributes( attributes[ name ] );\n\n\t\tif ( ! mergedAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tmergedGeometry.setAttribute( name, mergedAttribute );\n\n\t}\n\n\t// merge morph attributes\n\n\tfor ( const name in morphAttributes ) {\n\n\t\tconst numMorphTargets = morphAttributes[ name ][ 0 ].length;\n\n\t\tif ( numMorphTargets === 0 ) break;\n\n\t\tmergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\n\t\tmergedGeometry.morphAttributes[ name ] = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; ++ i ) {\n\n\t\t\tconst morphAttributesToMerge = [];\n\n\t\t\tfor ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {\n\n\t\t\t\tmorphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );\n\n\t\t\t}\n\n\t\t\tconst mergedMorphAttribute = mergeAttributes( morphAttributesToMerge );\n\n\t\t\tif ( ! mergedMorphAttribute ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\tmergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );\n\n\t\t}\n\n\t}\n\n\treturn mergedGeometry;\n\n}\n\n/**\n * @param {Array} attributes\n * @return {BufferAttribute}\n */\nfunction mergeAttributes( attributes ) {\n\n\tlet TypedArray;\n\tlet itemSize;\n\tlet normalized;\n\tlet gpuType = - 1;\n\tlet arrayLength = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( itemSize === undefined ) itemSize = attribute.itemSize;\n\t\tif ( itemSize !== attribute.itemSize ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( normalized === undefined ) normalized = attribute.normalized;\n\t\tif ( normalized !== attribute.normalized ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tif ( gpuType === - 1 ) gpuType = attribute.gpuType;\n\t\tif ( gpuType !== attribute.gpuType ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.count * itemSize;\n\n\t}\n\n\tconst array = new TypedArray( arrayLength );\n\tconst result = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\n\tlet offset = 0;\n\n\tfor ( let i = 0; i < attributes.length; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\tconst tupleOffset = offset / itemSize;\n\t\t\tfor ( let j = 0, l = attribute.count; j < l; j ++ ) {\n\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tconst value = attribute.getComponent( j, c );\n\t\t\t\t\tresult.setComponent( j + tupleOffset, c, value );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tarray.set( attribute.array, offset );\n\n\t\t}\n\n\t\toffset += attribute.count * itemSize;\n\n\t}\n\n\tif ( gpuType !== undefined ) {\n\n\t\tresult.gpuType = gpuType;\n\n\t}\n\n\treturn result;\n\n}\n\n/**\n * @param {BufferAttribute}\n * @return {BufferAttribute}\n */\nfunction deepCloneAttribute( attribute ) {\n\n\tif ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) {\n\n\t\treturn deinterleaveAttribute( attribute );\n\n\t}\n\n\tif ( attribute.isInstancedBufferAttribute ) {\n\n\t\treturn new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute().copy( attribute );\n\n\t}\n\n\treturn new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute().copy( attribute );\n\n}\n\n/**\n * @param {Array} attributes\n * @return {Array}\n */\nfunction interleaveAttributes( attributes ) {\n\n\t// Interleaves the provided attributes into an InterleavedBuffer and returns\n\t// a set of InterleavedBufferAttributes for each attribute\n\tlet TypedArray;\n\tlet arrayLength = 0;\n\tlet stride = 0;\n\n\t// calculate the length and type of the interleavedBuffer\n\tfor ( let i = 0, l = attributes.length; i < l; ++ i ) {\n\n\t\tconst attribute = attributes[ i ];\n\n\t\tif ( TypedArray === undefined ) TypedArray = attribute.array.constructor;\n\t\tif ( TypedArray !== attribute.array.constructor ) {\n\n\t\t\tconsole.error( 'AttributeBuffers of different types cannot be interleaved' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tarrayLength += attribute.array.length;\n\t\tstride += attribute.itemSize;\n\n\t}\n\n\t// Create the set of buffer attributes\n\tconst interleavedBuffer = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBuffer( new TypedArray( arrayLength ), stride );\n\tlet offset = 0;\n\tconst res = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\tfor ( let j = 0, l = attributes.length; j < l; j ++ ) {\n\n\t\tconst attribute = attributes[ j ];\n\t\tconst itemSize = attribute.itemSize;\n\t\tconst count = attribute.count;\n\t\tconst iba = new three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );\n\t\tres.push( iba );\n\n\t\toffset += itemSize;\n\n\t\t// Move the data for each attribute into the new interleavedBuffer\n\t\t// at the appropriate offset\n\t\tfor ( let c = 0; c < count; c ++ ) {\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\tiba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn res;\n\n}\n\n// returns a new, non-interleaved version of the provided attribute\nfunction deinterleaveAttribute( attribute ) {\n\n\tconst cons = attribute.data.array.constructor;\n\tconst count = attribute.count;\n\tconst itemSize = attribute.itemSize;\n\tconst normalized = attribute.normalized;\n\n\tconst array = new cons( count * itemSize );\n\tlet newAttribute;\n\tif ( attribute.isInstancedInterleavedBufferAttribute ) {\n\n\t\tnewAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );\n\n\t} else {\n\n\t\tnewAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( array, itemSize, normalized );\n\n\t}\n\n\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\tnewAttribute.setX( i, attribute.getX( i ) );\n\n\t\tif ( itemSize >= 2 ) {\n\n\t\t\tnewAttribute.setY( i, attribute.getY( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 3 ) {\n\n\t\t\tnewAttribute.setZ( i, attribute.getZ( i ) );\n\n\t\t}\n\n\t\tif ( itemSize >= 4 ) {\n\n\t\t\tnewAttribute.setW( i, attribute.getW( i ) );\n\n\t\t}\n\n\t}\n\n\treturn newAttribute;\n\n}\n\n// deinterleaves all attributes on the geometry\nfunction deinterleaveGeometry( geometry ) {\n\n\tconst attributes = geometry.attributes;\n\tconst morphTargets = geometry.morphTargets;\n\tconst attrMap = new Map();\n\n\tfor ( const key in attributes ) {\n\n\t\tconst attr = attributes[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tattributes[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n\tfor ( const key in morphTargets ) {\n\n\t\tconst attr = morphTargets[ key ];\n\t\tif ( attr.isInterleavedBufferAttribute ) {\n\n\t\t\tif ( ! attrMap.has( attr ) ) {\n\n\t\t\t\tattrMap.set( attr, deinterleaveAttribute( attr ) );\n\n\t\t\t}\n\n\t\t\tmorphTargets[ key ] = attrMap.get( attr );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @return {number}\n */\nfunction estimateBytesUsed( geometry ) {\n\n\t// Return the estimated memory used by this geometry in bytes\n\t// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account\n\t// for InterleavedBufferAttributes.\n\tlet mem = 0;\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst attr = geometry.getAttribute( name );\n\t\tmem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;\n\n\t}\n\n\tconst indices = geometry.getIndex();\n\tmem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;\n\treturn mem;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} tolerance\n * @return {BufferGeometry}\n */\nfunction mergeVertices( geometry, tolerance = 1e-4 ) {\n\n\ttolerance = Math.max( tolerance, Number.EPSILON );\n\n\t// Generate an index buffer if the geometry doesn't have one, or optimize it\n\t// if it's already available.\n\tconst hashToIndex = {};\n\tconst indices = geometry.getIndex();\n\tconst positions = geometry.getAttribute( 'position' );\n\tconst vertexCount = indices ? indices.count : positions.count;\n\n\t// next value for triangle indices\n\tlet nextIndex = 0;\n\n\t// attributes and new attribute arrays\n\tconst attributeNames = Object.keys( geometry.attributes );\n\tconst tmpAttributes = {};\n\tconst tmpMorphAttributes = {};\n\tconst newIndices = [];\n\tconst getters = [ 'getX', 'getY', 'getZ', 'getW' ];\n\tconst setters = [ 'setX', 'setY', 'setZ', 'setW' ];\n\n\t// Initialize the arrays, allocating space conservatively. Extra\n\t// space will be trimmed in the last step.\n\tfor ( let i = 0, l = attributeNames.length; i < l; i ++ ) {\n\n\t\tconst name = attributeNames[ i ];\n\t\tconst attr = geometry.attributes[ name ];\n\n\t\ttmpAttributes[ name ] = new attr.constructor(\n\t\t\tnew attr.array.constructor( attr.count * attr.itemSize ),\n\t\t\tattr.itemSize,\n\t\t\tattr.normalized\n\t\t);\n\n\t\tconst morphAttributes = geometry.morphAttributes[ name ];\n\t\tif ( morphAttributes ) {\n\n\t\t\tif ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = [];\n\t\t\tmorphAttributes.forEach( ( morphAttr, i ) => {\n\n\t\t\t\tconst array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize );\n\t\t\t\ttmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// convert the error tolerance to an amount of decimal places to truncate to\n\tconst halfTolerance = tolerance * 0.5;\n\tconst exponent = Math.log10( 1 / tolerance );\n\tconst hashMultiplier = Math.pow( 10, exponent );\n\tconst hashAdditive = halfTolerance * hashMultiplier;\n\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\tconst index = indices ? indices.getX( i ) : i;\n\n\t\t// Generate a hash for the vertex attributes at the current index 'i'\n\t\tlet hash = '';\n\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\tconst name = attributeNames[ j ];\n\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t// double tilde truncates the decimal value\n\t\t\t\thash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Add another reference to the vertex if it's already\n\t\t// used by another index\n\t\tif ( hash in hashToIndex ) {\n\n\t\t\tnewIndices.push( hashToIndex[ hash ] );\n\n\t\t} else {\n\n\t\t\t// copy data to the new index in the temporary attributes\n\t\t\tfor ( let j = 0, l = attributeNames.length; j < l; j ++ ) {\n\n\t\t\t\tconst name = attributeNames[ j ];\n\t\t\t\tconst attribute = geometry.getAttribute( name );\n\t\t\t\tconst morphAttributes = geometry.morphAttributes[ name ];\n\t\t\t\tconst itemSize = attribute.itemSize;\n\t\t\t\tconst newArray = tmpAttributes[ name ];\n\t\t\t\tconst newMorphArrays = tmpMorphAttributes[ name ];\n\n\t\t\t\tfor ( let k = 0; k < itemSize; k ++ ) {\n\n\t\t\t\t\tconst getterFunc = getters[ k ];\n\t\t\t\t\tconst setterFunc = setters[ k ];\n\t\t\t\t\tnewArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) );\n\n\t\t\t\t\tif ( morphAttributes ) {\n\n\t\t\t\t\t\tfor ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\t\tnewMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\thashToIndex[ hash ] = nextIndex;\n\t\t\tnewIndices.push( nextIndex );\n\t\t\tnextIndex ++;\n\n\t\t}\n\n\t}\n\n\t// generate result BufferGeometry\n\tconst result = geometry.clone();\n\tfor ( const name in geometry.attributes ) {\n\n\t\tconst tmpAttribute = tmpAttributes[ name ];\n\n\t\tresult.setAttribute( name, new tmpAttribute.constructor(\n\t\t\ttmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ),\n\t\t\ttmpAttribute.itemSize,\n\t\t\ttmpAttribute.normalized,\n\t\t) );\n\n\t\tif ( ! ( name in tmpMorphAttributes ) ) continue;\n\n\t\tfor ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) {\n\n\t\t\tconst tmpMorphAttribute = tmpMorphAttributes[ name ][ j ];\n\n\t\t\tresult.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor(\n\t\t\t\ttmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ),\n\t\t\t\ttmpMorphAttribute.itemSize,\n\t\t\t\ttmpMorphAttribute.normalized,\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tresult.setIndex( newIndices );\n\n\treturn result;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {number} drawMode\n * @return {BufferGeometry}\n */\nfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\tif ( drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TrianglesDrawMode ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );\n\t\treturn geometry;\n\n\t}\n\n\tif ( drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode || drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TriangleStripDrawMode ) {\n\n\t\tlet index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tconst indices = [];\n\n\t\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst numberOfTriangles = index.count - 2;\n\t\tconst newIndices = [];\n\n\t\tif ( drawMode === three__WEBPACK_IMPORTED_MODULE_0__.TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( let i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( let i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tconst newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\t\tnewGeometry.clearGroups();\n\n\t\treturn newGeometry;\n\n\t} else {\n\n\t\tconsole.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );\n\t\treturn geometry;\n\n\t}\n\n}\n\n/**\n * Calculates the morphed attributes of a morphed/skinned BufferGeometry.\n * Helpful for Raytracing or Decals.\n * @param {Mesh | Line | Points} object An instance of Mesh, Line or Points.\n * @return {Object} An Object with original position/normal attributes and morphed ones.\n */\nfunction computeMorphedAttributes( object ) {\n\n\tconst _vA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _vB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _vC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\tconst _tempA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _tempB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _tempC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\tconst _morphA = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _morphB = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst _morphC = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\tfunction _calculateMorphedAttributeData(\n\t\tobject,\n\t\tattribute,\n\t\tmorphAttribute,\n\t\tmorphTargetsRelative,\n\t\ta,\n\t\tb,\n\t\tc,\n\t\tmodifiedAttributeArray\n\t) {\n\n\t\t_vA.fromBufferAttribute( attribute, a );\n\t\t_vB.fromBufferAttribute( attribute, b );\n\t\t_vC.fromBufferAttribute( attribute, c );\n\n\t\tconst morphInfluences = object.morphTargetInfluences;\n\n\t\tif ( morphAttribute && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\t\t\t_morphB.set( 0, 0, 0 );\n\t\t\t_morphC.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morph = morphAttribute[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morph, a );\n\t\t\t\t_tempB.fromBufferAttribute( morph, b );\n\t\t\t\t_tempC.fromBufferAttribute( morph, c );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_vA.add( _morphA );\n\t\t\t_vB.add( _morphB );\n\t\t\t_vC.add( _morphC );\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tobject.applyBoneTransform( a, _vA );\n\t\t\tobject.applyBoneTransform( b, _vB );\n\t\t\tobject.applyBoneTransform( c, _vC );\n\n\t\t}\n\n\t\tmodifiedAttributeArray[ a * 3 + 0 ] = _vA.x;\n\t\tmodifiedAttributeArray[ a * 3 + 1 ] = _vA.y;\n\t\tmodifiedAttributeArray[ a * 3 + 2 ] = _vA.z;\n\t\tmodifiedAttributeArray[ b * 3 + 0 ] = _vB.x;\n\t\tmodifiedAttributeArray[ b * 3 + 1 ] = _vB.y;\n\t\tmodifiedAttributeArray[ b * 3 + 2 ] = _vB.z;\n\t\tmodifiedAttributeArray[ c * 3 + 0 ] = _vC.x;\n\t\tmodifiedAttributeArray[ c * 3 + 1 ] = _vC.y;\n\t\tmodifiedAttributeArray[ c * 3 + 2 ] = _vC.z;\n\n\t}\n\n\tconst geometry = object.geometry;\n\tconst material = object.material;\n\n\tlet a, b, c;\n\tconst index = geometry.index;\n\tconst positionAttribute = geometry.attributes.position;\n\tconst morphPosition = geometry.morphAttributes.position;\n\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\tconst normalAttribute = geometry.attributes.normal;\n\tconst morphNormal = geometry.morphAttributes.position;\n\n\tconst groups = geometry.groups;\n\tconst drawRange = geometry.drawRange;\n\tlet i, j, il, jl;\n\tlet group;\n\tlet start, end;\n\n\tconst modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );\n\tconst modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );\n\n\tif ( index !== null ) {\n\n\t\t// indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = index.getX( j );\n\t\t\t\t\tb = index.getX( j + 1 );\n\t\t\t\t\tc = index.getX( j + 2 );\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = index.getX( i );\n\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// non-indexed buffer geometry\n\n\t\tif ( Array.isArray( material ) ) {\n\n\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\tgroup = groups[ i ];\n\n\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\ta = j;\n\t\t\t\t\tb = j + 1;\n\t\t\t\t\tc = j + 2;\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tpositionAttribute,\n\t\t\t\t\t\tmorphPosition,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedPosition\n\t\t\t\t\t);\n\n\t\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\t\tobject,\n\t\t\t\t\t\tnormalAttribute,\n\t\t\t\t\t\tmorphNormal,\n\t\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\t\ta, b, c,\n\t\t\t\t\t\tmodifiedNormal\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tstart = Math.max( 0, drawRange.start );\n\t\t\tend = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\ta = i;\n\t\t\t\tb = i + 1;\n\t\t\t\tc = i + 2;\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tpositionAttribute,\n\t\t\t\t\tmorphPosition,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedPosition\n\t\t\t\t);\n\n\t\t\t\t_calculateMorphedAttributeData(\n\t\t\t\t\tobject,\n\t\t\t\t\tnormalAttribute,\n\t\t\t\t\tmorphNormal,\n\t\t\t\t\tmorphTargetsRelative,\n\t\t\t\t\ta, b, c,\n\t\t\t\t\tmodifiedNormal\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tconst morphedPositionAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( modifiedPosition, 3 );\n\tconst morphedNormalAttribute = new three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute( modifiedNormal, 3 );\n\n\treturn {\n\n\t\tpositionAttribute: positionAttribute,\n\t\tnormalAttribute: normalAttribute,\n\t\tmorphedPositionAttribute: morphedPositionAttribute,\n\t\tmorphedNormalAttribute: morphedNormalAttribute\n\n\t};\n\n}\n\nfunction mergeGroups( geometry ) {\n\n\tif ( geometry.groups.length === 0 ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' );\n\t\treturn geometry;\n\n\t}\n\n\tlet groups = geometry.groups;\n\n\t// sort groups by material index\n\n\tgroups = groups.sort( ( a, b ) => {\n\n\t\tif ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex;\n\n\t\treturn a.start - b.start;\n\n\t} );\n\n\t// create index for non-indexed geometries\n\n\tif ( geometry.getIndex() === null ) {\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\t\tconst indices = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i += 3 ) {\n\n\t\t\tindices.push( i, i + 1, i + 2 );\n\n\t\t}\n\n\t\tgeometry.setIndex( indices );\n\n\t}\n\n\t// sort index\n\n\tconst index = geometry.getIndex();\n\n\tconst newIndices = [];\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tconst groupStart = group.start;\n\t\tconst groupLength = groupStart + group.count;\n\n\t\tfor ( let j = groupStart; j < groupLength; j ++ ) {\n\n\t\t\tnewIndices.push( index.getX( j ) );\n\n\t\t}\n\n\t}\n\n\tgeometry.dispose(); // Required to force buffer recreation\n\tgeometry.setIndex( newIndices );\n\n\t// update groups indices\n\n\tlet start = 0;\n\n\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tgroup.start = start;\n\t\tstart += group.count;\n\n\t}\n\n\t// merge groups\n\n\tlet currentGroup = groups[ 0 ];\n\n\tgeometry.groups = [ currentGroup ];\n\n\tfor ( let i = 1; i < groups.length; i ++ ) {\n\n\t\tconst group = groups[ i ];\n\n\t\tif ( currentGroup.materialIndex === group.materialIndex ) {\n\n\t\t\tcurrentGroup.count += group.count;\n\n\t\t} else {\n\n\t\t\tcurrentGroup = group;\n\t\t\tgeometry.groups.push( currentGroup );\n\n\t\t}\n\n\t}\n\n\treturn geometry;\n\n}\n\n\n/**\n * Modifies the supplied geometry if it is non-indexed, otherwise creates a new,\n * non-indexed geometry. Returns the geometry with smooth normals everywhere except\n * faces that meet at an angle greater than the crease angle.\n *\n * @param {BufferGeometry} geometry\n * @param {number} [creaseAngle]\n * @return {BufferGeometry}\n */\nfunction toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) {\n\n\tconst creaseDot = Math.cos( creaseAngle );\n\tconst hashMultiplier = ( 1 + 1e-10 ) * 1e2;\n\n\t// reusable vectors\n\tconst verts = [ new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(), new three__WEBPACK_IMPORTED_MODULE_0__.Vector3(), new three__WEBPACK_IMPORTED_MODULE_0__.Vector3() ];\n\tconst tempVec1 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst tempVec2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst tempNorm = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\tconst tempNorm2 = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3();\n\n\t// hashes a vector\n\tfunction hashVertex( v ) {\n\n\t\tconst x = ~ ~ ( v.x * hashMultiplier );\n\t\tconst y = ~ ~ ( v.y * hashMultiplier );\n\t\tconst z = ~ ~ ( v.z * hashMultiplier );\n\t\treturn `${x},${y},${z}`;\n\n\t}\n\n\t// BufferGeometry.toNonIndexed() warns if the geometry is non-indexed\n\t// and returns the original geometry\n\tconst resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry;\n\tconst posAttr = resultGeometry.attributes.position;\n\tconst vertexMap = {};\n\n\t// find all the normals shared by commonly located vertices\n\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\n\n\t\tconst i3 = 3 * i;\n\t\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\n\t\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\n\t\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\n\n\t\ttempVec1.subVectors( c, b );\n\t\ttempVec2.subVectors( a, b );\n\n\t\t// add the normal to the map for all vertices\n\t\tconst normal = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().crossVectors( tempVec1, tempVec2 ).normalize();\n\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\tconst vert = verts[ n ];\n\t\t\tconst hash = hashVertex( vert );\n\t\t\tif ( ! ( hash in vertexMap ) ) {\n\n\t\t\t\tvertexMap[ hash ] = [];\n\n\t\t\t}\n\n\t\t\tvertexMap[ hash ].push( normal );\n\n\t\t}\n\n\t}\n\n\t// average normals from all vertices that share a common location if they are within the\n\t// provided crease threshold\n\tconst normalArray = new Float32Array( posAttr.count * 3 );\n\tconst normAttr = new three__WEBPACK_IMPORTED_MODULE_0__.BufferAttribute( normalArray, 3, false );\n\tfor ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {\n\n\t\t// get the face normal for this vertex\n\t\tconst i3 = 3 * i;\n\t\tconst a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );\n\t\tconst b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );\n\t\tconst c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );\n\n\t\ttempVec1.subVectors( c, b );\n\t\ttempVec2.subVectors( a, b );\n\n\t\ttempNorm.crossVectors( tempVec1, tempVec2 ).normalize();\n\n\t\t// average all normals that meet the threshold and set the normal value\n\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\tconst vert = verts[ n ];\n\t\t\tconst hash = hashVertex( vert );\n\t\t\tconst otherNormals = vertexMap[ hash ];\n\t\t\ttempNorm2.set( 0, 0, 0 );\n\n\t\t\tfor ( let k = 0, lk = otherNormals.length; k < lk; k ++ ) {\n\n\t\t\t\tconst otherNorm = otherNormals[ k ];\n\t\t\t\tif ( tempNorm.dot( otherNorm ) > creaseDot ) {\n\n\t\t\t\t\ttempNorm2.add( otherNorm );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttempNorm2.normalize();\n\t\t\tnormAttr.setXYZ( i3 + n, tempNorm2.x, tempNorm2.y, tempNorm2.z );\n\n\t\t}\n\n\t}\n\n\tresultGeometry.setAttribute( 'normal', normAttr );\n\treturn resultGeometry;\n\n}\n\n\n\n\n//# sourceURL=webpack://vrm/./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js?"); /***/ }) diff --git a/vrma/planet/models/ai.vrm b/vrma/planet/models/ai.vrm new file mode 100644 index 0000000..de6f32f Binary files /dev/null and b/vrma/planet/models/ai.vrm differ diff --git a/vrma/planet/models/ai_default.vrm b/vrma/planet/models/ai_default.vrm new file mode 100644 index 0000000..d5d5a72 Binary files /dev/null and b/vrma/planet/models/ai_default.vrm differ diff --git a/vrma/planet/models/body.txt b/vrma/planet/models/body.txt new file mode 100644 index 0000000..478d67c --- /dev/null +++ b/vrma/planet/models/body.txt @@ -0,0 +1,3 @@ +-0.001 1.211 -0.315 +164.427 0 0 +1.321129 1.799736 0.8886246 diff --git a/vrma/planet/models/default.vrma b/vrma/planet/models/default.vrma new file mode 100644 index 0000000..5a49326 Binary files /dev/null and b/vrma/planet/models/default.vrma differ diff --git a/vrma/planet/models/emote.vrma b/vrma/planet/models/emote.vrma new file mode 100644 index 0000000..7508479 Binary files /dev/null and b/vrma/planet/models/emote.vrma differ diff --git a/vrma/planet/models/fly.vrma b/vrma/planet/models/fly.vrma new file mode 100644 index 0000000..a05a7a9 Binary files /dev/null and b/vrma/planet/models/fly.vrma differ diff --git a/vrma/planet/models/galaxy.glb b/vrma/planet/models/galaxy.glb new file mode 100644 index 0000000..3f9e3b7 Binary files /dev/null and b/vrma/planet/models/galaxy.glb differ diff --git a/vrma/planet/models/idle.vrma b/vrma/planet/models/idle.vrma new file mode 100644 index 0000000..fbb400b Binary files /dev/null and b/vrma/planet/models/idle.vrma differ